ELVES - The Miransil
Page 1 of 1
ELVES - The Miransil
The Miransil are the sea elves that dwell along the southwestern coast of Eredane, where the great forest of Erethor meets the sea. These unwarlike, thoughtful people are from the same ancestral stock as the Caransil but long ago became as bound to the spirits of the sea as their cousins are to those of the forest. The sea elves are a darker-skinned people than their inland brothers, well tanned by the coastal sun. Their dark hair is worn short and bushy, and they wear loose- fitting short pants, saris, or nothing at all.
The Miransil live over the water in the intertwining branches of giant mangrove trees whose sturdy roots protect their small harbors from ocean storms. The Miransil live off the bounty of the sea and are expert swimmers, sailors, and builders of small fishing boats and coastal traders. The sea elves are few, having sent an entire generation westward in search of hope and help, but have nonetheless sent their share of warriors eastward to fight Izrador’s invaders. Their longs- pears have proven as useful in killing orcs as in killing fish.
MIRANSIL RACIAL TRAITS
Weapon Familiarity: Miransil treat nets as martial weapons, rather than exotic weapons. Additionally, sea elves receive Martial Weapon Proficiency feat in one of the following weapons: guisarme, ranseur, or trident.
Favored Region: Miraleen. Sea elves' favored region bonuses for Erethor increase by +2 when in the Miraleen.
Natural Swimmers: Sea elves gain a swim speed of one-half their land speed. They may move through calm water at this speed without making Swim checks and gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The sea elf can always choose to take 10 on a Swim check, even if distracted or endangered when swimming, and can use the run action while swimming, providing she swims in a straight line. Additionally, sea elves can hold their breath for a number of rounds equal to six times their Constitution score.
Natural Sailors: +2 racial bonus on any Craft, Profession, or Use Rope checks involving ships, sailing, or the sea.
Automatic Languages: High Elven, Jungle Mouth. Bonus Languages: Halfling, Sylvan, Trader's Tongue.
Favored Class: Channeler.
The Miransil live over the water in the intertwining branches of giant mangrove trees whose sturdy roots protect their small harbors from ocean storms. The Miransil live off the bounty of the sea and are expert swimmers, sailors, and builders of small fishing boats and coastal traders. The sea elves are few, having sent an entire generation westward in search of hope and help, but have nonetheless sent their share of warriors eastward to fight Izrador’s invaders. Their longs- pears have proven as useful in killing orcs as in killing fish.
MIRANSIL RACIAL TRAITS
Weapon Familiarity: Miransil treat nets as martial weapons, rather than exotic weapons. Additionally, sea elves receive Martial Weapon Proficiency feat in one of the following weapons: guisarme, ranseur, or trident.
Favored Region: Miraleen. Sea elves' favored region bonuses for Erethor increase by +2 when in the Miraleen.
Natural Swimmers: Sea elves gain a swim speed of one-half their land speed. They may move through calm water at this speed without making Swim checks and gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The sea elf can always choose to take 10 on a Swim check, even if distracted or endangered when swimming, and can use the run action while swimming, providing she swims in a straight line. Additionally, sea elves can hold their breath for a number of rounds equal to six times their Constitution score.
Natural Sailors: +2 racial bonus on any Craft, Profession, or Use Rope checks involving ships, sailing, or the sea.
Automatic Languages: High Elven, Jungle Mouth. Bonus Languages: Halfling, Sylvan, Trader's Tongue.
Favored Class: Channeler.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
Mon Jun 16, 2014 3:30 pm by The Hive Mind
» New Magic Spells
Tue Jun 03, 2014 11:56 am by The Hive Mind
» Character Creation
Sun May 18, 2014 6:23 pm by The Hive Mind
» Weapon and Armor Degredation
Sun May 18, 2014 4:52 pm by The Hive Mind
» Craft: Weaponsmithing and Armorsmithing
Sun May 18, 2014 4:48 pm by The Hive Mind
» Defense...
Sun May 18, 2014 4:37 pm by The Hive Mind
» Health and Battle Points
Sun May 18, 2014 4:13 pm by The Hive Mind
» BATTLEBOUND PATH
Sun May 18, 2014 2:25 pm by The Hive Mind
» MARTYR PATH
Sun May 18, 2014 2:21 pm by The Hive Mind