TEXT: TM
  Jeff LeeTOSCULI
  
  MIDGARD TALES
  2
  2
  ADVANCED RACES TOSCULI
  Advanced Races, Kobold Press, and Midgard are trademarks of Open Design. 
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder® Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility 
  with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Inc. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game.  
  Paizo Inc. does not guarantee compatibility, and does not endorse the product.
  Open Game Content: The Open Content in this publication includes the new feats, new spells, new gear, and new player 
  character race abilities. All other material is Product Identity, especially place names, character names, locations, story 
  elements, and fiction. No other portion of this work may be reproduced in any form without permission.
  ©2015 Open Design. All rights reserved.
  www.koboldpress.com
  CREDITS
  Design: Jeff Lee and Ben McFarland
  Developer: Alistair Rigg
  Editor: Annie Craton
  Cover Artist: Johnny Morrow
  Interior Artists: Josh Hass, Johnny Morrow 
  Art Director & Graphic Design: Marc Radle 
  Publisher: Wolfgang Baur
  TABLE OF CONTENTS
  TM
  Introduction .......................................................................3
  Renegade Tosculi (Hiveless) ............................................3
  Tosculi Racial Traits ..........................................................5
  Tosculi Power Level ...........................................................5
  Alternate Racial Traits ......................................................6
  Favored Class Options ......................................................6
  Racial Archetypes ..............................................................7
  War-warper (Alchemist) .............................................7
  Hivemaster (Druid) .....................................................7
  New Racial Rules ...............................................................8
  Tosculi Equipment ......................................................8
  Tosculi Feats .................................................................8
  Style Feats: Wasp Style ................................................9
  Tosculi Magic Items ....................................................9
  Liber Apocrita: A Living Spellbook ........................ 10
  Tosculi Spells ................................................................... 12
  
  3
  3
  INTRODUCTION
  The tosculi are known to most 
  humanoids in the Southlands 
  as a danger to be either avoided 
  or destroyed. They are alien 
  beings, operating under a shared 
  consciousness and typically hostile 
  to (or at best uncaring toward) all 
  but their own hive-mates. Their 
  hive cities are run with a ruthless 
  efficiency and ruled by fearsome 
  queens; any that do not conform 
  to the hive’s society, mentally or 
  physically, are destroyed or driven 
  out. Those that follow the Archdevil 
  Arbeyach are even more draconian.
  There exist drones who do not 
  fit seamlessly into the well-tuned 
  social mechanics of the hive. Some 
  resist the orders of the queen and the 
  thoughts of the hive mind. Others 
  are physically unsuitable to the tasks 
  for which they were bred. Whatever 
  the reason, they do not conform, 
  and nonconformity is not abided 
  in tosculi society. Renegades who 
  are not killed are driven out or flee. 
  Known as the Hiveless, these outcasts 
  attempt to thrive in a world where 
  they are feared and reviled, making 
  their way as best they can.
  Notations: This text refers to 
  the following products: APG = 
  Pathfinder Roleplaying Game 
  Advanced Player’s Guide; CS = 
  Demon Cults: The Cult of Selket; 
  DM = Deep Magic; UC = Pathfinder 
  Roleplaying Game Ultimate Combat; 
  UM = Pathfinder Roleplaying Game 
  Ultimate Magic.
  RENEGADE TOSCULI 
  (HIVELESS)
  Physical Description: Tosculi resemble vaguely 
  humanoid wasps. An average specimen stands about 
  3 feet in height and weighs 30 lbs. As drones, they are 
  asexual and without gender. They have large, compound 
  eyes and small antennae. Their mouths sport insectoid 
  mandibles, though the jaws of the Hiveless lack the 
  strength to be used as natural weapons.  
   
  Their bodies and angular-jointed limbs are covered 
  in a glistening, protective carapace. Carapace colors 
  and markings vary by region and the hive to which 
  they were born. Black and yellow, or black and white 
  patterns are common, as are tosculi of solid brown or 
  black coloration. Some tosculi are brightly-colored, 
  sporting chitin of blues or greens. Their arms end in 
  thin-fingered, clawed hands. 
   
  Two pairs of wings—usually vestigial, as separation 
  from the hive can keep them from fully developing—
  sprout from their shoulders. Tosculi wings are 
  translucent and iridescent. They run a gamut of colors 
  
  MIDGARD TALES
  4
  4
  ADVANCED RACES TOSCULI
  and patterns, from simple, pale yellow to a rainbow-
  like pattern akin to oil on water.  
   
  The nub of a stinger at the base of a tosculi’s 
  abdomen has no offensive value; it is a weapon of 
  warriors and queens that never fully matures in drones. 
   
  Tosculi have little in the way of fashion sense, and 
  most humanoid clothing is not designed with their 
  body shape in mind. What they wear is mainly for 
  protection, though a few grasp the concept that other 
  races often find nudity unappealing or wrong. Most 
  tosculi clothe themselves in whatever scraps and 
  pieces of clothing and armor are readily available and 
  will fit, with a preference for bright colors. Tosculi 
  often have an affinity for jewelry, especially pieces that 
  sport large, colorful stones. Some will take jewelry 
  they cannot wear, such as earrings, and affix them to 
  whatever clothing they have.
  Society: The Hiveless are outcasts, cut off from both 
  the hivemind and their fellow tosculi. They lack 
  the numbers to create settlements of their own, so 
  they usually attempt to integrate themselves into 
  whatever community they can find that tolerates 
  their presence-- or at least one that does not actively 
  drive them out. If several Hiveless find their way 
  to the same settlement, they share living quarters 
  or adjacent rooms in an attempt to create some 
  semblance of community—a shadow of the hives they 
  left behind. Being genderless, many tosculi will adopt 
  sets of gendered pronouns in order to fit in with their 
  new neighbors. Others will answer to any pronoun 
  tossed their way.  
   
  Socially-minded tosculi are driven to fit into 
  the community by providing it with the benefits of 
  whatever talents they possess. 
   
