Vanara (Greyhawk)

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Varana are ape-like humanoids native to Nippon. They tend to live in mountains and work as gatherers - foraging for wood, herbs, precious stones or something else depending on personality. City dwelling varanas are often laborers, especially builders, but a few make truly gifted scholars and they are also are prized as wise if unconventional priests and monks. They have a weakness for alcohol, but also great tolerance for it. Rules for varanas are found in Pathfinder. Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Catfolk, Celestial, Gnoll, Gnome, Goblin, Sylvan, Tengu and Yutu.

Traits

Death from Above

When you do a leaping charge down from a higher elevation and hit your enemy, you can subtract 1d6 from the falling damage you would take and add this as a trait bonus to the damage you inflict. You also do not suffer any armor class penalty when doing this.

Drunk Monkey

You gain a +4 trait bonus on Fortitude saves to resist the effects of alcohol. You also gain a +4 trait bonus on Diplomacy checks to gather information when alcohol is involved. Diplomacy is a class skill for you.

Gatherer

You gain a +4 trait bonus on Perception checks when you take a Move action searching for objects, hidden or just lost. This bonus does not apply to traps, hidden doors, or other features such as creatures or immobile room features. Perception is a class skill for you.

Monkey Roll

When you exit a grapple you can move up to your speed instead of the normal 5 ft. This movement does not trigger attacks of opportunity from the creature you were grappling with, but it does trigger attacks of opportunity normally from others.

Monkey See, Monkey Do

If you repeat the same action an opponent last used against you back against them, you get a +2 trait bonus to succeed. Example actions include combat maneuvers, skill rolls, melee attacks, missile attacks, and so on.

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