Velkurn (3.5e Race)

From D&D Wiki

Jump to: navigation, search
600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: needs to be updated to follow modern preloads


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

A "race's compendium" race created by
R.M.G.C.L.F.

Velkurns[edit]

Velkurns are a humanoid race that specialize in a certain school of magic driven by tradition and inborn ability.

Velkurn Racial Traits[edit]

  • Medium Size
  • 30ft speed
  • -2con, +2int: Velkurns are frail but keen minded and mentally advanced
  • Racial bite attack: Velkurns have sharp retractable fangs that provide them with a natural bite attack dealing 1d4 base damage
  • +1 to spellcraft and knowledge(arcana) checks: Velkurns are learned in magical lore and mechanics.
  • -2 to listen and balance checks: Velkurns have small pointed ears that make it difficult for them to pick up sound and underdeveloped inner ears
  • +1 to saving throws against all sonic effects: A velkurn's decreased auditory sensitivity makes it less vulnerable to attacks transmitted by sound
  • -3 to saves against pain effects such as symbol of pain: velkurns have a low threshold for pain
  • -2 to concentration checks: velkurns have little tolerance for physical distracters and jolt of pain sends their spells into nothingness
  • Spell Focus: Velkurn's get the spell focus feat for free. Each subrace has a different chosen school.
  • Spell like abilities(sp): Velkurns have four spell like abilities, one of which is always prestidigitation (the individual ability varies depending upon the Velkurn in question), each of which is usable once per day. Velkurns with intelligence of 12 or less do not have access to these spell-like abilities. Caster level 1.
  • Spell Immunity: Velkurns are immune to magic missile and one other spell depending on their subrace
  • School Strength: Velkurns get a +1 bonus to spellcraft and caster level checks to overcome spell resistance with spells of their school and a +1 bonus to saving throws against them
  • Favored Class: Specialist Wizard (the specific kind of specialist wizard depends on the subrace)

Languages: Velkurn starting languages are common and draconic. Bonus languages include abyssal, celestial, infernal, terran, aquan, auran, ignan, orc, goblin, elven, and gnome.

  • Alignment: Any

Velkurn Subraces[edit]

Mortifin[edit]

Mortifins are necromancy-loving Velkurns. They have pale skin and their hair is either jet black or ghost white. They have deep green eyes that seem to be able to gaze past skin into your very pulse.

Mortifin Relations[edit]

Mortifins at first seem somewhat grim or apathetic, but in reality they just express their happiness and excitment more subtly. Most of them enjoy the finer things in life after realizing how fleeting it is while also having the longevity to fully explore it. They tend towards sarcasm and can have a somewhat dark sense of humor.

Most races are understandably creeped out by mortifins, including other velkurn and even mortifins from other communities. They can get along with some of the more open-minded kobolds. Sarli and Mortifins make natural chums.

Mortifin Lands[edit]

Mortifins favor remote communities and gothic buildings. A common site for a mortifin villaige is in the outer portion of a cave system, around or in the ruins of another city, at the center of some verdant jungle, or even in a larger non-mortifin community's necropolis. In their isolation they tend to take on a tribal structure with clerics, adepts, and necromancers as leaders, and each unit developes its own quasi-mystic rituals, customs, and idiosyncracies. Put together this lifestyle gives them an eerie aura and gives rise to the misapprehension that they are superstitious savages.

Mortifin Clans[edit]

Mortifins have a first name, a family name (which can comes from mother or father, whichever parent proposed to the other) and a name for their clan. Most names are a degenerated mixture of draconic and common. Here are some sample clans and mortifin names.

Vaerilox

This tribe is housed at an intricate rock formation at the center of the wasteland, seeks honor and entertainment by taking various violent mortal risks. They are a combination agrarian society and big-game hunters, using every party of the creature they kill. They greet one another by drawing their finger across their throats and smile as a threat. Their coming of age ritual involves taking a test of arcane and cultural knowledge administered by a group of undead mystics. Vaeriloci have little notion of sentimentality with remains. The lead mystic will attempt a speak with dead spell if their is any important information they need from the deceased, the fat from the body is made into ceremonial candles at least one of which is burned with a breif list of the person's life and character. After that, the remains are animated and given to guard the firstborn child. Childless Vaeriloci have their bones animated in service of the group.

First Names

soriveer, ghoster, rakesol (meat-soul), skinubun (origins unknown), redtooth, Eric (orgins unknown)

Family Names

gulban (ghoulbane), clefdance(cliff-dancer), kaygropanun(undead-companion), marrower, assured (white-head), thurkared (night-head), phantasm, graver, dulkarst (origins unknown)


Bonzire

The bonzire make their home in a lush jungle and revel in the smell and sight of living things. Their diet is entirely vegetarian, a way that may have arisin from their love of living things or their belief that corpses are labor, not food. Undead minions defend the villaige against the large amount of poisonous creatures that dwell in the dense tropics, giant spiders, dire snakes, and violet fungi being a scant sampling thereof. Every villaiger old enough to handle bottles carries two antitoxins with them at all times, often more. They frequently employ the poisons of such creatures in their weapons, and use contact poisons to coat the teeth of their undead. Because the hot climate has a destructive and unpleasant effect on rotting flesh, they use alchemical and herbal mixtures to dry and preserve the flesh, giving it a dark green tinge and a faint citrus aroma. They are always lead by a male and female pair, one a druid, the other a necromancer (refered to as the bayshrood and levzix respectively), and almost by unspoken tradition these two are opposed on any issue you care to think of. The levzix provides curatives for injuries that do not need immediate healing and breaks curses, while the main function of the bayshrood is to deal with recurring or direct threats to the tribe and heal in the middle of battles or vital cases. How this diametrically opposed pair manages to profitably guide a community is unknown.

Clan Names

irsivar, casinome (forest-home), ashukejer (green-blood), Kendalson (origins unknown), beetlar (beetle-hair), moonary (moon-something)

First names

Garivair, Bludwin, vorelina, golgen, hooranoo, gayurn, Rachel, Elairan (origins all unknown)


Mortifin Racial Traits[edit]

  • Velkurn: Mortifins are humanoids with the Velkurn subtype
  • -2con, +2int: Mortifins are frail but keen minded and mentally advanced
  • Low Light Vision
  • Light Sensitivity(ex): Mortifins are dazzled (-1 penalty to attack rolls) in bright light (such as full sunlight or a daylight spell)
  • Racial bite attack: Mortifins have sharp retractable fangs that provide them with a natural bite attack dealing 1d4 base damage
  • +1 to spell craft and knowledge(arcana) checks: Mortifins are learned in magical lore and mechanics.
  • -2 to concentration checks: Mortifins have little tolerance for physical distractions and jolt of pain easily sends spells into nothingness
  • -2 to listen and balance checks: Mortifins have small pointed ears that make it difficult for them to pick up sound and underdeveloped inner ears
  • +1 to saving throws against all sonic effects: A Mortifin's decreased auditory sensitivity makes it less vulnerable to attacks transmitted by sound
  • -3 to saves against pain effects such as symbol of pain: Mortifins have a low threshold for pain
  • Spell Focus: Mortifin's get the spell focus(necromancy) feat for free.
  • Spell like abilities(sp): Prestidigitation, disrupt undead, chill touch. Caster level 1st (Mortifins with intelligence of 12 or less do not have access to these spell-like abilities.)
  • Spell Immunity: Mortifins are immune to magic missile and crippling fatigue
  • School Strength: Mortifins get a +1 bonus to spell craft and caster level checks to overcome spell resistance with necromancies spells, and +1 bonus to saving throws against them
  • Favored Class: Necromancer
  • +2 on knowledge(religion) and heal checks, -2 to diplomacy checks: While well-schooled in the paths of mortal souls between life and death and how to delay that passage, something unnerving about them makes people disinclined to be civil.

Seerns[edit]

Seerns have great insight from their quest for divining power. This understanding however is not mutual, and many people have trouble empathizing with them. Seerns tend to have opalescent skin and silver-blue hair.

Seern Racial Traits[edit]

  • -2con, +2int: Seerns are frail but keen minded and mentally advanced
  • Racial bite attack: Seerns have sharp retractable fangs that provide them with a natural bite attack dealing 1d4 base damage
  • +1 to spellcraft and knowledge(arcana) checks: Seerns are learned in magical lore and mechanics.
  • -2 to concentration checks: Seerns have little tolerance for physical distracters and jolt of pain easily sends spells into nothingness
  • -2 to listen and balance checks: Seerns have small pointed ears that make it difficult for them to pick up sound and underdeveloped inner ears
  • +1 to saving throws against all sonic effects: A Seern's decreased auditory sensitivity makes it less vulnerable to attacks transmitted by sound
  • -3 to saves against pain effects such as symbol of pain: seerns have a low threshold for pain
  • Spell Focus: Seerns get the spell focus (divination) feat for free.
  • Spell like abilities(sp): Prestidigitation, detect magic, detect poison, comprehend languages. Seerns with intelligence of 12 or less do not have access to these spell-like abilities. Caster level 1
  • Spell Immunity: Seerns are immune to magic missile and color spray
  • School Strength: Seerns get a +1 bonus to spellcraft and caster level checks to overcome spell resistance with divinations and a +1 bonus to saving throws against them
  • Favored Class: Diviner
  • +2 to spot, scry, and sense motive, -3 to bluff: While skilled at seeing both the mundane and the ethereal, seerns are possessed by an almost compulsive urge to tell the truth.
  • Alignment: Any