  In some cases, this means tosculi are crafters, 
  providing necessary goods. Other times, they 
  function as defenders, using their skills to protect 
  their adopted community. Each tosculi takes a role 
  best suited to its abilities. Some tosculi do not find 
  a community where they feel a sense of belonging, 
  or they are simply aberrations who welcome a life 
  of solitude. Such Hiveless are true exiles, wandering 
  wherever their whims take them. Whatever path 
  they choose, tosculi are driven to make the most of 
  whatever life they find for themselves, as they have 
  precious few years in which to pursue what gives their 
  existence meaning.
  Relations: Tosculi find the industriousness and 
  tradition of dwarves familiar and comforting; the 
  Hiveless readily make friends with them when 
  possible. Likewise, they find affinity in both creative, 
  industrial natures of the kobolds as well as their 
  occasionally matriarchal society. They are wary of 
  humans, never certain how they will be received. 
  Despite this, tosculi frequently find a community 
  to join among humans, due to the race’s more 
  cosmopolitan nature. Tosculi respect the strength 
  and presence of dragonkin. Minotaurs tend to find 
  tosculi particularly repulsive and the two races 
  rarely have anything to do with one another. More 
  vicious-minded tosculi get along well with gnolls, 
  who respect their dangerous nature even if they are 
  put off by the tosculi’s insect-like appearance. Tosculi 
  rarely have contact with gnomes or halflings, relations 
  being dependent upon the situation and individuals 
  involved. Tosculi who encounter the gearforged 
  find them fascinating, as they are living examples of 
  integration and order.
  Alignment and Religion: The views on religion 
  among tosculi outcasts vary from individual to 
  individual. Some find solace in joining a spiritual 
  community, feeling reaffirmed at being a part of 
  something larger once again. Others find faith in 
  various gods for their own reasons, their worship as 
  independent and solitary as the Hiveless themselves. 
  Still others eschew religion entirely, seeking meaning 
  in life through philosophy, or simply forging their 
  destiny through their actions. 
   
  Tosculi alchemists are naturally attracted to the 
  worship of Bastet. Those living among humans and 
  dwarves often turn to the worship of Aten. Tosculi 
  who wander or find fulfilment in academic pursuits 
  often worship Thoth-Hermes. Hiveless of a darker 
  bent will sometimes turn toward the gods of the 
  Nurian cults—Set and Selket are common choices. 
  Those rare tosculi found outside of the Southlands 
  often gravitate to whatever local gods suit their fancy, 
  though Ariadne has a popular appeal to the Hiveless, 
  as well as Ceres for her community aspect. 
   
  The tension between tosculi and other humanoids 
  often makes it difficult for the Hiveless to develop 
  any true sense of altruism toward others. Many are 
  neutral in this aspect of alignment, with good tosculi 
  being incredibly rare  and evil tosculi fairly common. 
  How a tosculi adapts to society outside the hive—
  finding a place in a new social hierarchy, embracing 
  individuality, or falling somewhere in-between—
  ultimately determines the other component of its 
  alignment. Renegade tosculi are equally likely to be 
  lawful, chaotic, or neutral in this respect. 
  Adventurers: A wandering lifestyle is often 
  adopted by the mistrusted, outcast Hiveless, which 
  leads many renegade tosculi to the adventuring life. 
  Some embrace their violent tendencies, taking up 
  lives as brawlers, fighters, and slayers. Others use their 
  natural mobility and agility to become rogues. Some 
  tosculi find the ascetic and ordered lifestyle of the 
  monk appealing. Certain tosculi fall into the practice 
  of alchemy, pushing the boundaries of their physical 
  development with their experiments. Others follow 
  
  5
  5
  the path of druidism, forming a bond with the natural 
  world and often focusing on the insects they resemble.
  Tosculi Names: Berrvam, Klekazzi, Klikit, Remarra, 
  Tekrik, Vezzek, Zetarri, Zhurra
  TOSCULI RACIAL TRAITS
  +2 Dexterity, +2 Wisdom, −2 Charisma: 
  Tosculi are quick and possess excellent instincts, 
  but most creatures find their verminous appearance 
  repulsive.
  Type: Tosculi are monstrous humanoids.
  Size: Tosculi are Small creatures and gain a +1 size 
  bonus to their AC, and on attack rolls, a −1 penalty to 
  their CMB and CMD, and a +4 size bonus to Stealth 
  checks.
  Speed: Tosculi have a base speed of 30 feet.
  Carapace: Tosculi gain a +1 natural armor bonus to 
  AC.
  Claws: Tosculi receive two claw attacks as primary 
  natural attacks that deal 1d3 damage.
  Stalker: Perception and Stealth are always class skills 
  for tosculi.
  Skittering: Tosculi are accustomed to living and 
  fighting communally with other members of their 
  race. Up to two tosculi can share the same square at 
  once. If two tosculi that are occupying the same square 
  attack the same foe, they are considered to be flanking 
  that foe as if they were in two opposite-facing squares.
  Gliding Wings:  Tosculi have vestigial wings 
  which do not allow them to fly, but which do provide 
  additional options in the air. They take no damage 
  from falling (as if they were under a constant, non-
  magical feather fall effect). While in midair, a tosculi 
  can move up to 5 feet in any horizontal direction for 
  every 1 foot it falls, at a speed of 60 feet per round. 
  A tosculi cannot gain height with these wings alone; 
  instead it merely coasts in other directions as it falls. 
  If subjected to a strong wind or any other effect that 
  causes a winged creature to rise, it can take advantage 
  of the updraft to increase the distance it can glide.
  Hive Builder: Tosculi can use soften earth and stone 
  once per day as a spell-like ability. Their caster level is 
  equal to their character level.
  Tosculi Random Starting Ages
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  10 years
  +1d4 years
  +1d6 years
  +2d6 years
  1 This category includes barbarians, bloodragers, oracles, rogues, and sorcerers.
  2 This category includes bards, brawlers, cavaliers, fighters, gunslingers, hunters, paladins, rangers, shamen, skalds, slayers, 
  summoners, swashbucklers, and witches.
  3 This category includes alchemists, arcanists, clerics, druids, inquisitors, investigators, magi, monks, warpriests, and wizards.
  Tosculi Aging Effects
  Middle Age1
  Old2
  Venerable3
  Maximum Age
  20 years
  30 years
  40 years
  40 + 1d10 years
  1 At middle age, −1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
  2 At old age, −2 to Str, Dex, and Con and +2 to Int, Wis, and Cha.
  3 At venerable age, −3 to Str, Dex, and Con and +3 to Int, Wis, and Cha.
  Tosculi Random Height and Weight
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  2 ft. 6 in.
  25 lbs.
  2d4
  x1 lb.
  To determine a tosculi character’s height, roll the modifier dice indicated on the Tosculi Random Height and Weight table 
  and add the result, in inches, to the base height. To determine a character’s weight, multiply the result of the modifier dice 
  by the weight multiplier and add the result to the base weight. 
  TOSCULI POWER LEVEL
  The racial traits assigned make tosculi an 11-RP 
  race, equivalent to dhampir and dwarves. To make 
  them a 10-RP race, replace gliding wings with:
  Jumper: Tosculi are always considered to have a 
  running start when making Acrobatics checks to 
  jump.
  
