Banari (3.5e Race)
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Banari are very simple, tribal cave dwellers. They tend to skitter about, mostly gathering food, or playing whatever trade avails them. They are rather shy of most other people, despite their fearsome appearances. A banari is very loyal to their clan, as a rule, and are very happy living simple peaceful lives.
A Banari (the plural and singular are the same in human tongue, although in Banari there is a different stressing of syllables), tends to be almost seven feet tall, but appears almost two foot shorter usually, due to a common habit of slouching and leaving their legs bent around 45° at the knees most of the time. Banari, whether male or female, tend to weigh around 125-160 lbs, and tend to resemble anthropomorphic bats. They have long thin limbs, a rather short torso, and thin.
Banari fur will be black, brown, white, red, or some mix of those colors. Banari do grow long hair, usually darker than their fur. Banari may grow beards, but are just as likely to shave, depending on their station. Banari have no wings.
Banari find most of the "surface-dwelling" races a bit on the unusual side, but have no real ill will towards them. They like dwarves for their dedication to crafts, but due to their peaceful tendencies, they find dwarves a bit unnerving at times. They are fairly afraid of drow, and quite fond of both dragons and kobolds, although no one seems to know quite why.
They tend to respect gnomes and halflings as kindred spirits, although many of them think halflings a bit too "charming," and are wary of them despite their linking to them.
Banari are very strongly alarmed by extraplanar entities, and tend to find them very disconcerting. The only exception to this is draconic entities and the undead, who they consider more as wild creatures than any real threat.
The Banari also have an ancient historic alliance with bugbears and hobgoblins. All but the lowest and vilest of Banari will keep this pact, and will aid a hobgoblin or bugbear if the opportunity arises.
Banari adventurers are fairly varied in ideals, but most communities consist of lawful and neutral souls, and usually of neutral and good attitudes. Evil tribes of Banari are seen rarely, and rarer still are the chaotic Banari nomads, who are however considered to be the most wild and powerful amongst many people interested in the banari.
Banari, like the bats most people believe them descended from, are cave-dwellers by habit. Many of them are quite fond
Each tribe has it own religious rites and chief deity, as prescribed by the elders and shamans. Olidammara and Pelor are both fairly common Gods. Obad-Hai has also been worshipped.
Banari speak Common, and their own langauge, Banari, which uses an alphabet similiar to Dwarven script, but with more intonation on syllable stressing. Banari shamans and elders tend to use Terran for ritualistic purposes.
It should also be noted that Banari use a slightly different vocabulary than many other races.
The most common words are "wayfarer" instead of adventurers, "hairless ones" to refer to most other races, save hobgoblins, dwarves, bugbears and the like. "wise one" is how they refer to most magic users, and "warrior" to most people who fight without magic, including rogues, rangers, and paladins.
Banari essentially have three castes, which are merely how they describe their station in life. These castes have little other meaning, except for determining how they appear, and what they do. They have no effect on marriages or births, with the exception that the Bana'Sannin are required to have training.
Banar'Tang: Theese are essentially the common people, hunters farmers, and artisans who keep the tribe running. They can do just about anything from making furniture to butchering livestock. They tend to work hard, and wear normal commoner's clothing, usually. All Banar'Tang tend to wear necklaces made fo finger bones of fallen ancestors.
Banar'Rutay: Those who are entrusted with this calling to protect and defend are given five fangs to add to their necklace. The fangs are from Coren snakes, and are gathered by the Banari on completion of training.
Banar'Sannin: A Sannin is given three skulls, all shrunken and hunted from undead or other creatures in the wild. A sannin is given the title by other Sannin in the tribe after a "great deed" is performed. What the tribe's Sannin consider a great deed will differ from tribe to tribe. The Sannin are considered both leaders and counselors by the rest of the tribe. They tend to instruct the tribe on all things, from trades to religious duties to leading in battle. Each Sannin tends to have his own special areas of jurisdiction.
- +2 Dexterity, −2 Constitution: Bnari are agile, but mildly frail.
- Humanoid (Banari)
- Medium size: No size penalties
- Banari base land speed is 30ft.
- Cave-dweller (Ex): A banari gets a +2 circumstance bonus to any knowledge checks involving something common to caves. A banari also gains a +2 to all Climb, Tumble and Jump checks involving caves or stone cliffs.
- Spell-Like Ability: —. Caster level is . The save DC is -based.
- Psi-Like Ability: —. Manifester level is . The save DC is -based.
- Automatic Languages: Banari & Common. Bonus Languages: Terran, Undercommon, Dwarven, Gnomish, Elven, Drow & Giant.
- Favored Class: Ranger.
- Level Adjustment:
|8 years||+5||+ 8||+13|
|Middle Age1||Old2||Venerable3||Maximum Age|
|75 years||126 years||185 years||210+3d6 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||' "||+||lb.||× () lb.|
|Female||' "||+||lb.||× () lb.|