HUMANS - The Dorn
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HUMANS - The Dorn
Those humans descended from the houses of the Old Kings, known commonly as the Northmen, still live in the lands north of the Sea of Pelluria. Those that remain in the environs of their ruined cities live at the will of their orc masters and survive off what subsistence they can grow, poach, or scrounge. Others huddle in subsistence communities on the vast stretches of hill country and tundra, left to lives of misery only occasionally interrupted by orc patrols and legates seeking provisions and tithes. Those that choose to run as outlaws, bearing illegal weapons and raiding supplies from the dark god’s chosen, must always be on the move lest they are hunted down and slaughtered.
Dornish people are big, even for humans, with broad shoulders and long limbs. They have pale skin and green or blue eyes. Their hair ranges from gold to red and was once worn long and bound with metal rings, each ring commemo-
rating a battle in which the individual had fought. Now most Dorns, even many women, shave their heads as a symbol of shame at their defeat by the forces of Izrador. Dorns once wore painted leather coats, fur boots, and heavy woolen kilts and gowns whose patterns marked their house allegiances. Now they are lucky to have dirty rags in which to wrap their hungry bodies.
The Dornish people once swore fealty to the Old Kings of the Great Houses. The nobles were fiercely loyal to their people, who repaid that devotion by adhering to familial codes of honor in both social interactions and in battle. In the days of old, death was seen as far preferable to dishonoring one’s clan; every action a Dorn undertook, whether repairing his farmstead’s wall or meeting a foe in battle, was to reflect proudly on his king. But with the betrayal of the Night King Jahzir, Gregor Chander, and several other Traitor Princes, most Northmen are now loyal only to their own skins and swear fealty only to their stomachs. The shades of their ancestors, which traditional Dorns honor with altars, prayers, and sacrifices, would weep to see what has become of their once-great people.
In the centuries since the Sarcosans came to Eredane the Dorns have become excellent riders, though they still prefer to fight on foot. Their weapons of choice were longspears and greatswords, though some chose to carry large battleaxes. Today, orc patrols kill armed humans on sight, so the rare Dorns who go armed use whatever weapons are available.
+2 Strength, -2 Intelligence
Medium-size
Base land speed 30 feet.
1 extra feat at 1st level. The extra feat must be shosen either from the fighter's list of bonus feats or must be a weapon, armor, or shield proficiency feat.
4 extra skill points at 1st level and 1 extra skill point at each additional level
Weapon Familiarity: Dorns may treat bastard swords and Dornish horse spears as martial weapons, rather than as exotic weapons.
Favored Region: Northlands.
+1 racial bonus on Fortitude saving throws. This bonus increases to +5 when the Dorn makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Dorns suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
+1 racial bonus on attack rolls when fighting in groups of five or more Dorns.
+1 racial bonus on attack rolls when using a melee weapon two-handed.
Automatic Languages: Erenlander and Norther. Bonus Languages: Colonial, High Elven, Orcish, and Trader's Tongue.
Favored Class: Any
Re: HUMANS - The Dorn
Dorn characters may take advantage of Dornish legacy traits to expand their options. Legacy traits must be selected at first level and involve trading one or more of the normal Dornish racial abilities for another. Once the choice is made, it is permanent. You may take more than one trait, provided you pay the requisite costs.
Heart of the Dorn: You have a close tie to the northlands, and the spirits of your ancestors speak to you on the wind. You need only be fatigued due to deprivation, not exhausted, to gain the benefits of Beyond the Veil. In addition, you can make due with half the food and water required for a character of your size. Heart of Dorn replaces the +1 bonus to hit with a two-handed weapon.
One With the Wilderness: You were raised on the run in the dangerous wilds of the north, and are constantly on the lookout for danger. When fatigued due to deprivation, you may gain the benefits of Mind in Dreamingwithout suffering additional penalties to your Strength and Dexterity. In addition, you gain a +1 insight bonus to Initiative checks made in the wilderness. This ability replaces the weapon familiarity with bastard swords and Dornish horse spears.
Readied Alertness: You are used to maintaining combat readiness for long periods without sleep. When exhausted due to deprivation, you may gain the benefits of Heightened Clarity without the additional penalties to your Strength and Dexterity. In addition, you only need six hours of sleep to be considered rested. This ability replaces the bonus skill points received at first level.
Uncrushable Will: You are a loner, and do not need others around to remind you what it means to be a Dorn. You may gain the benafits of Suffer My Anger when you have suffered 50% of your hit point total (rather than 75%) in nonlethal damage from deprivation. In addition, you gain a +1 bonus to saving throws against fear when you fight alone. Uncrushable Will replaces the +1 bonus to hit when fighting in a group of five or more Dorns and the bonus first level feat.
Heart of the Dorn: You have a close tie to the northlands, and the spirits of your ancestors speak to you on the wind. You need only be fatigued due to deprivation, not exhausted, to gain the benefits of Beyond the Veil. In addition, you can make due with half the food and water required for a character of your size. Heart of Dorn replaces the +1 bonus to hit with a two-handed weapon.
One With the Wilderness: You were raised on the run in the dangerous wilds of the north, and are constantly on the lookout for danger. When fatigued due to deprivation, you may gain the benefits of Mind in Dreamingwithout suffering additional penalties to your Strength and Dexterity. In addition, you gain a +1 insight bonus to Initiative checks made in the wilderness. This ability replaces the weapon familiarity with bastard swords and Dornish horse spears.
Readied Alertness: You are used to maintaining combat readiness for long periods without sleep. When exhausted due to deprivation, you may gain the benefits of Heightened Clarity without the additional penalties to your Strength and Dexterity. In addition, you only need six hours of sleep to be considered rested. This ability replaces the bonus skill points received at first level.
Uncrushable Will: You are a loner, and do not need others around to remind you what it means to be a Dorn. You may gain the benafits of Suffer My Anger when you have suffered 50% of your hit point total (rather than 75%) in nonlethal damage from deprivation. In addition, you gain a +1 bonus to saving throws against fear when you fight alone. Uncrushable Will replaces the +1 bonus to hit when fighting in a group of five or more Dorns and the bonus first level feat.
Similar topics
» Born of Duty [Dorn]
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» HUMANS - The Erenlanders
» HUMANS - The Sarcosans
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» Born of the Grave [Dorn]
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» HUMANS - The Sarcosans
» HUMANS in Midnight (Core Fluff)
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