Erdaim, Part Two
The First. The Ancients. The Immortals. As the first of Er's children spoken into existence, the erdaim have been granted immortality, and charged as guardians of Olam. They follow the righteous path of the Orach, and are given their power by Er through the Unquenchable Fire. Although their general nature is benevolent and they tend to denounce all works of evil, the erdaim can be seduced by wickedness that seems fair.
The erdaim are taller than men, averaging between 6 and 6 ½ feet in height, with lean and well muscled bodies. They are graceful in movement, and their senses of sight and hearing are keener than those of mortal man. The erdaim are a hardy race; resistant to disease and the extremes of nature, and they need not sleep so long as they rest their minds in meditation.
To the men of the west the erdaim exist only in legend and superstition and are referred to as shee, or fairies. Although many have secretly assimilated into western culture as observers, the erdaim will not reveal themselves until it is their time. Half-erdaim are extremely rare and must choose between immortality or the virtuous path of mortals upon reaching their thirtieth name day. The three tribes of erdaim are the Elerdaim, Malerdaim, and Verdaim.
For game purposes the Elerdaim and the Verdaim replace the eladrin and the elf respectively. The tribe of the Malerdaim, however, has been seduced through deceit and trickery, and now serve the adversary. Their great king, Maltoth, has set himself into opposition against the remaining two tribes of erdaim, promising his people great power and everlasting peace. Only someone wishing to play an evil character should have access to this race, and even then it is recommended to do so with caution.
Let's take a peek at some of the racial traits of the Elerdaim:
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Erleshona, choice of one other
Skill Bonuses: +2 Arcana, +2 Religion
Elerdaim Weapon Proficiency: You gain proficiency with the warblade or longspear.
Hedge of Protection: You gain a +1 bonus to saving throws.
Spiritual Discernment: You may add your Wisdom modifier to your initiative roll. This ability can stack with other feat bonuses.
Trance: Rather than sleep, you may enter a meditative state for four hours, to gain the same benefits as taking a six hour extended rest. While in this trance, you are fully aware of your surroundings.
Please give us any suggestions or input on anything you would like to see added (or detracted) from this race!
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