TEXT:  
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  AMAZING ANCESTRIES: THE TADDOL 
  (2
  ND EDITION REMARKABLE RACES) 
  A New Player Character Race for use with the 2nd Edition Pathfinder® Roleplaying Game 
   
  !
  Author 
  Emily Ember Kubisz 
   
  Interior Illustrators 
  Vasilis Zikos 
  Gary Dupuis 
  Tim Adams 
   
  Cover Artist 
  Vasilis Zikos  
   
   
   
   
  Editors 
  Steven O'Neal 
  Paul Klein 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Jean & Magnus Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  ALP-AA2E3 
  TADDOL, REMARKABLE RACES, AMAZING ANCESTRIES © 2009-2019 Alluria Publishing. All rights reserved. 
   
  Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to 
  learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo 
  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter. 
  Pathfinder Second Edition Bestiary © 2019, Paizo Inc. 
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder to 
  learn more about Pathfinder. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
   
  
   
   
   
   
   
   
   
   
   
   
  In the annals of ancient elven history, a small 
  footnote refers to a tiny volcanic island in the icy 
  northern sea. This island was originally noted as 
  a place of extreme danger, for its coast is an 
  inward facing waterfall featuring jagged rocks 
  and a countless fathom plummet to certain death. 
  Many speculated it was created by a rift 
  between this world and the ethereal plane. This 
  theory is supported by the landÊs active but stable 
  volcano, and the fact that the entire perimeter has 
  terrible influences on powers dealing with 
  teleportation. The isleÊs unusual nature and 
  remote location made it a perfect place for the 
  elves to imprison some of the more notorious 
  criminals convicted by the high elven court. 
  Specifically, two groups became important on 
  this island, even after the elf elders deemed it 
  overpopulated and ceased dumping more 
  prisoners onto it. The first group was a family of 
  particularly despicable ettin. This family 
  flourished by feasting on many of the other 
  prisoners. The second clan was made up of elves 
  themselves; a band of elven pirates, murderers, 
  and con artists. The island was locked in conflict 
  for over a century. 
  When the smoke settled, only the two groups 
  remained. The elf clan emerged victorious, and 
  had enslaved the ettins. The elves and the first 
  generation of elven children to be born on the isle 
  directed many generations of ettins to build several 
  great works designed to help with an escape from 
  the island. Unfortunately, violent earthquakes, the 
  relative stupidity of the slaves, and the isleÊs unique 
  properties foiled every plan. What was worse, 
  ettins, who mature very quickly, began to 
  outnumber the slow-aging elves. 
       That is about where recorded history leaves 
  off. The archives of the elf elders tell us how they 
  got there, and well- preserved written logs left 
  by the elf prisoners and their children tell us the 
  rest. However, when and how the taddols came 
  about can only be speculated at. Taddol lore 
  states that the elves became envious of the ettin 
  for its two heads. According to the legend, the 
  elves magically crafted their own second heads 
  and slaughtered the ettin, as they were no longer 
  needed. This is, of course, a preposterous notion. 
  Many sages believe that there was an ettin 
  uprising, and that the elves were enslaved in a 
  most vicious manner. The taddols were the 
  resulting offspring. Others believe that the taddol 
  hybrids were intentional; the elvesÊ way of 
  making smarter slaves. In any case, two 
  millennia after the island had faded into 
  obscurity, it was rediscovered by a troop of elven  
  eagle riders. The Isle of Benfalas was  
         populated entirely by taddols. 
   
  
   
   
   
   
   
   
   
  TADDOL 
  Taddols have the unique experience of being the only civilized  ancestry that has two heads. They 
  were also relatively undisturbed by other sentient creatures for thousands of years.  This, combined 
  with a keen mind, has produced an  unusual culture that seems very alien to the outside observer. 
  ______________________________________________           ______________________________________________ 
   Taddol characters often choose multiclass 
  archetypes to best reflect the individual interests of 
  each head. No two taddol heads think exactly alike or 
  focus on precisely the same things. One head may 
  focus on an entirely different skill than the other head. 
  With their non-possessive philosophy, however, this is 
  rarely an issue. Watching a taddol train is a 
  dizzying experience, as they take turns in 
  rapid succession doing entirely 
  different things. It happens so fast 
  sometimes that it appears that 
  they are literally doing two 
  things at once. 
  If you want to play a 
  character that can do a lot 
  in one round, has some 
  unique options only 
  available to those that 
  share a body with 
  another character, or to be 
  both strong and smart, then the 
  taddol is right for you. 
   
  YOU MIGHT… 
  • 
  Be a lot more prone to 
  talking with yourself. 
  • 
  Have pity for those with 
  only one head. 
  • 
  Have an easier time 
  sharing  with other 
  people. 
  OTHERS PROBABLY… 
  • 
  See you as a spectacle 
  or freak. 
  • 
  May respond with 
  fear or predjudice. 
  • 
  Will respect your 
  unique abilities, 
  especially in combat. 
  PHYSICAL DESCRIPTION 
       It is undisputed that taddols are the unlikely 
  hybrid of elf and ettin. Their abilities, appearance, and 
  even culture seem to be a strange mix of the two. They 
  stand from 7 to 8 feet tall and have lean and muscular 
  frames. Their skin ranges in color from cream to tan. 
  Their hair distribution is very similar to humans, 
  though they do not grow facial hair and males 
  customarily keep their heads clean shaven.  
  The most distinguishing feature of the taddols is 
  their two, often identical heads. Their faces are 
  average looking by human standards; not nearly as 
  ugly as their ettin ancestors, but rarely as sublime as 
  most elvish kin. As the originating races both 
  have pointed ears, so do the taddols. Eye 
  color is of reddish hue and can range from 
  violet to orange.  
  Taddols typically dress in primitive, 
  but well-made attire and are fond of 
  symbols, glyphs, and runes. They also 
  enjoy tattoos of this same theme, especially 
  on their faces. Despite their 
  origins, their demeanor is 
  somewhat quiet and 
  civilized. 
   
  SOCIETY 
       The first cultural difference 
  that one might notice is that 
  taddols are not overly 
  possessive. The concept of “mine 
  and yours” is a bit blurry for a 
  being who shares a body. While they 
  do claim ownership, it is a rather loose 
  association, and it is usually with the 
  attitude of “it’s mine because no one else 
  wants it.” For this reason, they may cross 
  the line on what other races feel 
  comfortable with on matters of personal 
  space and private property.  
       One item of note is that it may be very 
  difficult to ascertain when to use singular 
  or plural adjectives when referring to a 
  taddol. Each individual creature is 
  actually two distinct beings. Taddols 
  each refer to their body as if they were 
  two, not one. “Those people over there” 
  might refer to one taddol body. 
  However, “That person standing there on the left” would 
  refer to the left head of the taddol. Using “taddols” as a 
  plural form refers to multiple bodies. They tend to get 
  upset when someone does not respect the fact that the 
  taddol is actually two distinct people. Individuals prefer 
  to be referred to as a twin, rather than just a head.  
   
  
   
   
   
   
   
   
  Hit Points 
  12 
   
  Size 
  Medium 
   
  Speed 
  30 feet 
   
  Ability Boosts 
  Strength 
  Intelligence 
  Free 
   
  Ability Flaw 
  Charisma 
   
  Languages 
  pidgin of Goblin, Elven, Jotun, 
  and Orcish 
  Additional languages equal to 
  your Intelligence modifier (if it’s 
  positive). Choose from Common, 
  Elvish, Goblin, Jotun, Orcish,  and 
  any other languages to which you 
  have access. 
   
  Traits 
  Elf 
  Giant 
  Humanoid 
  Taddol 
   
  Low-Light Vision 
  You can see in dim light as 
  though it were bright light. 
   
  Independent Minds 
  Each of your heads rolls their 
  own initiative and has their 
  own turn. At the start of one 
  head’s turn, that head gets 2 
  actions and 1 reaction. Each 
  brain actively controls one of 
  your arms, but both can move 
  your legs and passively assist 
  with two-handed actions. Any 
  ability that would sever one of 
  your heads (such as the vorpal 
  weapon property) doesn’t cause 
  you to die if you still have your 
  other head, but does cause you 
  to lose the turns, actions, and 
  reactions of the severed head. 
  Mental effects that target a 
  single creature affect only one 
  of your heads. 
       Taddols are also fairly superstitious, and most elaborately so. Many feel this to 
  be strange since the taddol are also highly intellectual. However, one must also 
  remember their ancestors’ propensity for the arcane and that the taddols had 
  little or no guidance in either arcane or spiritual matters. Most of what they came 
  up with was interpreted from ancient manuscripts and manufactured on their 
  own. It would be impossible to list all of the Taddol superstitions, as the list is 
  long, often contradictory, and varies from taddol to taddol. 
         Upon speaking with a taddol, one can easily see how the superstitions 
  became so intricate. Taddols love conversation and talk frequently, about 
  virtually any topic. They are master philosophers, but often fall victim to the folly 
  of being able to rationalize nearly anything. Having two heads has also made 
  them quite sympathetic and diplomatic, and they are quick to act as mediators to 
  quarrelling parties.  
         While taddols will occasionally have villains among them, they are generally 
  a peaceful race. Despite having descended from monsters and murderers, they 
  are not evil, nor do they have habits that most would consider evil. While they do 
  eat a lot of meat, they wouldn’t even think of eating a sentient creature. They will 
  occasionally fight amongst themselves over philosophical differences, and these 
  disputes have a history of turning ugly very fast and lasting a long time. 
   