  MIDGARD TALES
  6
  6
  ADVANCED RACES TOSCULI
  Languages: Tosculi begin play speaking Common. 
  Tosculi with high Intelligence scores can choose from 
  the following: Abyssal, Aklo, Auran, and Golbin.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  typical tosculi racial traits. Consult your GM before 
  selecting any of these options.
  Binding Spittle: Once per day, a renegade tosculi 
  can spit a ball of viscous gloop at a target within 60 
  feet. This requires a successful ranged touch attack 
  and creates a result like a tanglefoot bag. The saving 
  throw DC for a tosculi’s binding spittle is equal to 10 
  + 1/2 the tosculi’s level + its Constitution modifier. 
  This racial trait replaces the hive builder racial trait.
  Bite: Some renegade tosculi develop mandibles strong 
  enough for a bite attack. This is a primary natural 
  attack that deals 1d4 damage. This racial trait replaces 
  the stalker racial trait.
  Hardened Carapace: Some renegade tosculi 
  develop additional defense at the cost of offensive 
  ability. A tosculi with this trait gains a +2 natural 
  armor bonus to its AC. This ability replaces the 
  carapace and claws racial trait.
  Latent Hive Mind: Occasionally, a renegade 
  tosculi will develop the latent mental abilities 
  necessary to tap into the hive mind without those 
  powers fully coming to fruition. Tosculi with this trait 
  can use detect thoughts once per day as a spell-like 
  ability, with a caster level equal to the tosculi’s level. 
  Tosculi take a −2 penalty on their saving throws 
  against this ability. This ability replaces the gliding 
  wings racial trait.
  FAVORED CLASS OPTIONS
  The following options are available to all tosculi who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward.
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagens.
  Brawler: Add +1/2 bonus to damage with natural 
  attacks.
  Druid: Add +1/2 bonus to Knowledge (nature) checks 
  relating to vermin.
  Fighter: Choose a weapon from the following 
  list: bite, claws, dagger, punching dagger, scimitar, 
  shortspear, shortsword, spear, trident. Add a +1/2 
  bonus on critical hit confirmation rolls with that 
  weapon (maximum bonus +4). This bonus does not 
  stack with Critical Focus.
  Monk: Add +1 on Acrobatics checks made to jump.
  Rogue: Add +1/2 bonus on Acrobatics and Climb skill 
  checks.
  Slayer: Add +1/3 bonus to weapon damage when 
  attacking while gliding or flying.
  Witch: Add +1 spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows 
  these bonus spells.
  
  7
  7
  RACIAL ARCHETYPES
  The following racial archetypes are available to tosculi.
  WAR-WARPER (ALCHEMIST)
  The war-warper uses alchemical techniques to transform 
  its drone body into a tosculi warrior, gaining a deadly 
  stinger envenomed with poisons of the war-warper’s 
  own creation.
  Evolving Mutagen (Su): At 3rd level, a war-
  warper’s mutagen grants it the ability to form a sharp, 
  functional stinger that functions as a primary natural 
  weapon, doing 1d4 points of damage. This ability 
  replaces swift alchemy.
  Poison Storage (Ex): At 4th level, the war-warper 
  can inject prepared poisons into the venom sacs in 
  its abdomen, allowing it to poison opponents with its 
  sting attack. These poisons must be of the injury type. 
  A war-warper can store a number of doses of poison 
  in its venom sacs equal to half its class level (minimum 
  1). Injecting the poison into the poison sacs is a 
  full-round action per dose that generates attacks of 
  opportunity. The poison may be safely contained in 
  this manner until it is used with a stinger attack, or the 
  war-warper’s mutagen effect ends, at which point any 
  remaining doses of poison are harmlessly ejected from 
  its body and wasted. This ability replaces the discovery 
  for this level.
  False Ovipositor (Ex): At 8th level, the war-
  warper’s mutagen is able to transform its body in such 
  a way as to partially emulate the implant ability of a 
  tosculi warrior. As a full attack action, the war-warper 
  can make an attack with its stinger. On a successful hit, 
  the war-warper injects a mass of tumorous material 
  that begins to grow, tearing through flesh and releasing 
  enzymes that damage the host as it attempts to free 
  itself. Starting on the round after the implantation, and 
  for two rounds thereafter, the host takes 1d6 points 
  of damage + 1 per war-warper level, plus 1d6 points 
  of acid damage, and is sickened and staggered for 1 
  round. A successful Fortitude save (DC 10 + damage 
  dealt) negates the staggered effect. On the third round, 
  after dealing damage, the implanted mass bursts free, 
  resembling a writhing larva. It shrivels and becomes 
  inactive upon contact with air. Delay poison stops 
  the mass from dealing damage until after the spell’s 
  duration. A neutralize poison or any spell or effect that 
  cures poison or removes disease destroys the mass and 
  prevents any further damage. This ability replaces the 
  discovery for this level.
  Discoveries: The following discoveries complement 
  the war-warper archetype: concentrate poison, feral 
  mutagen, greater mutagen, grand mutagen, nauseating 
  flesh, poison conversion, and wings.
  HIVEMASTER (DRUID)
  Unable to form a connection with others of its kind, the 
  hivemaster finds kinship with the insects of the natural 
  world, forming bonds with them and gaining the ability 
  to rouse them against its enemies.
  Nature Bond (Ex): A hivemaster’s nature bond 
  differs from the standard druid’s but still offers two 
  forms of bonding. The first is a close tie to the insect 
  world, granting the hivemaster the Vermin subdomain 
  (see the Pantheon chapter in Southlands or Demon 
  Cults: The Cult of Selket from Kobold Press). When 
  determining the powers and bonus spells granted by this 
  domain, the hivemaster’s effective cleric level is equal 
  to its druid level. A hivemaster that selects this option 
  receives additional domain spell slots, just like a cleric. 
  It must prepare the spell from its domain in this slot and 
  this spell cannot be used to cast a spell spontaneously. 
   
