Sometimes called “deck-apes”, the Hadozee are a race of gangly simians. Originally from a single homeworld, the Hadozee have spread all over the known spheres, working as crewman on the spelljamming vessels of various nations and races.
Personality: Hadozee are usually rude, withholding their coarse comments only when in presence of their employers or elves (and often not even then).When Outside these controlling influences, they can utter a continuous stream of insults and derision, with tongues sharp enough to make the most seasoned spelljammer take notice. Even though they are not exactly charming, they tend to be quite swashbuckling, showing off their agility and flight skills, happily making fun of almost everybody they encounter (including themselves and other Hadozee).
On the other hand, they are sought after by many spelljammers for their willingness to work hard and diligently, without complaining (well, probably with a lot of complaining, but Hadozee being what they are, this is to be expected).
Surprisingly, most Hadozee are quite easygoing, when one can get over their rough language. They are very difficult to insult themselves, and usually don't hold grudges for long.
Physical Description: Hadozee look quite impressive. Standing about 7 ft. tall and being quite slender, hadozee have (well groomed) brown fur covering their whole bodies, with a shaggy mane surrounding all of the head except for the face. Their mouth is a protruding muzzle with several long fangs. The most unusual feature of a Hadozee is the membrane of skin that normally hangs loosely from the creature's arms and legs. When a Hadozee raises its hands over its head, this membrane is stretched taut and the creature has a limited gliding ability, as explained below. The Hadozee´s feet are fully as dexterous as their hands, even to the extent of having opposable thumbs. Hadozee are tailless.
Usually, Hadozee wear no clothing beyond the occasional harness or loincloth, since it would hinder their movements too much. When in foreign ports, they sometimes adopt loose, flowing caftans, and some warriors wear Hadozee armor.
Relations: Hadozee earn their money in wildspace as deckhands and mercenaries, and consequently get along quite well with most races. The highest honor for a Hadozee is it to serve aboard a warship of the Elven Imperial Navy; ever since the first Unhuman Wars, when the Hadozee aided the elves, it is a tradition in the EIN to take on Hadozee crewmen. Though the Hadozee are employed willingly and paid very well, the elves in no way consider the deck apes an equal race.
Alignment: Most Hadozee are true neutral, without any preferences towards law and chaos (even though the typical Hadozee bluster sometimes seems quite chaotic). Good Hadozee are also not uncommon, whereas evil ones seem to be a bit rare.
Hadozee Lands: Unlike many other spelljamming races, the Hadozee know exactly where their homeworld is: In a small sphere at the edge of known space. Their homeplanet is a subtropical world consisting of high mesas, and deep jungle canyons, the ideal environment for there gliding ability.
Religion: The Hadozee have a number of gods, which are mostly venerated on their homeworld. Hadozee in wildspace tend to adopt local deities, whom they see as aspects of their own powers; most adventuring deck apes venerate powers of luck, skill, combat, and travel.
Language: The Hadozee language sounds quite hart, having a large number of hard consonants. Most Hadozee also speak elven and/or common, and are usually capable of spewing forth insults in almost any other language they have come in contact with.
Names: Hadozee names are usually short, often monosyllabic. Example names are Tuk, Konn, or Koto. It is unknown whether there is a difference between female and male names.
In contrast to these short names, clan names are often highly prosaic, such as cloudjumper or dawnchaser.
Adventurers: The driving motivation for most Hadozee in space is curiosity. Since Hadozee can be found all over the known spheres, there is no shortage of young deck apes willing to venture forth.
The most common classes among the Hadozee are fighters and rogues. There is a sizeable number of Hadozee bards (while they never seem to get the hang of high art, they are quite well known for their bawdy limericks), sorcerers, and even rangers. Wizards, clerics, and monks are usually a bit too contemplative for the Hadozee, although some of them follow these paths. Barbarians and Rangers are, once again, rare, since these classes are normally found on the Hadozee homeworld, and seldom find their way into space. Psions and Psionic Warriors are extremely rare as well, though not altogether unheard of, and especially the latter are quite effective.
Finally, the “duelist” prestige class deserves mention, since it is an eternal favorite among the more experienced spacegoing deck apes.
Hadozee Racial Traits:
- +4 Dexterity; -2 Wisdom and Charisma: Hadozee are extremely agile and nimble, but they are also brash and somewhat coarse.
- Medium-Size. As Medium-size creatures, hadozee have no special bonuses or penalties due to their size.
- Hadozee base speed is 30 ft.
- Low-light vision. Hadozee can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and details under these conditions.
- Limited flight. The Hadozee´s wing-membranes allow them to fly with a speed of 50 feet and poor maneuverability. They can only glide, meaning that they have to launch themselves from an elevated position (minimum height: 10 ft.) and can only descend. For each foot they glide forward, they also lose one foot of height. Hadozee can glide only when a it is unencumbered or carries a light load. Gliding is a full-round action.
They also can use their wing membranes to break a fall. If there is enough room for gliding, they can turn a fall into glide. If not, they take only half damage from a fall.(Note: if the optional Glide skill is used, extra rules apply to gliding).
- Hadozee have extremely flexible feet, and can use them as a second set of hands. They can fight expertly with with weapons in both hands, a hand and a foot, or even both feet (although never with more than to limbs at once), gaining the ambidexterity for free (many hadozee warriors take multiweapon feat, if they do so then ambidexterity becomes multidexterity).
- Hadozee are expert climbers. They gain a +4 racial bonus on climb checks. They can climb at half their speed as a move-equivalent action, or their full speed as a full round action. Also, Hadozee don´t lose their dex bonus to AC while climbing.
- Hadozee have +1 natural armor.
- Hadozee value their freedom of movement above everything else. They have no proficiency heavy or medium armor even if the class(es) they have stat otherwise. Typically they use only a buckler, as larger shields interfer with thier ability to glide. The hadozee to have specially made armor (Hadozee armor [see below]).
- Favored Class: Fighter
Hadozee Armor: This Armor is especially made to fit the Hadozee form without impeding their movement and their glide ability. it consists of light and supple leather strips covering the torso. It is fastened over the shoulders and at the legs, leaving both sides open in order to allow the membranes to be spread.
Cost: 75 gp,
Armor Bonus: +1,
Maximum Dex Bonus: +8,
Armor Check Penalty: 0,
Arcane Spell Failure: 5%,
Speed: 30 feet,
Weight: 8 lb.
Optional Rule
New Skill
GLIDE (Dex)
The glide skill gives a Hadozee more control while gliding. It is a class skill for all Hadozee, regardless of their class.
Check: A glide check is rolled whenever a Hadozee attempts something other than gliding downwards. Land safely is rolled whenever the Hadozee touches down normally. Arrest a fall can be rolled once as a free action whenever a Hadozee falls. Of the other checks, only one can be rolled per round.
| DC |
|
|
Maneuver |
| 5 |
|
|
Land safely (i.e. on feet, if check is failed, Hadozee is prone) |
| 10 |
|
|
Swoop (allows the Hadozee to glide faster at the cost of going down faster. The Hadozee can add one more foot of descent each round, to a maximum of 5 ft. For each additional foot over one, the Hadozee glide movement is increased by 50 ft.) |
| 15 |
|
|
Descend more slowly (allows the Hadozee to lose only ½ ft. of height while moving 1 ft) |
| 20 |
|
|
Keep height (allows the Hadozee to travel its normal movement without losing height). |
| 20 |
|
|
Arrest a swoop (allows the Hadozee to break a swoop, slowing down by up to 100 ft. per round, thus reducing the altitude loss by 2 feet).
|
| 20 |
|
|
Arrest a fall (allows the Hadozee to turn a fall into gliding [or at least take half damage from the fall, see above]).
|
| 25 |
|
|
Gain height ( allows the Hadozee to actually gain ½ ft. of height for every ft. travelled. |
| 35 |
|
|
Stop a swoop (allows the Hadozee to reduce a swoop, no matter how fast, to normal glide movement). |
| +/-5 |
|
|
Updraft/Downdraft |
| - 5 |
|
|
For each category of wind speed beyond strong |
| - 5 |
|
|
For each 5 pds. of equipment the Hadozee carries |
Retry: No
Special: Hadozee with 5 or more ranks of Balance gain a +2 synergy bonus to glide checks.
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©2002 Wizards of the Coast, Inc.
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Hadozee, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Hadozee ©2002,
Matthias Schuch
Original Source: Monstrous Compendium #7 & The Complete Spacefarer's Handbook