  ALIGNMENT & RELIGION 
         Taddol twins rarely have opposing alignments or religions, as such would 
  render one useless with constant bickering and arguing. If a pair of twins has a 
  different alignment, the core alignment for the character is the average of the two, 
  favoring neutral. For example, if one head tends to be chaotic neutral, and the 
  other neutral good, then the overall alignment of the character is true neutral. 
  This average alignment applies to all affects that are based on the alignment of 
  the character, with the exception of magic head gear which applies to each head’s 
  alignment individually. 
        While superstitious, taddols have no religion of their own. They are fond, 
  however, of both human and elven pantheons, and will occasionally adopt 
  religions based on those cultures if it is congruent with their cause and 
  personality. 
   
  NAMES  
  Taddol enjoy names constructed of less than three syllables. Each twin head 
  has it’s own unique name.  Twins often have  names that rhyme or share the 
  same first letter. When reffering to one complete taddol, both names are used. 
   
  SAMPLE NAMES 
  Adan & Ardan, Berro & Berrin, Carick & Darick, Eldin & Ertin, Emmi & Enni, 
  Fralas & Frelas, Keyla & Freyas, Gondal & Thal, Ian & Eltrin, Lucan & Lucus, 
  Rolen & Theren. 
   
  TADDOL HERITAGES 
  Despite having a rather young and isolated ancenstry, taddols do share some 
  unique features that are common to certain families and bloodlines. Choose 
  one of the following taddol heritages at 1st level. 
   
  EDDOL TADDOL 
  The Eddol familiy seems to have maintained a more elvin-like bloodline; 
  boasting more angled facial features and a shorter stature (only 6 to 7 feet tall on 
  average). You gain the Unwavering Mien Elf racial feat for free. This is a bonus 
  feat that does not count against your standard allotment from other sources. 
   
  
   
   
   
   
   
   
   
  NEEM TADDOL 
  The Neems  are albino taddols that have become 
  accustomed to dwelling in  Benfalas’s labyrinth of 
  underground caverns, where few other taddols dare 
  tread. You have Light Blindness (When first exposed 
  to bright light, you are blinded until the end of your 
  next turn. After this exposure, light doesn’t blind you 
  again until after you spend 1 hour in darkness. 
  However, as long as you are in an area of bright light, 
  you are dazzled.) You also gain Darkvision and 
  Immunity to sleep. 
   
  NORZ TADDOL 
  The Norz family still has a lot of giant in their blood, and 
  are usually over 9 feet tall. You are Large instead of 
  Medium size. Your reach increases by 5 feet, and you 
  gain a +2 status bonus to melee damage. In addition, you 
  gain an additional ancestral Ability Flaw in Dexterity. 
   
  SANJOL TADDOL 
  This is the most common taddol ancestry, and what most 
  people think of when they encounter taddols. Being 
  almost Large-sized, you can use a weapon built for a 
  Large creature. When wielding such a weapon in combat 
  you have the clumsy 1 condition because of the weapon’s 
  unwieldy size. You can’t remove this clumsy condition 
  or ignore its penalties by any means while wielding the 
  weapon. 
   