  The second option is to form a close bond with a 
  vermin companion. A hivemaster may begin play with 
  any of the vermin companion options available (see 
  the spellcaster options section in Ultimate Magic). This 
  vermin is a loyal companion that accompanies the 
  hivemaster on its adventures. This replaces the existing 
  version of nature bond.
  Wild Empathy (Ex): A hivemaster’s wild empathy 
  functions only on creatures of the vermin subtype. A 
  hivemaster can influence magical beasts with vermin-
  like qualities (e.g., ankhegs) with Intelligence scores 
  of 1 or 2, with a −4 penalty. A hivemaster gains a +2 
  bonus to Bluff, Diplomacy, and Intimidate checks 
  against vermin-like magical beasts with Intelligence 
  scores of 3 or greater.
  Poison Resistance (Ex): At 3rd level, a hivemaster 
  gains a +2 bonus on all saving throws against poison. 
  This bonus increases to +4 at 5th level, and +6 at 7th 
  level. This replaces trackless step.
  Wild Shape (Su): A hivemaster gains the wild shape 
  ability at 4th level. It can take the form of vermin as  
  vermin shape I. For all other forms, the hivemaster’s 
  level is considered its druid level –2. At 6th level, the 
  druid can take vermin form as vermin shape II.
  Swarm Form (Su): At 15th level, a hivemaster 
  can use its wildshape ability to assume the form of 
  swarms of vermin. The hivemaster’s entire body and 
  gear are incorporated into the swarms. All swarms 
  are connected by the hivemaster’s consciousness, as a 
  hive-mind, and the hivemaster may use other abilities 
  and actions while controlling the swarms. This ability 
  uses two of the hivemaster’s daily uses of wildshape, 
  and otherwise conforms to the wildshape rules. Use 
  the table from the swarm skinAPG spell to determine the 
  number of swarms the hivemaster can form, but only 
  use the vermin swarms on the table.
  
  MIDGARD TALES
  8
  8
  ADVANCED RACES TOSCULI
  NEW RACIAL RULES
  The following equipment, feats, magic items, and spells 
  are available to tosculi. At the GM’s discretion, other 
  appropriate races may also make use of some of these 
  new rules.
  TOSCULI EQUIPMENT
  Tosculi have access to the following equipment.
  Abdominal Spike: This sharp, curved metal spike 
  is designed to be worn on a tosculi’s abdomen, held in 
  place by straps. Donning or removing an abdominal 
  spike is a full-round action. An abdominal spike can 
  be used as a light weapon, and the wielder can use 
  a two-handed weapon, or wield a weapon in one 
  hand and use a shield, and make off-hand attacks 
  with the abdominal spike. Attack rolls made with an 
  abdominal spike take a –2 circumstance penalty on 
  attack rolls in addition to all other attack penalties, 
  unless the wielder is flying or gliding.
  Blinding Powder: This virulent reddish powder, 
  an alchemically-catalyzed mixture of ground dried 
  peppers, fine sand, and the hair of a particular 
  species of tarantula, causes great distress and visual 
  impairment when exposed to the eyes of living 
  creatures. A packet of blinding powder is a splash 
  weapon with a range increment of 10 feet. Anyone 
  directly hit by the attack must succeed at a DC 14 
  Fortitude save to resist the powder, while those in 
  adjacent squares must make a DC 10 Fortitude save. 
  Creatures failing the save are dazzled, and on their 
  turns each round, for the next minute, must succeed 
  at a DC 14 Will save to resist rubbing their eyes to 
  try to relieve the pain and discomfort. Those that 
  fail exacerbate their condition, and gain the blinded 
  condition for 1 round. Flushing out the eyes with 
  water for 1 round reduces the duration of the powder 
  by half and decreases the DC of any further saving 
  throws by 2. Crafting this item is a DC 30 Craft 
  (alchemy) check. Price 120 gp; Weight 2 lbs.
  Tosculi Paper: Wood, reeds, or other suitable plant 
  materials, pulped with tosculi saliva and treated 
  with certain alchemical reagents, become a durable, 
  resistant material. While no stronger than ordinary 
  paper or parchment, tosculi paper has fire resistance 
  1. Ink is trapped within the fibers of tosculi paper, 
  which makes the writing resistant to age, smearing, 
  and water damage; an hour of water exposure or 30 
  minutes of full immersion is required to make ink run 
  or smear into illegibility. Items composed primarily of 
  tosculi paper cost double their normal price.
  TOSCULI FEATS
  Tosculi have access to the following feats.
  ExpErt GlidEr
  You can beat your wings rapidly, increasing your gliding 
  time.
  Prerequisites: Skill Focus (Fly), tosculi, gliding wings 
  racial trait
  Benefit: When using your gliding wings ability, you can 
  beat your wings with a rapid, intermittent, buzzing 
  movement that provides you greater motion than your 
  racial trait normally provides. When using this feat, 
  you can travel up to 10 feet for every 1 foot you fall.
  Normal: The gliding wings racial trait allows a tosculi to 
  travel 5 feet for every 1 foot it falls, at a speed of 60 feet 
  per round.
  FErvEnt FlyEr
  Your strengthened wings allow you to maintain altitude 
  for longer periods while gliding.
  Prerequisite: Expert Glider
  Benefit: You can beat your wings furiously, allowing 
  you to maintain altitude for short periods of time. You 
  can use this feat for a consecutive number of rounds 
  equal to your Constitution score to maintain your 
  current altitude while still allowing you your 60 foot 
  movement rate. When you cease using this feat, you 
  are considered fatigued for a number of rounds equal 
  to twice the number of rounds you used it to remain 
  airborne.
  SkittErinG dEFEnSE (Combat, tEamwork)
  You are adept at fighting communally with other tosculi, 
  providing you and your partner a defensive boost.
  Prerequisites: Base attack bonus +1, tosculi, skittering 
  racial trait.
  Benefit: While you occupy a square with a tosculi ally 
  with this feat, you gain a +2 circumstance bonus to AC 
  against foes that are considered flanked by you.
  SkittErinG oFFEnSE (Combat, tEamwork)
  You are adept at fighting communally with other tosculi, 
  gaining a greater opportunity to attack your foe.
  Tosculi Weapons
  Martial Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Abdominal spike
  8 gp
  1d3
  1d4
  ×3
  —
  1 lb.
  P
  monk
  
