Cinders (3.5e Race)

From D&D Wiki

Jump to: navigation, search

Cinders[edit]

Personality[edit]

Cinders are a hot-headed race, forever quarreling with other races, especially elves and dwarves. They are very prideful, to the point of arrogance. If you challenge a Cinder to a fight, you had better be prepared to back it up, because a Cinder will not stand to be insulted, or dishonored.

Physical Description[edit]

Cinders are born with a skin texture approaching that of charcoal, and black in coloration. This skin provides excellent protection from fire, though it is not a Cinder's most distinctive feature. A Cinder's most distinctive feature is that its head is wreathed in orange-and-red fire, which their mystics refer to as "the Soulflame". This flame lasts from minutes after birth until hours after they die.

Relations[edit]

Cinders are distrustful of anyone who is not a Cinder. This is not to say they cannot have close relations with anyone who is not Cinder, but at the start they are more open and trusting of Cinders than they are to other races, namely elves and dwarves.

Alignment[edit]

Cinders are a Chaotic race, tending away from the Neutral alignments. They tend to find it difficult to get along with someone without a clear opinion, even if they disagree with them. They would rather fight someone of the opposite belief than be forced to go along with someone who doesn't care either way.

Lands[edit]

Cinders normally live in small, nomadic villages in warmer and dryer parts of their world. The few permanent settlements they have normally lie in valleys by volcanoes, in deserts, but most important of all- away from water.

Religion[edit]

Cinders worship gods of Fire and Destruction, the most common being Ignis (For Evil Cinders) and Khumon (For Good Cinders).

Language[edit]

Cinders speak Common and Ignan. Due to their supposed descent from the Elemental Plane of Fire, this is appropriate.

Legends[edit]

The Cinders' creation is a mystery to most. Their creation myth lends credence to the possibility that they were created when Khumon, a God preparing to fight in the Primordial War, tried to make divine fire fueled by mortal materials. From the ashes of that strange fire arose the first Cinder, to the delight and amazement of Khumon. He then repeated the process, creating the second Cinder, and all Cinders since that day were the progeny of these two. This cannot be proven, as Khumon disappeared during that war, but it is at the center of their dogma, and because their cleric's spells still work, even those that worship Khumon, who is to say it isn't true?

Racial Traits[edit]

  • +2 Dex, -2 Wis, +2 Cha. Cinders are athletic and are wondrous sorcerers, though they are also hot-headed and are often found getting themselves into endangering situations.
  • Creature Type: Humanoid (Cinder)
  • Cinders are Medium sized and take no bonuses or penalties due to their size.
  • A Cinder's base land speed is 30 ft.
  • Special Abilities- A Cinder has the following special abilities.
  • Soulflame (Ex): As a full round action, while inside the radius of damage of nonmagical fire, a Cinder regains 1 hit point per hit die. You can heal no more than six hit points from each nonmagical fire you use this ability in, and afterwards it is extinguished.
  • As a creature born of flames, Cinders are immune to fire damage. For example, if hit by a fifth-level fireball (5d6) they take no damage from the flames. Creatures around them are affected as normal.
  • Fireball (Sp): A cinder can cast a Fireball spell once per day. It's caster level equals his total class levels. Saving throws are Charisma-based.
  • Flaming Soul (Sp): Cinders can make their weapon Flaming (as the enchantment) once per day. The effect lasts one round per caster level. Caster level equals class level, and saving throws are charisma-based.
  • Automatic Languages: Common, Ignan. Bonus Languages:Draconic, Abyssal, Dwarven, Goblin.
  • Favored Class:Sorcerer
  • Level Adjustment: +2

Racial Feats[edit]

Ignite the Soul (General) Prerequisites: Cinder Benefit: Your can use your Fireball and Flaming Soul abilities once more per day. Special: You can take this feat multiple times, but at no point can you cast Fireball or Flaming Soul more than once per two feats you have.

Flame Treatment (General) Prerequisites: Toughness, Cinder Benefit: You gain 2 hit points per hit die when using Soulflame (this doubles the normal maximum). Normal: You gain only one hit point per hit die when using Soulflame.

Beloved of Khumon (Divine) Prerequisites: Khumon as your deity, Cleric level 1st, Cinder Benefit: You can channel your Flaming Soul ability into your holy symbol, producing a blast of white hot light as a ranged touch attack, dealing 1d6 fire damage per cleric level. This costs a use of your Flaming Soul ability.

Fists of Flame (General) Prerequisites: Improved Unarmed Strike, Cinder Benefit: Your fists deal 1d6 fire damage instead of normal unarmed strike damage.

Ignis' Ally (Divine) Prerequisites: Ability to Rebuke or Control Undead, Cinder or Nivetic Goblin (3.5e Race). Benefit: You can use a Rebuke Undead attempt to cast Fireball, as the spell. It's caster level equals your cleric level. Cost: You lose the ability to cast your Fireball spell-like ability.


Back to Main Page3.5e HomebrewRaces

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors