The Pander do not believe in the traditional viewpoint of a body and a soul. Instead, the pander believe in the "loa" (LOW-AH), a wild fey spirit within all Pander. They see it as a separate entity from them and attribute all emotion, creativity, and morality to it. Everything from a Pander's love of another to its music improvisational skill stems from the loa and its chaotic energies.

The instrument they summon as a race is always just one type of instrument, tied to the heart of the loa. It is the loa's voice to a Pander, and while all of them seem naturally skilled with music, the Pander that commune with their loa over a long life can truly make the greatest music in all of Seronia.

When referring to it's loa, the Panders always seem to address it as "my loa", never "the loa". Even Panders wholly evil do not depersonalize their relationship to their loa by referring to it as an indefinite article. There is nothing more definitive, more real in a Pander's life than it's loa. However, a Pander can be in conflict with what the loa is telling his/her body, akin to when a human loves someone and can't understand why or when a human is compelled to do acts that he does not wish to. A Pander with a twisted loa though, is a terrible enemy. Evil Panders still engage in many of the same activities that their good counterparts do, but in a far more gruesome fashion. Cannibalistic orgies fueled by maddening music is an example.

Sex to a Pander is extremely spiritual experience for a Pander. Where most see Panders as just naive and promiscuous, those privvy to their inner thoughts know that Panders believe that the body and the loa truly become one only during music and sex. Pander are loving creatures but already have a long term relationship (to their loa) and do not equate sex with commitment. Pander also see same sex coupling as "pointless", as female and male loas are designed to integrate with one another; the combining of same sex energies is often unsatisfactory and trivial.

PANDER STATS

  • +2 Dexterity, +2 Charisma, -2 Wisdom Panders are lithe and charming, but prone to capricious behavior.
  • Medium: Pander are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Panders have a base speed of 30ft.
  • Low Light Vision: Panders can see twice as far as humans in conditions of dim light. See Chapter 7.
  • Keen Senses: Panders receive a +2 to Perception checks
  • Seducer: Panders add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, panders with a Charisma score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the pander’s character level).
  • Magic Familiarity: Panders receive a +2 to Use Magic Device and may use the skill untrained.
  • Power of the Loa: With a Charisma score of 11, a Pander can cast summon instrument at will (as per the bard spell). Panders may use their summoned instrument instead of verbal and somatic components for spells. If they do so, the pander receives a +1 to the spell DCs of compulsion and sonic spells. A Pander must have both hands free to use this ability.
  • Sociable: Panders skilled at charming others and recovering from faux pas. Panders that attempt to a creature’s attitude with a Diplomacy check and fail by 5 or more can try to influence the creature a second time even if 24 hours have not passed.
  • Languages: Panders begin play speaking Common and Panderin.
Apostate Pander Variant

Some panders have lost touch with their loa, either through trauma or being displaced from their native realm of Eridu for too long. Either way, the loss of their loa has caused them great pain, to which they can channel and project onto others. 

Named “apostate panders,” these panders would argue they've lost more than just religion as their name suggests, but their very soul. Because of this, apostate panders are often darker and more sinister than their loa-entuned brethren, but some find the detachment as a true freedom from the realm of the fey and their machinations. No matter how they view the loss of their loa, they remain steeped in natural magic.

Apostate panders lose Seducer and Power of the Loa and instead gain the following:

  • Terrifying Screech: Once per hour as a standard action, an apostate pander can emit a terrifying screech. Any non-pander must make a successful Will saving throw (DC 10 + 1/2 the apostate pander’s character level + Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the apostate pander’s terrifying screech for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mindaffecting effect.
  • Manipulator: Apostate panders add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, apostate panders with a Charisma score of 15 or higher may use murderous command once per day as a spell-like ability (caster level is equal to the pander’s character level).

Table: Pander Random Starting Ages and Aging


Adulthood

Simple

Moderate

Complex

23 years

+3d6

+5d6

+7d6

Middle Age

Old

Venerable

Maximum Age

88 years

131 years

175 years

+5d20 years


Table: Pander Random Height and Weight


Gender

Base Height

Height modifier

Base weight

Weight Multiplier

Male

5'5”

2d4

125lbs

X 5lbs

Female

4'11”

2d4

100lbs

X 5lbs



 
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