darfellan

DARFELLAN

Nomadic, oceangoing humanoids that possess the markings and might of killer whales. The darfellans were once a peaceful race of hunters who lived among the coastlines of Lanjyr. When the gruesome sahuagin began expanding their undersea empires, they hunted the orca-folk to near extinction. The few remaining darfellans are brooding wanderers found in the cold seas north of the Malice Lands.

A typical darfellan has a hulking, muscular build with a broad back, powerful arms, and a wide neck and head. A darfellan stands not much over 6 feet tall and weighs nearly 200 pounds. A darfellan’s most striking feature is his or her rubbery, jet-black skin, glossy and hairless, broken by varied white markings. The size, shape, and location of the white areas distinguish family groups and quickly identify an individual’s heritage to other darfellans. Auspiciously, individuals are born who are entirely black or, much more rarely, wholly white.

The Darfellan language has many compound and multi-syllabic words, so it can take a long time to say something. A mix of aggressive consonants, long vowels, and clicks gives the Darfellan tongue an animated, heavily enunciated quality. Darfellan names require specific stresses that are unintuitive to other beings.

Darfellan Characters

+2 Strength, -2 Dexterity, +2 Intelligence: Darfellans are cunning and have a powerful physique but are somewhat plodding, especially out of the water.

Flippers: A darfellan’s base land speed is 20 feet; a darfellan’s paddled feet are more suited for moving through water than on land. A darfellan’s base swim speed is 40 feet. A darfellan has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A darfellan can always choose to take 10 on a Swim check, even if distracted or endangered. A darfellan can use the run action while swimming, provided he swims in a straight line.

Arctic (Ex): Darfellans are inured to cold climes and are never at risk for hypothermia or damage due to exposure to frigid temperatures. They possess resistance cold 5.

Hold Breath (Ex): A darfellan can hold his breath for a number of rounds equal to 8 x his Constitution score before he risks asphyxiation. For a typical darfellan, this is 96 rounds, or almost 10 minutes.

Natural Attack: A darfellan has a natural bite attack that deals 1d6 points of damage. If fighting without a weapon, a darfellan uses his bite as a primary attack, adding 1-1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a darfellan normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at -5 to hit). If the darfellan gets extra attacks by virtue of a base attack bonus of +6 or higher, he gets them only with his primary attack.

Echolocation: In the water, a darfellan can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Darfellans have blindsense out to 20 feet, but the blindsense doesn’t normally extend beyond the water. A darfellan using his echolocation out of the water does enjoy a +8 circumstance bonus to his Perception checks to pinpoint hidden objects or creatures to which he has line of effect. Loud noise reduces the effectiveness of echolocation (usually by -2 or -4), while magical silence can negate it.

Racial Hatred: A darfellan normally exudes a brooding calm, but the mere presence of a sahuagin is enough to send the darfellan into a blood-mad fury. Darfellans gain a +2 racial bonus on attack rolls and damage rolls when fighting sahuagin.

Automatic Languages: Darfellan. Bonus Languages: Aquan, Sahuagin, Common. Body

darfellan

Zeitgeist Jim_Mount