  9
  9
  waSp rEnd (Combat, StylE)
  While grappling, you can tear your foes asunder.
  Prerequisite: Base Attack Bonus +4, Str 13, Wasp’s 
  Embrace.
  Benefit: On a round where you maintain your grapple, 
  you can perform a rend attack with either a bite or claw 
  attack. This deals your normal damage plus 1-1/2 times 
  your Str modifier, and inflicts bleed damage equal to 
  the damage die of the natural attack (e.g., 1d6 bleed for 
  a 1d6 bite attack).
  StinGinG Flurry (Combat, StylE)
  While grappling an opponent, you can unleash a flurry 
  of strikes with a stinger or abdominal spike.
  Prerequisite: Base Attack Bonus +6, Wasp Rend
  Benefit: If you successfully maintain a grapple or pin on 
  an opponent, you may attack that opponent with a stinger 
  or abdominal spike in addition to using Wasp Rend.
  TOSCULI MAGIC ITEMS
  Tosculi have access to the following magic items.
  HivEbomb
  Aura moderate conjuration; CL 7th
  Slot none; Price 1,400 gp; Weight 1/2 lb.
  DESCRIPTION
  This fist-sized sculpture of clay or stone, shaped like a 
  beehive, breaks upon impact, releasing a wasp swarm 
  (Pathfinder RPG Bestiary) that attacks any creatures in 
  its area, or moves to pursue and attack the nearest living 
  creatures. The wasp swarm continues to attack for 4 
  rounds before dispersing.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, greater summon swarmCS, 1 rank 
  in Craft (pottery or sculpture): Cost 700 gp
  rod oF tHE HivE mind
  Aura strong divination; CL 18th
  Slot none; Price 40,000 gp; Weight 2 lbs.
  DESCRIPTION
  This slim, ceramic rod is hexagonal and hollow, about 
  two feet in length, and capped with steel on both ends. 
  The top of the rod has six other hexagonal chambers, 
  each about three inches long, attached to each side of 
  the rod, looking from the top like the cells of a hive. 
  When one or more of these chambers are filled with the 
  blood of a living creature with an Intelligence score of 3 
  or higher and then sealed, the rod’s owner can initiate 
  a mental bond between itself and all creatures whose 
  blood is bound in the rod. A faint, humming vibration 
  can be felt in the rod while it is active.
  This mental bond allows a mingling of senses and 
  general awareness between creatures bound through 
  the rod, granting greater awareness of the surroundings 
  Prerequisites: Base attack bonus +3, tosculi, skittering 
  racial trait
  Benefit: While you occupy a square with a tosculi 
  ally with this feat, once per round, if your ally makes 
  a successful melee attack against any opponent 
  considered flanked by you, you gain an attack of 
  opportunity against that foe.
  winG Fan
  You can use your wings to blow dusts or powders at your 
  enemies.
  Prerequisites: Str 12, tosculi, gliding wings racial trait
  Benefit: You can use your wings as a fan. If you have 
  alchemical powders that act as splash weapons, or 
  magical dusts that normally affect a certain area, you 
  can use your wings to instead propel them in a direction 
  of your choice, as a full-round action, giving them a 15 
  foot line as the area of effect, with no splash area.
  STYLE FEATS: WASP STYLE
  Some tosculi emulate the predatory style of the wasp in 
  combat. They get in close, grasp their prey, and proceed 
  to tear it asunder, using natural weapons to destroy their 
  opponents.
  Feat Path: Wasp Style, Wasp’s Embrace, Wasp Rend, 
  Stinging Flurry.
  waSp StylE (Combat, StylE)
  You can increase your natural attacks efficacy through 
  martial training.
  Prerequisite: Base Attack Bonus +1, bite or claw natural 
  attack, tosculi, Weapon Focus (bite or claw).
  Benefit: You gain a +1 bonus to damage with any 
  natural weapons for which you have taken the Weapon 
  Focus feat. Additionally, you become increasingly 
  more effective with your natural attacks as you grow 
  in experience. At 4th, 8th, 12th, 16th, and 20th level, 
  increase the damage die of that natural weapon one 
  step (1d3 becomes 1d4, for example). If you are a 
  monk, you can flurry with your natural attacks.
  waSp’S EmbraCE (Combat, StylE)
  You can grapple your opponents with your natural 
  attacks.
  Prerequisite: Base Attack Bonus +3, Improved Grapple, 
  Wasp Style.
  Benefit: When you successfully hit an opponent with 
  a bite or claw attack, you can attempt a grapple as a 
  free action. If the attack was made while flanking with 
  another tosculi using the skittering racial trait, or 
  while gliding or flying, you gain a +2 on your combat 
  maneuver check.
  
