Darfellan (4e Race)

From D&D Wiki

Jump to: navigation, search

Darfellan[edit]

"For too long we were the prey. Now we are the hunters, and no more shall we mourn."

Racial Traits
Average Height: 5'9" - 6'3"
Average Weight: 165 - 200 lbs
Ability Scores: +2 Strength; +2 Constitution or Charisma
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, Giant
Skill Bonuses: +2 Intimidate, +2 Insight
Aquatic: You are considered an aquatic creature for effects relating to that keyword. You can hold your breath indefinitely in water and ignore rough water whilst swimming. You never need to make an Athletics check to swim.
Subphotic Eyes: When you are underwater, you have blindsight 5.
Natural Fisher: You've been trained at childhood to hunt fish without any equipment - just your teeth. You gain a +2 racial bonus to nature checks made whilst foraging.
Orca's Jaws: You gain the Orca's jaws Encounter Power


Orca's Jaws Darfellan Racial Power
As you fight in the heat of battle, your enemy begins to look a little tasty... You decide to take a bite out of it.
Encounter
Standard Action Melee 1
Target: One bloodied creature
Attack: Strength + 4 Vs. AC
Hit: 1d6 + Strength modifier damage and you grab the target. The target has a -2 penalty to escape this grab.
Level 11: Strength + 4; 2d6 damage
Level 21: Strength + 6; 3d6 damage.


The Darfellan are a race of humanoids related to aquatic mammals and share similar qualities with whales. Once a peaceful tribal people, the Darfellan lived along the coasts of secluded islands. But, once the Infamous Sahuagin discovered them, the Darfellan race was almost hunted to extinction. Those that survived fled to the civilized lands, and hid. Now the Darfellan people harbor a deep hatred for their Sahuagin Predators, and wander the lands in search of their foe to exact revenge for all the innocent that were killed.

Play a Darfellan if you want...

  • To have a dark past that has scarred you.
  • To be able to dive into the waters for extended amounts of time.
  • To wield the strength of an Orca Whale in your fists.
  • To be a member of a race that favors the Fighter, Warlord, and Paladin classes.

Physical Qualities[edit]

Darfellan have a hulking, muscular structure with broad back, powerful arms, and wide head and neck. They sport jet black skin that is hairless and completely streamlined. Their skin is riddled with white markings, which can distinct one Darfellan from another in matters of clan identification. Some Darfellan can be entirely black, or in an even more rare instance, completely white. Such Darfellans are fortold to play special roles in life, and are naturally placed in higher ranks of power or status. Darfellan hair is black, and is usually shaved bald on men or braided tightly in short ponytails for women.

Playing a Darfellan[edit]

Darfellan tend to be secretive and withdrawn from the other races, though they sometimes may trade with friendly coastal humanoids. They tend to look at people and judge them according to occupation and wealth, such is the remnant of their once caste-formated tribal communities. Darfellan also tend to give nick-names to people they tend to encounter often, usually based on such occupations or functions (i.e: A human would say "I need help, Folstag!" while a Darfellan would say "Mend my wounds, Healer!") Darfellan also tend to have one solid outlook on their past; They either resent it and wish to crusade against the Sahuagin, or except the past as an unfortunate event and behave nobly no matter how dire the situation is for them.

Darfellan Characteristics: Pragmatic, Cynical, Brooding, Serious, Begrudging

Names: Akilu, Ekitilooit, Fee'itii, Keitilili, Likikita, Ootiliktik, Shookialui, Silootioo, Weililkoo

Darfellan Names tend to be usable for both sexes

Darfellan Adventurers[edit]

Three sample Darfellan adventurers are described below.

Akilu is a Darfellan Fighter. He was born in an aquatic cavern hidden by large rocks and inside a sea cliff. Unfortunately, A marauding band of Sahuagin found the caverns and took the community by surprise. Akilu survived only because he managed to escape through a crevice too small for a Sahuagin and swam out to the open ocean. There, Akilu migrated to a nearby fishing village and flopped on the shores in exhaustion. The people of the village took in the lone Darfellan and nursed him to full health. a man of the local militia taught Akilu how to wield a sword, and Akila became so masterful he could defeat the militia's captain in three strokes. He soon longed for his ocean home, and took up arms with an adventuring crew who was stopping by. He now sails the seas in hopes of defending the peoples from the Sahuagin menace.

Welilikoo is a Darfellan Paladin. He was orphaned at a very young age and left for the surf to swallow up, had it not been for the kindness of a pod of whales. Welilikoo was taken by the whales and brought to a great undersea temple, where whales of many species swam about without problem or quarrel. Communicating through a series of clicks, whistles, and pops, Welilikoo learned to talk with the whales and was raised in the temple like any other whale child. As he grew, he learned that the temple was dedicated to a godess known as the Whale Mother, who was said to have created the seas with a great spout of water from her blowhole. Ever since, Welilikoo has taken the sword into his belt and left the temple to spread the word of his god and hopefully find the secret of his origions.

Ekitilooit is a Darfellan Warden. she was born inside a city, being raised by multiple caretakers of all races. The city was communely raising it's children in order to reduce space and protect the women and children from constant pirate raiding parties. As she grew, Ekitilooit learned the ways of nature from an old elven wetnurse, who told the children of the wonders of the great outdoors. the children never got to venture outside because men were constantly on patroll defending their struggling colony. Ekitilooit was kidnapped by a slang of pirates one night and was going to be used for a bargaining chip had she not dove into the waters and hidden amung the kelp beds. She then swam far from the colony and stumbled apon a small sea cave. As Ekitilooit entered the cavern, she noticed an old skeleton lying slumped against the cave wall, clad in old hide armor. She examined the armor and found it bore ancient glyphs that embody nature and all it's powers! Ekitilooit donned the fallen man's armor and decided to head off in search of what nature truly was, and then return to defend the colony she had abandoned.



Back to Main Page4e HomebrewRaces

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