Dryad
2007-05-23, 10:24 PM
I just wanted to create a race that could fly, and had some really great-looking natural weapons, while still be playable, and not too strong. So I came up with this! Tell me what you think. (Actually, it's very old, from early 3.0 times, but I've never actually shared it publically.)
The Mardinor:
Medium sized Fey.
Hit Dice: 1d8 (warrior)(3 hp)
Initiative: +1 (dex)
Speed: 30 ft, or fly 60 ft (poor)
AC: 14 (studded leather, dex.)
Attacks: Extractable claw +2 melee; or longbow: +2 ranged.
Damage: Extractable claw: 1d6 (piercing); longbow: 1d8.
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Qualities: Mardinor traits.
Saves: Fort: +1, Ref: +1, Will: +0
Abilities: Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha8
Skills: Hide: +5, Move Silently: +5, Spot: +3, listen: +3,
Feats: Weapon Finesse (extractable claw)
Climate/Terrein: Temperate mountain/forest.
Organisation: Solitary, pair or pack (3-8)
Challenge Rating: ½
Treasure: Standard.
Allignment: Usually Chaotic Good.
Mardinor are the winged people. The race of allmost humanoid fey is believed to be extinct, and this is mainly true. Sometimes, a mardinor is born from human parents with Mardinor ancestors, and looks like an ordinary human child. At the age of eighteen, however, they start to change. They grow fangs, pointy ears and bat-like wings, and their lower arms grow strange long tubes on them, out of which an allmost metal like blade can be extracted.
At this age, Mardinor usually leave their homes, to live in the wild. Some, however, choose to stay, and pretend to be human, hiding their wings in long draped cloaks.
Mardinor usually meet eachother in a druid’s grove, and from there on might form packs, often quickly discovering their natural talent for the Sylvan language.
Mardinor combat: Mardinor often stay at a distance, using their bows to fire arrows at their enemies. However, in some situations, they prefer to swoop down at their enemy, to hack away with their fierce blades.
Mardinor Characters: The Mardinor’s favored class is ranger, and Mardinor packs are often lead by a ranger.
Mardinor Qualities:
- Low-light Vision
- +2 spot
- +2 listen
- +2 dex
- -2 con
- -2 cha
- Proficiency Restriction: Heavy Armor, Medium Armor
- Proficiency Restriction: Shield
- Two extractable claws (dmg: 1d6, crit: 20/x3, piercing)(Subject to normal two-weapon fighting rules)
- Fly 60 ft. (poor)
- Favored Multiclass: Ranger
- Languages: Common, Sylvan.
The Mardinor:
Medium sized Fey.
Hit Dice: 1d8 (warrior)(3 hp)
Initiative: +1 (dex)
Speed: 30 ft, or fly 60 ft (poor)
AC: 14 (studded leather, dex.)
Attacks: Extractable claw +2 melee; or longbow: +2 ranged.
Damage: Extractable claw: 1d6 (piercing); longbow: 1d8.
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Qualities: Mardinor traits.
Saves: Fort: +1, Ref: +1, Will: +0
Abilities: Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha8
Skills: Hide: +5, Move Silently: +5, Spot: +3, listen: +3,
Feats: Weapon Finesse (extractable claw)
Climate/Terrein: Temperate mountain/forest.
Organisation: Solitary, pair or pack (3-8)
Challenge Rating: ½
Treasure: Standard.
Allignment: Usually Chaotic Good.
Mardinor are the winged people. The race of allmost humanoid fey is believed to be extinct, and this is mainly true. Sometimes, a mardinor is born from human parents with Mardinor ancestors, and looks like an ordinary human child. At the age of eighteen, however, they start to change. They grow fangs, pointy ears and bat-like wings, and their lower arms grow strange long tubes on them, out of which an allmost metal like blade can be extracted.
At this age, Mardinor usually leave their homes, to live in the wild. Some, however, choose to stay, and pretend to be human, hiding their wings in long draped cloaks.
Mardinor usually meet eachother in a druid’s grove, and from there on might form packs, often quickly discovering their natural talent for the Sylvan language.
Mardinor combat: Mardinor often stay at a distance, using their bows to fire arrows at their enemies. However, in some situations, they prefer to swoop down at their enemy, to hack away with their fierce blades.
Mardinor Characters: The Mardinor’s favored class is ranger, and Mardinor packs are often lead by a ranger.
Mardinor Qualities:
- Low-light Vision
- +2 spot
- +2 listen
- +2 dex
- -2 con
- -2 cha
- Proficiency Restriction: Heavy Armor, Medium Armor
- Proficiency Restriction: Shield
- Two extractable claws (dmg: 1d6, crit: 20/x3, piercing)(Subject to normal two-weapon fighting rules)
- Fly 60 ft. (poor)
- Favored Multiclass: Ranger
- Languages: Common, Sylvan.