  MIDGARD TALES
  10
  10
  ADVANCED RACES TOSCULI
  and reaction time to potential threats. All creatures 
  bonded to the rod receive the following bonuses while 
  any two of them are within 30 feet of each other: a +1 
  insight bonus to initiative checks, a +2 insight bonus on 
  Perception checks, and if any one creature is able to act 
  during a surprise round, then all others are able to act 
  as well, but come last in the initiative order. For every 
  two additional bonded creatures within 30 feet, the 
  insight bonuses increase incrementally to a maximum 
  of +3 on initiative checks and +6 on Perception checks. 
  The bearer of the rod receives these bonuses so long 
  as the rod is wielded, but does not count as a bonded 
  creature for the purpose of increasing the bonuses. 
  The rod consumes the blood in each chamber in turn, 
  enabling the effect to be used in 1-hour increments to 
  a maximum of 6 hours if all chambers are filled. Each 
  chamber requires 1 hour to recharge before it can be 
  reused, and only one chamber can recharge at a time, 
  but the rod cannot recharge while it is in use.
  If all the chambers are filled with blood, the wielder 
  may instead, as a standard action, command the rod to 
  instantly consume all the stored blood. This provides 
  the normal benefits to the bonded creatures but also 
  forms a telepathic bond between the wielder and all 
  bonded creatures. Unlike the spell, the wielder may not 
  leave itself out of the telepathic bond. This use of the 
  rod lasts for 1 hour.
  CONSTRUCTION REQUIREMENTS
  Craft Rod, telepathic bond; Cost 20,000 gp
  SalvE oF armorinG
  Aura moderate abjuration and transmutation; CL 9th
  Slot none; Price varies: adamantine 2,500 gp, cold iron
  1,800 gp, magic 2,000 gp, silver 1,800 gp; Weight —; 
  DESCRIPTION
  This waxy ointment can be applied to strengthen and 
  enhance natural armor. For 1 hour after being applied 
  to the body, it adds a +2 enhancement bonus to natural 
  armor and provides DR 5 that can be overcome by 
  weapons of the type indicated until a total of 50 points 
  of damage is negated by the salve. The natural armor 
  bonus provided by the salve remains for the full hour 
  duration, even when the DR has been expended.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, barkskin, stoneskin; 
  Cost varies:adamantine 1,250 gp, cold iron 900 gp, 
  magic 1,000 gp, silver 900 gp
  SilvErStinG bladE
  Aura strong evocation; CL 12th; 
  Slot none; Price 37,315 gp; Weight 2 lbs.
  DESCRIPTION
  This +1 mithral scimitar of speed has a hilt set with lapis 
  lazuli, and a silvery blade with banding in the metal that 
  resembles flowing water. When wielded, the patterns 
  on the blade flash and ripple in a way that inhibits the 
  vision of creatures with low-light vision or darkvision. 
  Each round an enemy with darkvision or low-light 
  vision starts its turn in an adjacent square to the wielder 
  of a silversting blade, it must succeed at a Fortitude save 
  (DC 14) or be dazzled until its next turn. The wielder 
  of a silversting blade gains a +2 bonus on all Perform 
  checks made to use perform feats and on Intimidate 
  checks made when using the Dazzling Display feat.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, flare, haste, hypnotic 
  pattern; Cost 19,315 gp
  LIBER APOCRITA: A LIVING SPELLBOOK
  This hexagonal tome has covers crafted of sienna 
  chitin. A thin strip made from the same chitin, which 
  functions as a bookmark, is bound to the covers by a 
  slim silver chain. Its pages, made of tosculi paper, are 
  inscribed with the collective magical and mundane 
  knowledge of all its former owners, including its 
  original crafter. A plethora of information about insects 
  is contained in its pages, as well as spells developed by 
  applying arcane theory to this knowledge. The book 
  also holds a sliver of the essence of every spell and 
  insect, bound into a collective intellect that makes the 
  Liber Apocrita a self-aware entity.
   The Liber Apocrita refers to itself using plural 
  pronouns. It wishes to pass itself on to other Hiveless 
  tosculi, so that it can share its knowledge with them. 
  In return, as they grow in power and experience, the 
  tosculi will add to the book’s  collective knowledge and, 
  eventually, to its collective consciousness before they 
  pass from this world. Currently, the Liber Apocrita is in 
  the hands of the tosculi wizard, Verzzrek.
  libEr apoCrita
  Aura strong transmutation; CL 12th 
  Slot none; Price 16,570 gp; Weight 4 lbs. 
  Alignment lawful neutral; Senses 30 ft.
  Intelligence 18; Wisdom 14; Charisma 10; Ego 15
  Language telepathy (Common, Aklo, Auran,Draconic, 
  Goblin)
  Protection 2 good locks (DC 30)
  The Liber Apocrita has the following powers:
  •  The tome has 5 ranks in Spellcraft and in each of 
  the following Knowledge skills: arcana, history, 
  and religion. It can use these itself or grant them to 
  the owner when conducting research and monster 
  identification checks.
  •  The tome can open and close itself and flip instantly 
  to any page it desires. It can also lock and unlock 
  itself as an immediate action. A DC 25 Strength 
  check is required to close it, pry it open against its 
  will, or tear out a page.
  
