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asromta
2006-08-26, 12:47 PM
Erender

Erender 1st level Warrior

Size/Type: Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Intiative: +2
Speed: 30 feet
Armor Class: 14 (10, +2dex, +2 leather)
Base attack/grapple: +1/+1
Attack: Spear +1 Melee (1d8 x3) or Light Crossbow +3 Ranged (1d8 19-20)
Full attack: Spear +1 Melee (1d8 x3) or Light Crossbow +3 Ranged (1d8 19-20)
Space/Reach: 5/5
Special Attacks: -
Special Qualities: Dark Vision 60ft, Track Wipe
Saves: Fort:+3, Ref:+2, Will: -2
Ability's: Str:11, Dex:15, Con:12, Int:9, Wis:6, Cha:8
Skills: Move Silently +4, Tumble +13
Feats: Skill focus(Tumble)
Environment: Temprate Hills, Plains and Forests and Warm Hills and Forests.
Organization: Solitary, Hunting Group(3-8), Tribe(15-25 fighting adults and 150% of that in non-fighting childeren and untrained adults)
CR: 1/2
Treasure: Standard
Alignment: Usually Neutral Evil or True Neutral.
Advancement: By character class.
Level Adjustment: +0

Erenders are grey to human colored humanoid creatures. They slightly shorter and thinner than humans. On their head they a few thin hairs standing upwards. They have the same hair, growing downwards, on the back of their head and their back. A tail comes from the end of its back, ending in a bunch of brushy hair. They have a long head, with a few large teeth pointing downwards. Every Erender has black markings on its head, and every Erender has different markings, although the markings within a family often look approximatly the same.

Erenders are a nomadic race, that live in a large area's. They mostly make small camps, which last for one or two months before moving on. They form family groups with about 50 members. In the winter Erenders move towards the warmer area's, prevering not to have cold surroundings. Their villages are made of wooden huts, which are half buried in the ground. A single Erender village has about 8 to 10 of these huts, which are used for storage and living.

Most Erenders tend to be True Neutral, with tendencies towards Chaotic. But a large minority is Neutral Evil. The non-Evil Erenders often are friendly with Halflings, with who they share their nomadic tendacies. The more Evil Erenders often are hired by golbinoids and other evil humaniods as mercenaries. In groups of these humaniods they often they are tasked with moving past the enemies melee fighters to attack archers and arcane casters. However these contracts are often only for short periods, as Evil Erenders also move every few months.

Erenders worship Derem, the god of Erenders and nomads. Cleric worshiping Derem have access to the Travel, Earth and Plant domains. Derem is true neutral and his favored weapon is the handaxe.

Erenders speak Common and their own language.

Combat
Non-Evil Erenders tend to affoid combat and prever to use diplomacy to end conflicts, while Evil Erenders are quicker to jump into combat.
In combat Erenders use their natural tumbling skills to tumble past the frontline of the opponent, trying to get to the enemies lighter targets, such as archers and arcane casters. After that they prefer to try and flank the opponent.

Trackwipe (ex): When a Erender or group of Erenders try to hide there trails, they can use there tails to speed up the hiding. Erenders take no penalty to speed for hiding their trail.


Erender as characters

+2 dexterity, -4 Wisdom. Erender are quick and agile, but lack common sense.
Medium size.
Landbased speed 30 ft.
Darkvision 60 ft.
+4 racial bonus on Tumble checks, and Tumble is always a class skill.
+2 racial bonus on Move Silently checks.
Trackwipe (ex): When a Erender or group of Erenders try to hide there trails, they can use there tails to speed up the hiding. Erenders take no penalty to speed for hiding their trail.
Automatic Languages: Common, Erender. Bonus Languages: Elf, Gnome, Halfling, Orc, Gnoll, Goblin, Giant, Undercommon.
Favored Class: Rogue.

Lord Iames Osari
2006-08-27, 08:01 AM
These are okay balance-wise. They're not something I'd ever use in a campaign, but someone else might have use for them.

Fax: This is NOT a "no" vote.