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Delinor Race
Physical Description: Delinor tend to be fairly slight, standing a tiny bit shorter than most dwarves, but massing significantly less. Delinor are true reptilians, and are covered in tough sand-colored scales from head to foot. They have no visible ears, but have small pits on the sides of their heads. Delinor use their prehensile tails to carry small objects and to hinder their enemies. Society: Delinor society lead by the elders, generally those of the first generations after the Exodus from Delin. While not always competent, many of the elders have accepted their roles in life, and try to provide good models of behavior for their clans. Most clans advocate martial defense of clan-mates, and as a whole Delinor have no qualms destroying any who hinder their lives. Relations: Delinor resent the aloofness of elves, abhorr the fecundity of humans, and grudgingly admire the industriousness of dwarves. They have a lot in common with the other smaller races, as they are often given little notice, and have been known to provide aid to gnomes and halflings in their communities. Delinor despise goblinoids for their general stupidity, and are respectful of the power of the orc clans. Delinor clans tend to attract a lot of attention, as the generally friendly reptilians are known to have safe neighborhoods. Alignment and Religion: Most Delinor tend toward neutrality. They respect their clan orders, but governmental law is a difficult thing for many Delinor to follow. Delinor help those around themselves, but out of a sense of community, not a value judgment of right or wrong. Delinor tend not to worship any of the major deities, but some minor gods of the hunt make their way into the occasional Delinor home. Adventurers: The more tech-savvy Delinor find their way aboard transports and freighters across the sector, often as valued crewers. They take to the life of a spacer without hesitation, but also rangers, rogues, and druids abound. Delinor sorcerers draw upon the magics of their ancestral deserts, and are known to be quite potent. Male Names: Hssruk, Rurrt, Worssh, Kroff Female Names: Yahle, Elssha, Ikrissh, Wa’ate DELINOR RACIAL QUALITIES AND TRAITS +2 Dexterity, +2 Charisma, -2 Constitution: Delinor are sociable and very quick, but can be frail. Delinor: Delinor are Humanoids with the Delinor subtype. Small: Delinor are Small creatures, providing a +1 size bonus on Attack Rolls, a +1 size bonus to Armor Class, a -1 size penalty to CMB and CMD, and a +4 size bonus on Stealth checks. Normal Speed: Delinor have a base speed of 30 feet. Languages: Delinor begin play knowing Common and Delin. Delinor with high Intelligence scores may choose bonus languages from Dwarven, Elven, Draconic, Gnome, Halfling, Orc, or Goblin. Darkvision: Delinor can see in the dark out to a range of 60 feet. Stealthy: Delinor can move while using Stealth at a -5 penalty. They may also use Stealth while running, although at a -20 penalty. Stealth is always a class skill for Delinor. Thick Scales: a Delinor's thick scaly hide provides a Natural Armor bonus of +1. Born of the Sands: Delinor receive a +4 trait bonus to Stealth while in desert environments. Fearless: Delinor receive a +2 racial bonus against all fear effects. Spell-like Ability: Delinor may use Dimension Door once per day at minimum max range of 400 feat. Treat the Delinor's class level as the caster level for the spell. Prehensile Tail: Delinor can use their tails to hold small objects, as well as to make attacks of opportunity. Damage is 1d6+STR.
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GOBLINS ARE PEOPLE, TOO! |
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