  TAHANTA TADDOL 
  While other heritages have  genetically identical heads, 
  the Tahanta are asymetrical, having different visages, 
  muscle structures (over one half of the body) or even 
  genders. After choosing a background that grants a Free 
  ability boost, if you apply that boost to Strength, 
  Intelligence, or Charisma you may choose to apply that 
  boost to one of the other three in that same list, 
  essentially having two seperate Ability scores for each 
  head.For example, if you decide to put the boost in 
  Strength for one head, the other may take a boost to 
  Charisma or Intelligence. Standard rules for multiple 
  boosts still apply; if you already gained a boost to 
  Charisma from your background, you cannot choose that 
  ability score for either head for the Free ability boost. 
  These scores modify your actions based on which head is 
  performing them. 
   
  ANCESTRY  FEATS                                        
  At 1st level, you gain one ancestry feat, and you gain 
  an additional ancestry feat every 4 levels thereafter (at 
  5th, 9th, 13th, and 17th level). As a taddol, you select 
  from among the following ancestry feats. 
   
   1ST LEVEL 
   
   
  ADVANCED AID                                                    FEAT 1 
  TADDOL 
  Prerequisites two heads 
  You work especially well with your twin. You gain a +4 
  circumstance bonus on checks to Aid your twin. 
   
  FORTITUDE OF TWO                                     FEAT 1 
  TADDOL 
  You can tap into your unique physiology to avoid 
  toxins and disease. 
  Prerequisites two heads 
  Frequency once per day 
  Trigger You are granted a Fortitude save against a 
  poison or disease effect. 
  You may roll twice, and take the best roll. 
   
  REFLEX OF TWO                                             FEAT 1 
  TADDOL 
  You have double the chances of reacting to danger. 
  Prerequisites two heads 
  Frequency once per day 
  Trigger You are granted a Reflex save. 
  You may roll twice, and take the best roll. 
   
  SWAP INITIATIVE                                            FEAT 1 
  TADDOL 
  You can always decide which head goes first. 
  Prerequisites two heads 
  Frequency once per combat 
  Trigger You have just rolled initiative. 
  Immediately after rolling initiative, before combat actions 
  have begun, the you may switch initive rolls with your 
  twin. 
   
  TANDEM WEAPON PROFICIENCY                FEAT 1 
  TADDOL 
  This works just like the Weapon Proficiency feat, 
  though it only applies to one-handed weapons. Each of 
  your heads can gain a weapon proficiency in a different 
  weapon. You do not share that proficiency with your 
  twin.  
   
  WILL OF TWO                                                  FEAT 1 
  TADDOL 
  You can tap into the mental acuity of both heads at  
      once when fending off a mental effect. 
  Prerequisites two heads 
  Frequency twice per day (once per head) 
  Trigger You are granted a Will save against a mental 
  effect. 
  You may roll twice, and take the best roll. 
  
   
   
   
   
   
   
  TADDOL ADVENTURERS 
   Taddols adventure most often 
  for the sake of adventure. For eons, 
  they had been confined to Benfalas 
  Isle, and most long to see the rest 
  of the world. Taddols have since 
  purchased scores of giant eagles 
  from the elven people and have 
  scattered to the four winds. They 
  often leave all of their possessions 
  behind, as the eagles already strain 
  under the weight of their 
  unencumbered bodies. 
  Taddols do not often 
  adventure for wealth or fame, as 
  they cannot relate well to these 
  concepts. They will, however, 
  adventure for a concept, ideal, or 
  philosophy. Some say that a taddol 
  values their beliefs over anything 
  else. 
   
  PLAYING A TADDOL 
       Unlike other ancestries, taddols 
  present an unusual option: play 
  two PCs in one body. This can be 
  done in a variety of ways. First, for 
  the player who absolutely wants to 
  play two PCs at once, this is an 
  option with the taddol. Or perhaps 
  two players really enjoy working 
  together; the taddol would work 
  well for them as well. Yet another 
  option is to have a player play one 
  half of the taddol, and the Game 
  Master treats the other as an NPC. 
  In any case, the taddol can be 
  twice the work but also twice the 
  fun. 
   
   
   5TH  LEVEL 
   
  COMPLETE CASTING                                                                                      FEAT 5 
  TADDOL 
  You can complete your twin’s spell. 
  Prerequisites ability to cast spells, two heads 
  This requires both twins to go on the same initiative, so one twin may have to 
  delay action until the end of their twin’s turn. For spells that require 3 actions 
  to cast, the first twin can spend both of her actions, and the next twin may 
  spend her first action to successfully cast the spell. The spell is modified by 
  the 2nd twin’s statistics. 
   