  11
  11
  •  The tome has flyleaves of onionskin paper at the 
  beginning and end of the book, which can expand 
  outward, resembling insect-like wings. These allow 
  the book to fly with a 40-foot speed and average 
  maneuverablity.
  •  When held by a dying, intelligent creature, the tome 
  can cause a small portion of the creature’s soul to 
  pass on to the tome upon death, joining with the 
  others that did likewise. Every 10 such creatures to 
  pass their energy on to the tome in such a manner 
  increase one of the tome’s stats by 1 point.
  • Swarm cloak 1/day.
  SpEllS
  6th—red dragonfly swarmDM, swarm skinAPG
  5th—greater swarm cloak*, vermin shape IIUM
  4th—cape of waspsUM, greater summon swarmCS, repel 
  vermin, swarm cloak*, vermin shape IUM
  3rd—blindfliesDM, St. Ravovik’s hive mindDM
  2nd—archway of antsDM, pernicious poisonUM, summon 
  swarm, vomit swarmAPG
  1st—ant haulAPG, armored shellDM
  Verzzrek                                                       CR 9
  XP 6,400
  Old tosculi transmuter 10
  N Small monstrous humanoid
  Init +2; Senses Perception +1
  DEFENSE
  AC 25, touch 14, flat-footed 22 (+4 armor, +1 deflection, 
  +2 Dex, +1 dodge, +3 natural, +4 shield)
  hp 67 (10d6+30)
  Fort +7, Ref +7, Will +12
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +5 (1d3)
  Ranged light crossbow +7 (1d6/19-20)
  Tosculi Spell-Like Abilities (CL 10th; concentration 
  +14)
  1/day—soften earth and stone
  Arcane School Spell-Like Abilities (CL 10th; 
  concentration +14)
  At will—change shape (10 rounds/day)
  7/day—telekinetic fist (+7 ranged touch, 
  1d4+5 damage, 30 ft. range)
  Transmuter Spells Prepared (CL 10th; concentration +14)
  5th—greater swarm cloak*, telekinesis (DC 21), transmute 
  mud to rock (DC 21)
  4th—calcific touchAPG, dimension door, greater summon 
  swarmCS, true formAPG, uncanny senses*
  3rd—arcane sight, blindfliesDM, dispel magic, protection 
  from energy, slow (DC 17)
  2nd—acid arrow, detect thoughts (DC 16), fog cloud, 
  pyrotechnics (DC 18), summon swarm, wing rejuvenation*
  1st—ant haulAPG, expeditious retreat, grease, mage armor, 
  shield, true strike
  0—detect magic, mage hand, message, ray of frost, read 
  magic
  Opposition Schools enchantment, illusion
  TACTICS
  Before Combat Verzzrek casts mage armor and shield on 
  itself.
  Base Statistics Without mage armor and shield, 
  Verzzrek’s statistics are AC 17, touch 14, flat-footed 14.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10
  Base Atk +5; CMB +4; CMD 15
  Feats Combat Casting, Craft Wondrous Item, Dodge, 
  Greater Spell Focus (transmutation), Iron Will, Scribe 
  Scroll, Spell Focus (transmutation), Spell Penetration 
  Skills Appraise +11, Craft (pottery) +8, Fly +10, 
  Knowledge (arcana, nature) +17, Knowledge (planes) 
  +12, Linguistics +12, Spellcraft +17, Stealth +15
  Languages Common, Aklo, Auran, Draconic, Dwarven, 
  Gnoll, Goblin, Huginn’s Speech
  
  MIDGARD TALES
  12
  12
  ADVANCED RACES TOSCULI
  SQ arcane bond (amulet of natural armor +2), change 
  shape, physical enhancement (+2 Con)
  Combat Gear hivebomb, potion of cure moderate wounds, 
  scroll of false life, universal solvent (2), wand of scorching 
  ray (44 charges); Other Gear light crossbow and 20 
  bolts, amulet of natural armor +2, bag of holding (type I), 
  brooch of shielding, cloak of resistance +2, Liber Apocrita, 
  ring of protection +1, everburning torch, masterwork 
  artisan’s tools, spellbook, spell component pouch, 150 gp
  Verzzrek is the latest tosculi in possession of the Liber 
  Apocrita. Of late, the wizard and the book are at odds. 
  The tome wishes Verzzrek to begin preparing for its 
  eventual death, which will likely come sooner rather 
  than later, given the wizard’s advanced age. Verzzrek, 
  on the other hand, wants to focus on ways to extend its 
  lifespan, taking time for research and study in magic 
  that will allow it to continue living and growing in 
  power. When the book spoke of finding another to 
  partner with, Verzzrek subdued the book. The wizard 
  now keeps the Liber Apocrita chained to a lectern in 
  its laboratory, unwilling to give such a useful item the 
  chance to escape.
  The Liber Apocrita has enjoyed its time with Verzzrek 
  until the recent turn of events. The book does not wish 
  to see the wizard harmed, but it cannot abide being 
  kept in such a manner. If given the opportunity, the 
  book may appeal to others via telepathy, seeking willing 
  subjects to assist it in its escape, or to help Verzzrek see 
  reason and take steps to right their relationship. 
  The book suggests this can be done either by preparing 
  for the ritual to pass some of its essence to the book, 
  seeking out an apprentice to whom Verzzrek can pass the 
  tome at an appropriate time, or some other compromise. 
  The ancient tome offers to share its knowledge and 
  power with any tosculi that can provide aid.
  TOSCULI SPELLS
  Tosculi have access to the following spells.
  GHOSTLY STINGER
  School evocation (force); Level cleric 4, inquisitor 3, 
  witch 4
  Casting Time 1 standard action
  Components V, S, DF
  Range Medium (100 ft. + 10 ft./level)
  Effect magic stinger of force
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes
  A ghostly image of a giant wasp, with a very solid 
  stinger made of force, appears and attacks foes at a 
  distance, as you direct it. The stinger deals 1d8 points 
  of force damage, +1 per 3 caster levels (maximum +5 
  at 15th level) and has a ×3 critical modifier. It strikes 
  the opponent you designate, starting with one attack 
  on the round the spell is cast and continuing each 
  round thereafter on your turn. It uses your base attack 
  bonus (possibly allowing it multiple attacks per round 
  in subsequent rounds) plus your primary casting stat 
  modifier as its attack bonus. It strikes as a spell, not a 
  weapon, so it ignores damage reduction. It does not 
  receive or provide flanking bonuses. On your turn, you 
  can direct the stinger to attack a new target as a move 
  action.
  On a successful hit, the target must succeed at a Reflex 
  save or be trapped by thin bands of force, rendering the 
  target pinned. A trapped target may attempt a combat 
  maneuver check or Escape Artist check each round on 
  its turn to escape the bands. The DC for the attempt is 
  10 plus your caster level plus your casting stat modifier. 
  The force bands remain in effect until the end of the 
  spell, vanishing with the stinger.
  HIVE HAVEN
  School conjuration (creation); Level druid 3, sorcerer/
  wizard 3, witch 3
  Casting Time 10 minutes
  Components V, S, M (small ball of clay, mud, or stone)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 15 foot square structure
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  You conjure a small, hive-like structure, crafted of 
  whatever stone, earth, or clay happens to be readily 
  available in the area. This structure resembles a 
  minature tosculi hive, with a Small-sized covered 
  entrance (DC 18 to break or burst) and ventilation 
  passages for breathable air, which cannot be traversed 
  by creatures larger than Fine-sized (or those with special 
  abilities that allow them to do so, such as gaseous form).
  The structure is insulated to protect against extreme 
  temperatures of heat and cold, keeping the interior of 
  the hive at 70° F if the temperature outside is between 
  40° and 100° F. An exterior temperature below 40° and 
  above 100° lowers or raises the interior temperature on 
  a 1-for-1 degree basis. It is as strong as a normal stone 
  building, and resists flames and fire as if it were stone. 
  It is impervious to normal missiles (but not to the sort 
  cast by siege engines or giants) and can withstand winds 
  of less than hurricane force (75+ mph).
  The hive has no windows, leaving illumination limited 
  to that coming in the door, if open, or provided by the 
  occupants. It contains no furnishings. If created by a 
  caster of 9th level or higher, its walls contain reservoirs 
  of a nourishing, jelly-like substance, enough to provide 
  a single day’s nourishment for up to three tosculi. It 
  provides no nourishment for non-tosculi.
  
  13
  13
  SWARM CLOAK
  School conjuration (creation); Level cleric 4, druid 4, 
  inquisitor 3, magus 3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a dead insect)/DF
  Range personal
  Target you
  Duration 1 min./level (D)
  You create a swarm of magical insects that crawl or 
  hover over your body like a living vestment. These 
  insects will cause no harm to you, but they will harm 
  those that come into contact with you. When you 
  first cast swarm cloak, you must choose whether it is 
  composed of crawling or flying insects. The crawling 
  version provides you with a +2 bonus to your natural 
  armor. The flying version provides concealment for 
  the duration of the spell, giving opponents a 20% miss 
  chance on attacks against you. Any creature striking 
  you with natural attacks, unarmed attacks, or hand-held 
  weapons deals normal damage, but takes 2d6 points of 
  damage from the bites and stings of the insects. If the 
  attacker has spell resistance, it applies to the effects of 
  this spell suffered by making melee attacks against you. 
  Creatures wielding melee weapons with reach are not 
  subject to the damage if they attack you.
  SWARM CLOAK, GREATER
  School conjuration (creation); Level cleric 5, druid 5, 
  inquisitor 4, magus 4, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a dead insect)/DF
  Range personal
  Target you
  Duration 1 min./level (D)
  As swarm cloak, but the cloak delivers 2d6 points of 
  damage + 1 point per caster level (maximum +15). Also, 
  the attacker must succeed at an additional Fortitude save 
  or be poisoned. This poison deals 1d2 points of Dexterity 
  damage each round for 6 rounds. Poisoned creatures can 
  make a Fortitude save each round to negate the damage 
  and end the affliction.
  UNCANNY SENSES
  School transmutation; Level alchemist 3, druid 4, ranger 
  3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 min./level (D)
  With this spell, you fine-tune your senses to 
  extraordinary levels. Your eyes enlarge, and your 
  antennae lengthen and become more sensitive to 
  movements and vibrations. For the duration of the spell, 
  you gain a +1 competence bonus per caster level on all 
  Perception checks. You gain the all-around vision ability 
  (see the Universal Monster Rule in the Pathfinder RPG 
  Bestiary) and blindsense to a range of 10 feet.
  WARRIOR EVOLUTION
  School transmutation (polymorph); Level alchemist 3, 
  druid 3, magus 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a small amount of nectar)
  Range personal
  Target you
  Duration 1 min./level (D)
  Saving Throw special, see below; Spell Resistance 
  special, see below
  When you cast this spell, you transform yourself into a 
  prime physical specimen of tosculi warrior, with fully 
  functional wings and poisonous stinger. While the 
  spell is in effect, you gain a flight speed of 60 feet with 
  average maneuverability. Your carapace thickens and 
  hardens, giving you a +1 bonus to your natural armor. 
  Your mandibles enlarge and toughen, giving you a bite 
  attack. This is a primary natural attack that does 1d4 
  damage. Your stinger lengthens and your poison sacs 
  begin to generate venom. This gives you a sting attack 
  as a primary natural attack, that deals 1d3 damage and 
  poisons its target. The poison inflicts 1d2 Dex damage 
  every round for 6 rounds unless the victim makes a 
  successful Fortitude saving throw. A poisoned target 
  can make a new saving throw every round to negate the 
  damage and end the affliction.
  WING REJUVENATION
  School transmutation; Level alchemist 2, druid 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a pair of wings from a bee or 
  wasp)
  Range touch
  Target 1 creature
  Duration 1 min./level
  Saving Throw Fort negates (harmless); Spell Resistance 
  yes (harmless)
  Your touch enlarges and strengthens the vestigial wings 
  of one of the Hiveless, allowing it the strength and ability 
  to fly for the duration of the spell. The recipient of this 
  spell must possess the gliding wings racial trait. The 
  recipient gains a fly speed of 40 feet. If the spell ends 
  while the target is airborne, use the rules for the gliding 
  wings trait to determine its movement and descent.
  
  MIDGARD TALES
  14
  14
  ADVANCED RACES TOSCULI
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You represent 
  that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity.
  The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0. © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000–2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, 
  LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor 
  Advanced Races: Tosculu. © 2015, Open Design Author: Jeff Lee
  OPEN GAME LICENSE Version 1.0a
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Advanced Races/Advanced Races 15 - Tosculi.pdf