Post by Papa Bear on Jul 14, 2014 21:52:28 GMT
Native to Eboria (the New World in their tongue, though the word “Eboria” refers to the world as a whole, but will one day be the name of the continent currently called The New World), the Drae are a slight people who tend to live in trees. They have dark skin that has a hint of green or brown to it. Their foreheads slope back from their brow, giving them an almost Neanderthal look, though their brow does not protrude. They are generally bald on the tops of their head with a healthy main of hair that hangs from the middle of their head. They usually wear their hair long and sometimes in dreadlocks. They do not have facial hair.
The Drae have large, dark eyes, dark blue, brown, purple, indigo, or black in color. Additionally, they have large, pointed ears. The ears are not ‘long’, but they are large. Their nose is generally wide. They also have longer than normal ‘K9’ teeth, though these teeth are not so long as to provide a bonus to damage with a bite attack. They have dark skin generally with a hint of blue or brown.
Drae are a tribal people in much the same way as Native American Indian tribes were when the Europeans settled the Americas. Drae have a deep belief in spirits and believe that actions can corrupt one’s spirit and affect what their spirit will be able to do in the next life. Spirits burdened down with evil deeds cannot ascend from Eboria. However, not all Drae tribes define ‘evil’ the same. Drae wars between tribes generally happen because of differences in what they consider ‘evil’.
Though the Drae do not understand the culture and world of the Kunari, mostly because the Drae do not live in “the wilds” where the Kunari lived, they have a deep fear of the Kunari, whose reach has spanned the centuries since the Kunari extinction. Some scientists much further down the road of history will believe that the Drae are an offshoot of the Kunari who abandoned the ‘evil ways’ of the Kunari and fled over the mountains to the west, into the lands that would later be colonized by Humans and Elves.
Adulthood; 15 years
Average Height & Weight; 5’6”, 100 lbs
Common Male Names: Seeth, Loahm, Faahth, Noot, Fhen, and whatever you come up with for your character
Standard Racial Traits
*Ability Score Racial Traits; Drae are quick and agile. They are particularly hardy with additional organs that strengthen and support their internal health. Additionally, they have sloping foreheads reducing cranial capacity, +2 Dexterity, +2 Constitution, -2 Intelligence
*Type: Drae are humanoid creatures with the Drae subtype. Drae are distant relatives to the Kunari, though have darker skin.
*Size: Drae are medium sized creatures
*Base Speed: (Typical) Drae have a base speed of 30 feet.
*Languages: Drae speak Draeic and, as a bonus language, Kavian, a limited language of the Kavi people based on nature signals and sounds. The Kavi are not as advanced as the Drae
Defensive Racial Traits
*+4 Fortitude Save vs. disease and poisons
Offensive Racial Traits
*Small Claws: 1d4 natural weapon damage
*Pounce; Drae are skilled leapers. When using a Charge action, they can move a total of 80 feet rather than the 60’ the base speed of 30’ grants. When in a tree (or other high perch) the Drae can safely ‘pounce’ on something 20 feet below him or her. Additionally, when a Drae has increased movement, from any source, they gain a +20 feet move bonus to their Pounce over the charge distance. This bonus distance does not add into the perch/drop distance. That stays at 20 feet.
Feats and Skill Racial Traits
*+2 Perception Bonus; Drae have larger eyes, ears, and noses. While they have a strong olfactory sense, they do not gain the Scent ability.
*+10 Climb; Drae claws are particularly useful for climbing
*+4 Acrobatics; Drae are particularly athletic. This bonus does not stack with the +10 climb. However, when a Drae leaps, they gain an additional +2 to their Acrobatics bonus for the leap.
Senses Racial Trait
*Low-light vision – Drae can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
Agile Warrior – By using a swift action, the Drae can tumble through combat, gaining a +2 AC bonus vs. attacks of opportunity
Drae Combat – When struck in combat by a creature or being that hits the Drae’s AC exactly, the Drae may choose to make an Acrobatics roll to cause the attack to miss by dodging the attack. If the Drae chooses to do this, they suffer a -2 attack penalty with their next attack, even if they fail the Acrobatics roll. DC 20 This ability can only be used when an attack hits them on exactly their AC score or Touch AC score. A Drae cannot use this ability Flat Footed.
Iron Guts – Some Drae have a particularly high resistance to disease and poisons, doubling their natural bonus to +8.
Hunter – The drae is particularly adept at hunting. The Drae gains the Tracking ability. This trait counts as a “Double Trait”, costing two traits.
Forager - +2 Survival
Large Clawed – The drae claws do 1d6 damage instead of 1d4. Drae with larger claws look awkward to other Drae because the claws can be easily seen.
Lightfooted – the drae is particularly fleet of foot and have a base speed of 35’ instead of 30’. Their Pounce becomes 90’ instead of 80’. This trait does not stack with other movement bonuses such as Barbarian Fast Movement or Monk increased speed.
Mottled Skin – Some Drae have more mottled skin that acts as camouflage, granting them a +2 stealth bonus when trying to hide.