Zephyrs (3.5e Race)
From D&D Wiki
Contents |
[edit] Zephyrs
Zephyrs are playful, aggressive beings of air and the wind. They are an Elemental Race, and have the ability of flight.
[edit] Personality
Zephyrs are playful and energetic, constantly leaping from one thing to the next. But that also have an aggressive, exploitative side, which manifests itself into their adventuring careers.
[edit] Physical Description
Zephyrs are short, usually standing below five feet in height. They are also even lighter then they appear (about 60-80 lb), being partially made up of air. They have pale skin, fair hair, and gray or blue eyes.
[edit] Relations
Zephyrs get along well with sirens, changelings, and gnomes.
[edit] Alignment
The majority of zephyrs are neutral, with a surprising tendency towards evil.
[edit] Lands
Zephyrs dwell in airy mountains above Utgard and Albion Proper.
[edit] Religion
Like all elementals, most zephyrs worship their True Elemental forefathers
[edit] Language
Zephyrs speak Zephyrian and Auran, often learning other elemental languages as well.
[edit] Racial Traits
- +4 dexterity, -2 strength, +2 charisma, +2 intelligence. Zephyrs are fast in both mind and body, but their lighter frames makes them both weaker and not as tough.
- Humanoid (Air).
- Medium.
- Zephyr base land speed is 40 ft. They have a base fly speed of 60 ft (good).
- Light Body (su): a zephyr takes no damage from falling.
- Scent: zephyrs have a distinct sense of smell that can detect anything within 50 ft that has a smell
- +6 racial bonus on jump, hide, move silently,spot, listen, and balance checks.
- +2 racial bonus on saves against any poison effect.
- Automatic Languages: Zephyrian, Auran,Common. Bonus Languages: Aergaelan, Jacinthian, Utish, Sirenese, Gnomish.
- Favored Class: wizard or rogue. Choose one at first level.
Back to Main Page → 3.5e Homebrew → Races