  SKILL OF TWO                                                                                            FEAT 5 
  TADDOL 
  Two heads are better than one when working together in unison. 
  Prerequisites Advanced Aid, two heads 
  Frequency twice per day (once per head) 
  Trigger You are about to make a skill check. 
  You may roll twice, and take the best roll. 
   
  FOUR EARS FOUR EYES                                                                                 FEAT 5 
  TADDOL 
  With two sets of sensory organs, able to detect even the slightest phenomenon 
  in your environment. As long as both of your heads you can hear, see, and 
  smell normally, you can use the Seek action to sense undetected creatures in a 
  60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus 
  to locate undetected creatures that you could sense within 30 feet with a Seek 
  action. 
   
   9TH  LEVEL 
   
  DISPARATE FOCUS                                                                                          FEAT 9 
  TADDOL 
  Prerequisites Skill of Two, two heads 
  Each head can focus on different aspects of a skill and benefit from  
  this training. Choose two skill feats from the same category of  
  2nd level or lower and gain both. 
   
  SYNCHRONIZED ACTION                                                       FEAT 9 
  TADDOL 
  You have become adept at acting when your twin does. 
  Prerequisites Swap Initiative. 
  Frequency once per combat 
  Trigger You have just rolled initiative. 
  Each head rolls for initiative as normal, but you both go on the  
  better initiative roll.  
   
   13TH  LEVEL 
   
  ACT AS ONE                                                                        FEAT 13 
  TADDOL 
  Prerequisites Synchronized Action 
  Frequency one round per combat 
  For one round, you (combination of both  
  heads) take your actions as one, single- 
                 headed entity without the Independent Minds trait. However, for                                       
                          every dice roll, roll twice (once for each head) and take the  
                           better of the two rolls. 
   
  
   
   
   
   
   
   
   
  THE ISLE OF BENFALAS 
   
  The island that harbored the taddols is still a source 
  of mystery and intrigue. While much of the 
  indigenous population has left, a good number of 
  taddols still remain. Many also return in search of a 
  mate or to visit family. How it has kept this bright and 
  crafty race from leaving it for thousands of years is 
  what makes it most interesting. 
  First, and most obvious, is that the Isle of Benfalas 
  is missing a coast. Around the entire perimeter of the 
  island is a strange mile-wide, infinitely deep canyon. 
  The ocean flows down into the canyon in a 
  tremendous waterfall. Where the canyon ends is yet 
  another mystery. Many believe that it drains 
  somewhere into the ethereal plane, though no one yet 
  has proved it.  
  A jagged and ominous rocky reef surrounds the 
  outskirts of the canyon. The taddols refer to this reef as 
  “The Teeth of Benfalas.” The reef is so named because 
  the current pulls things rapidly towards the island, 
  battering them violently against the rocks. By the time 
  anything reaches the edge it is likely already chewed 
  to bits by the reef. 
  The island itself has an active volcano in its center. 
  While the volcano does not have violent eruptions, 
  small lava flows and mild earthquakes are not 
  uncommon. It periodically belches smoke and ash. 
  Hot springs and geysers dot the island. The isle also 
  has another unique feature that taddol refer to as 
  “river spouts.” At the top of some of the larger hills, 
  water constantly boils over and out—forming the 
  source of four separate river systems on the island.   
          
   
  This constant heat and numerous sources of fresh 
  water have made this island quite tropical. This is 
  most unusual because it exists in arctic waters. This 
  creates a constant weather front that shrouds the 
  island in clouds and fog for most of the year. 
  One might think that the constant fog, combined 
  with the smoke and ash from the volcano, would 
  make visibility non-existent on the island, but then one 
  must also take into consideration the strange winds on 
  and around the island. Over the canyon, wind howls 
  downward at a terrible speed. With it, much of the 
  fog, ash, and other vapors are sucked away like a 
  vacuum. On the island, wind seems to blow towards 
  the volcano and upward. This later turned out to be 
  the only exit from the island. Only a flying creature 
  with fairly good maneuverability can fly to those 
  heights and escape the narrow funnel of wind back 
  into more normal surroundings. 
  The most mysterious feature, which many 
  speculate was added by the ancient elves to make it an 
  even more effective prison, is that the island and its 
  entire boundary has terrible effects on all powers with 
  the teleportation trait. Anyone who tries to use such a 
  power is instead drawn in the direction of the volcano 
  for the same amount of squares of the effect. A 
  powerful teleportation effect would undoubtly land 
  one in the heart of the volcano.  
  The taddol and their ancestors have tried several 
  ways to get off the island. Bridges crumble from 
  earthquakes, hot air balloons are buffeted by the 
  winds, and all manner of sea craft are smashed to bits 
  by the reef and the current, even if it does survive the 
  one mile launch over a windy bottomless canyon. 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The taddols, with little other choice, call this isle 
  home. Despite its inhospitality to travelers, it can be a 
  rather nice place to live. The weather is warm and the 
  water is plentiful. All manner of fruit and vegetables 
  grow wild there. Indigenous wildlife is limited to 
  rodents, fox, deer, and several variety of birds, one of 
  which, a large flightless variety called a toog by the 
  taddols, has been domesticated and is their main 
  source of meat. It is about the size of a large ostrich, 
  quite plump, and yields meat similar to turkey in 
  flavor and texture. 
  One deterrent to many potential non-taddol settlers 
  (who manage to make it onto the island) is the near 
  constant noise of the falls, which is a dull roar at all 
  times. The taddols claim they are used to it, and barely 
  notice it at all. In fact, many taddol complain that it is 
  too quiet in other lands. They often make this excuse 
  when being accused of talking too much.
  MAP KEY 
   
  1. The volcano. The crater is about a half-mile 
  wide.  
  2. The taddol city of Torech. This is built upon the 
  same encampment built by their elven ancestors. 
  3. Boiling Hill. This is the largest river spout on 
  Benfalas. It is also a place that harbors a small 
  keep where taddol mystics, monks, and 
  philosophers congregate. 
  4. Torrid Hill. A great white wyrm was slain here 
  by an army of taddol, two centuries earlier. It is 
  the second largest river spout. 
  5. The taddol city of Thavron. This city split off 
  from Torech because of a different philosophy. 
  They believed in continuing to try to get off the 
  island by improving upon existing methods, 
  while those that stayed in Torech believed that 
  they needed to come up with something new. 
  6. The Bridge of Failure. This massive structure 
  teeters over the chasm several hundred feet, 
  only to lay in crumbling ruin at its end. A 
  massive ark-like ship rests at the foot of the 
  bridge and has been remodeled into a tavern, 
  market, and apartment complex. 
   
  
   
   
   
   
   
   
   
   
   
  TADDOL LIBERATOR 
  Clad in shining half-plate, the taddol liberator wields two 
  glistening longswords. Dare you stand in their way? 
   
  TADDOL LIBERATOR                              CREATURE  5 
  CG 
  MEDIUM 
  ELF 
  GIANT 
  HUMANOID 
  TADDOL 
  Perception +11; low-light vision 
  Languages taddol pidgin, common  
  Skills Athletics  +11, Diplomacy  +10, Medicine +9, Religion 
  +11, Society +7 
  Str +4, Dex +1, Con +3, Int +2, Wis +2, Cha +1 
  Independent Minds Each of an taddol’s heads rolls its own 
  initiative and has its own turn. At the start of a head’s 
  turn, that head gets 2 actions and 1 reaction. Each brain 
  controls one of the taddol’s arms, but both can move the 
  legs. Any ability that would sever an taddol’s head (such 
  as the vorpal weapon property) doesn’t cause the taddol 
  to die if it still has its other head, but does cause it to lose 
  the turns, actions, and reactions of the severed head. 
  Mental effects that target a single creature affect only one 
  of the taddol’s heads. 
  Items crossbow (10 bolts), half plate, 2, longswords 
  AC 22; Fort +12, Ref +8, Will +11 
  HP 73 
  Liberating Step  Trigger An enemy damages, 
  Grabs, or Grapples one of the liberator’s 
  allies, and both are within 15 feet of the 
  liberator. Effect The liberator frees an ally 
  from restraint. If the trigger was an ally 
  taking damage, the ally gains resistance 
  to all damage against the triggering 
  damage equal to 2 + liberator’s level.  
  The ally can attempt to break free of 
  effects grabbing, restraining, 
  immobilizing, or paralyzing 
  them. They either attempt a new 
  save against one such effect that 
  allows a save, or attempt to 
  Escape from one effect as a 
  free action. If they can 
  move, the ally can Step 
  as a free action, even if 
  they didn’t need to 
  escape. 
  Speed 30 feet 
  Melee  longsword  +15 
  (versatile  P), Damage 1d8+7 
  slashing 
  Ranged  crossbow +12 (range 
  increment 120 feet, reload 
  1), Damage 1d8+3 
  piercing 
  Champion Devotion Spells 
  DC 20; 3rd (1 Focus Point) 
  lay on hands 
  TADDOL SPELL-SLINGER 
  Armed with only a few daggers and a smug expression on 
  both of their faces, the taddol spell-slinger is no-doubt a 
  powerful adversary. 
   
  TADDOL SPELL-SLINGER                     CREATURE  3 
  LN 
  MEDIUM 
  ELF 
  GIANT 
  HUMANOID 
  TADDOL 
  Perception +6; low-light vision 
  Languages taddol pidgin, common  
  Skills Ancient Lore  +9, Acrobatics +7,  Arcana +9, 
  Deception  +7, Intimidation  +7, Occultism +9, Religion 
  +6, Society +9, Stealth +7 
  Str +2, Dex +2, Con +0, Int +4, Wis +1, Cha + 0 
  Independent Minds Each of an taddol’s heads rolls its own 
  initiative and has its own turn. At the start of a head’s 
  turn, that head gets 2 actions and 1 reaction. Each brain 
  controls one of the taddol’s arms, but both can move the 
  legs. Any ability that would sever an taddol’s head (such 
  as the vorpal weapon property) doesn’t cause the taddol 
  to die if it still has its other head, but does cause it to lose 
  the turns, actions, and reactions of the severed head. 
  Mental effects that target a single creature affect only one 
  of the taddol’s heads. 
  Items 4 daggers, explorer’s clothing,gold amulet. spellbook 
  AC 17; Fort +5, Ref +7, Will +8 
  HP 29 
  Speed 30 feet 
  Melee  dagger +7 (agile, finesse, versatile  
  S), Damage 1d4 piercing 
  Ranged  dagger +7 (agile, thrown  10 feet, 
  versatile S), Damage 1d4+1 piercing 
  Arcane Prepared  Spells DC 21, attack   
  +11; 2nd  acid arrow, flaming  sphere; 1st 
  burning hands, color spray, magic 
  missile;  Cantrips (2nd) acid splash, 
  detect magic, mage hand, shield, 
  tanglefoot 
  Drain Bonded Item [free-action]   
  Frequency Once per day; 
  Requirements The spell-
  slinger hasn’t acted yet on  
  this turn. Effect  The 
  spell-slinger expends 
  the power stored in 
  its amulet This gives 
  the spell-slinger the 
  ability to cast one 
  prepared spell it 
  had already previously 
  cast today (choosing  a 
  different  spell level each 
  time), without spending a 
  spell slot. The spell-
  slinger must still Cast 
  the Spell and meet the 
  spell’s other 
  requirements. 
   
   
  
   
   
   
   
   
  TADDOLS IN YOUR GAME 
  Taddols in this text are presented as a 
  fairly fresh ancestry to the world. While they 
  do have ancient origins, it does not need to 
  be entangled with your existing campaign 
  history. This allows them to be placed in 
  virtually any campaign setting with little 
  work. As is, they require almost no 
  adjustment to your world to begin play 
  immediately.  
  In games that lack either elves or ettins, 
  other creatures can be substituted. Humans 
  work well in place of elves. For ettins, 
  substitute nearly any two-headed giant. If 
  nothing like that currently exists in your 
  game, those races could have easily existed 
  and have since gone extinct after the creation 
  of the taddols. 
  Optionally, the Game Master can create an 
  alternative back story for the taddols. 
  Perhaps, like ettins, they are simply a 
  naturally occurring race that has been 
  relatively rare. Then again, maybe they are 
  from another plane and are fleeing to your 
  campaign world from a terrible menace. 
  Taddol could also be a brand new race that 
  arose from an arcane experiment; a clone 
  machine that has gone horribly wrong. 
  Whatever the case, the taddol will make a 
  welcome addition to any game as a the only 
  two-headed PC, an unusual option for a 
  player (or even a couple of players) who are 
  seeking something different, a challenge for 
  the player who likes to play everything, or 
  even a fun alternative for those that really 
  enjoy working together on everything.
  OPEN GAME LICENSE Version 1.0a 
  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 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009-19,  Alluria  Publishing; Author: Emily E. Kubisz 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Alluria Publishing/PF2 ALP-AA2E3 Alluria Publishing - Amazing Ancestries - The Taddol.pdf