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Oraner (3.5e Race)
From D&D Wiki
Oraners are very tribal by nature, grouping themselves into clans led by a headman. Depending on their caste, they can be timid or arrogant, friendly or cold. They have a job to do each day and may do it with other members of their caste should the helper have free time. Depending on the person's caste, they finish their jobs for the day and with the time they have left they do what they want. Some relax in the mess chamber of their community and some return home to their families. They sleep very little (4 hours) so they have time to practice and perfect their caste skills as well as work on personal hobbies.
Oraners tend to range in height from 6 to 7 feet tall. They're wiry, dexterous, weigh between 120-200lbs and have white skin unless exposed to sunlight which tans it dark grey. Their eyes are completely black but if exposed to the surface light dilates and reveals a light grey iris.
They have no nose and no visible ears, instead sensing through vibrations in the ground and echolocation through the air. The vibrations are felt against their skin by special nerves which relay the information back to the brain. Their jaws are elongated downward and angled compared to humans, giving their face an extremly long look. When their mouth is open it reveals a serpent-like tongue, sharp teeth, and can open anywhere from 6"-12" wide.
Oraner's have a thick leathery hide, but if need be they are able to grow minerals and crystals on their skin, feeding their life force into it as another organ in their bodies. This doubles a mineral's size in about a week. As Oraners age, they naturally grow a mane of sharp crystals along their back. This can be broken off but grows constantly similar to hair. If exposed to sunlight, an Oraner's skin tans and hardens, giving it a natural armor bonus, but retracting it's racial dexterity adjustment.
The relation between Oraners and the outside world varies. They have been known to make war with the Drow, but rarely come in contact with surface dwellers due to the depth of their territory. The only times an adventurer would see a tribe normally would be if they were underground and met one that was driven up by the drow or settling beneath a large mountain. Their tribal nature seems to effect their interactions with other races, and unless a foreign adventurer acts properly, it may be the end of him or her.
Within the tribe and among other tribes, confrontation is rare, instead focusing on trading of rare minerals such as gold and jewels. Mates and specific caste members are also traded between tribes this way, should they be willing. An Oraner may take a mate depending on if said mate is willing, and if so then they are wedlocked by the headman of the tribe and may raise a family. Once wedlocked, they take on a new third syllable that describes them as a pair. If a wedlocked Oraner breaks away from his or her mate without permission from the tribe, he/she is either exiled or executed.
Usually Lawful Neutral, but it can vary if the Oraner in question hides his misdeeds well.
Oraners prefer to live Underground, but are able to venture above to the surface with specific side effects. These effects include:
- Loss of Blindsense unless they return underground and stay their for 3 weeks.
- Loss of Dexterity Bonus (−2 to Dex) until their skin softens and becomes white again.
- Darkvision reduced to 30ft.
- Natural Armor Bonus +2 AC as long as their skin remains hardened.
A tribe may worship it's own gods as it so wishes since they have little knowledge of the gods revered above ground. Each has a local god watching over it, and many lesser gods determining their every day activities. These could range from a God of Diamonds, of Bedrock, or of Food to a God of War, of Love, even a God of Life. Their society is by no means directly enforced by these Deities but instead seen as an unchangeable ruling force on their world.
Oraners speak common and undercommon surprisingly well with an obvious accent, but have their own language of Oranai which they speak almost always. Their headman and medicinemen speak a more elegant form of Oranai known as Oranti, but a foreigner could not tell the difference.
An Oraner's name is determined by his lineage and personal traits. Examples of castes include the Warrior caste, Hunter caste, Spellman caste, or Crafter caste. The tribe has their own words for each caste and calls an Oraner as "[family name] of the [caste]".
The family name is a three syllable word with each syllable representing a different trait of the Oraner. The first is the Oraner's individual syllable (his individual name), the second a word that defines his personality such as "angry" or "determined", and the third is his parent's wedlock name. Thus an Oraner can be called, supposing his individual name was "Ko," his personality "Z," and his parents "Da," "Kozda". His caste would be stated after his name, and supposing he was of the Hunter caste, his name would be "Kozda of the Hunters". A wedlocked couple would take a new third syllable stating they are part of a new family together. This would become their spawn's parent wedlock syllable.
- +2 Strength, +2 Dexterity, −2 Intelligence, −2 Charisma
- Monstrous Humanoid (Earth)
- Oraner base land speed is 30ft.
- Darkvision out to 60ft
- Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature.
- Poison (Ex): An Oraner's blood is toxic to touch, and if a person comes in contact with Oraner Blood he must make a Fortitude save of DC 16 or succumb to 2d6 con damage. One minute after the contact with the poison another Fortitude save must be made or the victim becomes paralyzed for 2d8 hours.
- Automatic Languages: Common, Undercommon, Oranai
- Bonus Languages: Oranti, Drow, Dwarven
- Favored Class: Any
- Level Adjustment: +1