Ajerns[edit]

Ajerns are a race of enthusiastic evokers. They are energetic and friendly, but also easily upset. Furthermore, they have a mild malicious streak and revel in destruction.

Ajern Racial Traits[edit]

  • -2con, +2int: Velkurns are frail but keen minded and mentally advanced
  • Racial bite attack: Velkurns have sharp retractable fangs that provide them with a natural bite attack dealing 1d4 base damage
  • +1 to spellcraft and knowledge(arcana) checks: Velkurns are well-learned in magical lore and mechanics.
  • -2 to concentration checks: velkurns have little tolerance for physical distracters and jolt of pain easily sends spells into nothingness
  • -2 to listen and balance checks: Velkurns have small pointed ears that make it difficult for them to pick up sound and underdeveloped inner ears
  • +1 to saving throws against all sonic effects: A velkurn's decreased auditory sensitivity makes it less vulnerable to attacks transmitted by sound
  • -3 to saves against pain effects such as symbol of pain: velkurns have a low threshold for pain
  • Spell Focus: Ajerns get the spell focus(evocation) feat for free.
  • Spell like abilities(sp): Prestidigitation, flare, ray of frost, burning hands. Ajerns with intelligence of 12 or less do not have access to these spell-like abilities. Caster level 1.
  • Spell Immunity: Ajerns are immune to magic missile and they bypass a sheild spell (an ajern's attacks and spells simply go through it as if the shield spell wasn't there, negating the ac bonus, cover, reflex save bonus, and magic missile protection against them).
  • School Strength: Ajerns get a +1 bonus to spellcraft and caster level checks to overcome spell resistance with evocation spells and a +1 bonus to saving throws against them
  • +2 to alchemy and disable device checks, -2 to craft checks: Ajerns can channel their destructive urges to make something stop functioning or concoct highly reactive chemicals, but they still have difficulty putting things together instead of breaking them apart.
  • Favored Class: Evoker
  • Alignment: Any

The Hypnocard[edit]

Hypnocards are an empathetic and psychologically learned people. However, with their understandings of how the mortal mind works, they also tend to be persuasive and manipulative, pushing people’s buttons and playing their hopes and fears against them to get what they want.

Hypnocard Racial Traits[edit]

  • -2con, +2int: Velkurns are frail but keen minded and mentally advanced
  • Racial bite attack: Velkurns have sharp retractable fangs that provide them with a natural bite attack dealing 1d4 base damage
  • +1 to spellcraft and knowledge(arcana) checks: Velkurns are well-learned in magical lore and mechanics.
  • -2 to concentration checks: velkurns have little tolerance for physical distracters and jolt of pain easily sends spells into nothingness
  • -2 to listen and balance checks: Velkurns have small pointed ears that make it difficult for them to pick up sound and underdeveloped inner ears
  • +1 to saving throws against all sonic effects: A velkurn's decreased auditory sensitivity makes it less vulnerable to attacks transmitted by sound
  • -3 to saves against pain effects such as symbol of pain: velkurns have a low threshold for pain
  • Spell Focus: Hypnocards get the spell focus(enchantment) feat for free.
  • Spell like abilities(sp): Prestidigitation, daze, and hypnotism. Hypnocards with intelligence of 12 or less do not have access to these spell-like abilities. Caster level 1
  • Spell Immunity: Hypnocards are immune to magic missile and chill touch.
  • School Strength: Hypnocards get a +1 bonus to spellcraft and caster level checks to overcome spell resistance with spells of the enchantment school and a +1 bonus to saving throws against them
  • +2 sense motive and diplomacy, -2 heal: Hypnocards are good at working with people and psychology, but are somewhat less apt at dealing with corporeal ailments.
  • Favored Class: Enchanter
  • Alignment: Any



Back to Main Page3.5e HomebrewRaces

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors