Random Starting Age
Random Starting Height & Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4 ft. 8 in.||+2d8 in.
||105 lbs.||2d8x5 lbs.|
|Female||4 ft. 2 in.||+2d8 in.
||90 lbs.||2d8x5 lbs.|
Vanaras are intelligent, monkeylike humanoids that live in deep, warm forests and lush jungles. A vanara's body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite their fur, vanaras can grow lengthy hair on their head just as humans can, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara's head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter and weighs slightly less than a typical human.
The following racial archetype is available to vanaras.
Vanaras are known to use equipment crafted from the following material.
Vanara woodworkers craft this extremely flexible material in a time-consuming process. Whipwood is actually a composite of several bendable wooden fibers woven and fused together to form a flexible but sturdy unit. Only wooden weapons or weapons with wooden hafts (such as axes and spears) can be made out of whipwood. A creature wielding a whipwood weapon treats its CMD as +2 higher for the purpose of avoiding sunder attempts against that weapon. A whipwood weapon's hit points increase by +5. Whipwood loses its special qualities if under the effect of an ironwood spell.
Type of Whipwood Item Cost Modifier Wooden or wood-hafted weapon +500 gp
Vanaras have access to the following feat.
Tree Hanger [Racial, Combat]
You can use your tail to defend against trip attacks and to hang from nearby protrusions.
Acrobatics 1 rank, vanara.
You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that you could hang from, as a swift action you may make a DC 15 Acrobatics check to jump upward and use your tail to hang from that object. While hanging, you can't be tripped, you ignore the effects of difficult terrain in your square, and you gain a +2 bonus to your CMD against bull rush, drag, and reposition attacks. If you leave that square (including if you are moved against your will), you lose your grip on the object and are no longer hanging. While hanging, you cannot use your tail for anything else.
Vanaras have access to the following magic items.
Meridian BeltAdvanced Race Guide
Aura: Moderate transmutation
Caster Level: 9th
Price: 1,000 gp
Weight: 1 lb.
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to wear a magic ring on each foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (both hands, both feet, left hand and right foot, and so on). For example, a creature could wear a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires.
The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn't used to make that ring active during that attunement period.
Requirements: Craft Wondrous Item, polymorph
Cost: 500 gp
Vanaras have access to the following spell.
Level: Alchemist 3, bard 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The target's tail moves and acts more quickly, almost with a mind of its own. When making a full-attack action, the target may use its tail to make a dirty trick or steal combat maneuver as a swift action. For the purpose of this attack, the target's tail is a natural weapon with a reach of 5 feet. This spell has no effect on creatures lacking a prehensile tail. If the target already has an extra attack from haste or a similar effect, this spell only allows the tail to make dirty trick and steal combat maneuvers, but does not grant an extra attack.