Dowhar, 1st-Level Warrior
Small Humanoid (Dohwar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 20 ft. (4 squares)
Armor Class: 16 (+1 size, +5 breastplate), touch 11, flat-footed 16
Base Attack/Grapple: +0 / -5
Attack: Weega* +0 melee (1d4-1), or bite +0 melee (1d2-1)
Full Attack: Weega* +0 melee (1d4-1), or bite +0 melee (1d2-1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Clumsy Manipulators, Exotic Metabolism, Spell-Like Abilities
Saves: Fort +2, Ref +2, Will -1
Abilities: Str 9, Dex 11, Con 15, Int 10, Wis 9, Cha 8
Skills: Bluff +3**, Listen +3, Spot +3
Feats: Alertness
Environment: Arctic/aquatic
Organization: Solitary, merger (2 plus 0-5 young), cartel (10d10+80 dohwar + 4d10x10 young)
Challenge Rating: 1/8
Treasure: Normal
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +0

This humanoid looks like a four foot tall penguin dressed in a garish mishmash of clashing clothes.

Dohwar wings are useless for flight, and are only marginally useful as manipulators. The shamelessly hunt down any opportunity to turn a profit, and consider the Arcane to be their greatest competition. They have few social skills, and are obnoxious, brash, money-grubbing, and persistent. Their standard way to do business is by pairing up against a prospective customer and talking them into submission.

Dowhars speak their own language and Common.

Combat

Dohwar are not good fighters as a race. They rely mostly on mercenaries—especially giff—to handle anything that requires muscle.

Since mercenaries cannot always be depended on, the dohwar train Protectors—dohwar warriors. * Due to the weak natural bite attack, Protectors wield the "weega", a sword blade that fits over their beak. (Treat the weega as a short sword that requires an Exotic Weapon Proficiency to use.) Protectors are the only dohwar that wear armor, though they don't carry shields. Elite Protectors, called Dohwar Deathsquealers, ride space swine into battle.

Clumsy Manipulators (Ex): Dohwar flippers are bad at performing any actions requiring manual dexterity, including weapon use. They receive a -4 penalty on any action that requires the use of their hands. They do not suffer this penalty when making armed or unarmed bite attacks.

Exotic Metabolism (Ex): A dohwar's strange metabolism makes him immune to alcohol. Sugar, on the other hand, is highly intoxicating. An apple is as intoxicating to a dohwar as a strong beer is to a human. Honey or sugary sweets have the effects of strong spirits.

Spell-Like Abilities: 3/day—detect thoughts (DC 11). Caster level 10th. The save DCs are Charisma-based.

Skills: ** Dohwar receive a +4 racial bonus to Bluff checks.

Dohwar Society

Common dohwar are salesmen. There is one merchant (2nd-3rd level expert), often accompanied by a Protector, for every four salesmen encountered; and one manager (3rd-4th level expert or expert/wizard) for every 20. Cartels often have 2-5 executive board members and a president.

Dohwar have few social skills, and have no interest in learning. They are obnoxious, brash, persistent, money-grubbing merchants. Their standard tactic for business is to pair up and talk a prospective customer into submission.

Dohwar as Characters

Dohwar are relentless merchants, and their leaders tend to be rogues or wizard/rogues or cleric/rogues. Most non-Protector dohwar are expert with a focus on merchant skills. A dohwar cleric has access to two of the following domains: Healing, Luck, Protection, and Trickery. Most dohwar spellcasters are wizards or clerics. Dohwar spellcasters perfer spells that are defensive, divinatory, negotiation-enhancing, concealing, and especially healing.

The dohwar warrior (called a "Protector" by the dohwar) presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

In the Spheres

Dohwar wares are many and varied. Anything from the Player's Handbook can show up in a dohwar ship's hold—even things like wagons and small boats. They carry spell components, books, scrolls, potions, and gnomish inventions.

The dohwar are too few in number to have a strong, disrupting effect on commerce in wildspace.