NANDIE (Wendol or 'Neanderthal')
Ability Score Requirements: Strength 7, Constitution 8
Ability Score Modifiers: Constitution +1, Wisdom +1, Dexterity -1, Charisma -1 Class & Level Limitations: Cleric 4, Druid 10, Fighter 6, Barbarian 12, Ranger 8 'Nandie' is the (slightly deprecatory) name humans give to Neanderthals - when they don't lump them together as 'cave men.' A more respectful term is the Dwarvish name 'Wendol.'
Nandies are a human-like race characterised by a stocky physique, sloping brow, and wide nose. Despite the stereotype of being savage and brutal, Nandies are gentle and empathic creatures. They have no spoken language - and no name for themselves - but communicate through sign gestures supplemented by their innate telepathy. Nandies are nomadic, moving from summer to winter camps where they hunt game and forage. Some take service (or are impressed into it) with civilised races, especially Dwarves. They are persecuted by goblinfolk and sometimes enslaved by them. Some work as mercenaries for humans. They have a superstitious dread of elves. |
Roleplaying: Nandies look muscular and aggressive, but appearances belie their gentle nature. They are close to nature, respectful of animals, and love to contemplate growing things. Although some are intrigued with machinery, most are unimpressed by the devices of civilisation and are careless of luxuries. They are attracted to finely worked jewellery but have little sense of monetary value and are easily duped. Their telepathic links make them more effective in groups; they are rarely encountered alone, except as tragic exiles or fugitives.
NANDIE RACIAL ABILITIES
Movement: Nandies have a speed of 40 feet per round.
Stocky: Nandies have a muscular physique which gives them a +1 bonus to damage and Forcing Doors.
Resilience: Nandies save at +1 against cold and are 50% likely to be uninfected by disease.
Armour Adjustment: Nandies have a physique which makes armour designed for humans ill-fitting. Any armour more complex than leather is treated as 1 AC less effective when worn by a Nandie.
Dysplutia: Nandies struggle to understand money. Nandie PCs start play with half the money their character class would ordinarily afford them and between adventures they will lose (or will be swindled out of ) half the money they acquired in an adventure. However, Nandie PCs gain experience points from treasure as normal.
Telepathy: Nandies are telepathic with each other, communicating feelings, intentions, and memories with other Nandies within 10 feet. This telepathy is supplemented by sign language and enables Nandies to work together or hunt in absolute silence.
Silent Fellowship: When in telepathic communion with others of their kind, a Nandie enjoys +2 to all saving throws; when without the company of their own kind, Nandies make all saves at -1. A group of Nandies not accompanied by other characters gains +1 to all Initiative rolls.
Druidry: Nandies have an affinity with Druidry and do not have to meet a Charisma requirement to qualify as druids. At the Maze Controller's discretion, they can be multi-classed Barbarian/Druids or Ranger/Druids.
Languages: Nandies have vocal chords, but most will only use them for singing. They do not read or write, but paint beautifully. They communicate through sign language and telepathy with other Nandies, or just signing with other races; humans and dwarves can learn Nandie Sign Language if they have high Intelligence. Nandies only learn spoken language if both Wisdom and Intelligence are 13+ (typically Dwarvish or Common, learning a second language if Intelligence is 16+ and a third if 18+); they only master literacy if Wisdom and Intelligence are both 16+.
Sign Language: The Nandie Charisma penalty does not apply when communicating in Sign Language. Nandie Sign Language has been adopted by other races and tribes as a lingua franca around the Moon Peaks, the Blackwater Delta, and across the Barrowmoor. Random encounters with Neanderthals, Froglings, Lizardmen, and Mongrelmen might be resolved as a trading opportunity if introductions are made in Sign Language before weapons are drawn (1-2 on a d6, Charisma modifiers apply).
Psionics (optional): If you use Fen Orc's No-Fear Psionics rules, then Nandies can take their first Feat at 3rd level. If they choose Psionic Potential, their Psionic Stress Die is a d8, not the usual d6.
Nandie Starting Age: Cleric (15+1d4), Fighter (12+1d4). These ages include all respective class subtypes.
Nandie Height & Weight
Sex |
Height |
Modifier |
Weight |
Modifier |
Male |
5' 6" |
1d4 |
180lbs |
2d4 |
Female |
5' 4" |
1d4 |
160lbs |
2d4 |