Taer

Primitive hunters of the icebound north, taers are cruel and savage creatures who haunt the remote mountains and passes of the East. They launch war parties into warmer lands, carrying off livestock, food stores, or even people for the clan's larder. Even more so than other evil folk such as orcs or gnolls, taers are regarded by other races as crude, bloodthirsty beasts without a single redeeming quality. Although taers regard other creatures as potential enemies or meals, they possess a surprisingly complex store of oral histories, rules for conduct within the clan, and tribal wisdom.

Long ago, the race developed a comprehensive code to govern its tendency toward violence, at least between its own members. Anyone not of the taer's clan is beyond the protection of this code and can be robbed, murdered, or eaten at will. Those few taers who wander into civilized lands either extend their concept of "clan" to some other set of intelligent creatures, such as a group of bandits, a village, or an adventuring band, or quickly die at the hands of an angry mob.

Taer Ability Adjustments: +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Favored Class (Barbarian): A multiclass taer's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

- Medium size
- A taer's base land speed is 30 feet
- Giant
- Racial Hit Dice: A taer begins with two levels of giant. This provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throws of Fort +3, Ref +0, and Will +0.
- Darkvision
- Natural Armor +2
- Natural Attacks: An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a -5 penalty on his normal attack bonus. The taer's slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage
- Cold Subtype (Ex): Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure
- Favored Class: Barbarian
- Level Adjustment: +1

Racial Feats
Darkvision
Weapon Proficiency (creature)
Giant
Immunity to Cold
Natural Armor 2
Vulnerability to Fire