Dwr Gellyn"Water Foe"
"I'm sorry but this is my hunting territory. Move. Now." The Dwr Hellwyr were great for coastal protection and sea defense, but were too big to navigate rivers. The Cryptoclidus were good for that purpose, and so eventually the Druids awakened them. (Note: These are much smaller than most Cryptoclidus)
Dwr Gellyn RACIAL TRAITS · +8 Str, +6 Dex, +6 Con, +2 Wis, +2 Cha
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed: Swim 60'
· +4 Natural Armor Class Bonus
· Scent
. Improved Grab: If the Cryptoclidus hits successfully with it's Bite attack against an opponent at least 1 size class smaller it may attempt a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may attempt to Swallow it next round.
. Swallow Whole: If a grappled opponent is at least 2 size categories smaller than itself the Cryptoclidus can attempt to Swallow it whole. Once inside the victim takes 1d8 plus your strength bonus in bludgeoning damage, and 1d6 plus half your strength bonus in acid damage per round. A successful grapple check allows the victim to climb out to the mouth, and another successful grapple check to get free. Optionally it can attack the gizzard with a naural or light slashing or piercing weapon. It must do 25 points of damage and hit an AC of 10 plus half the Cryptoclidus' Natural Armor Bonus. Once the creature exits muscular action closes the hole, and others must cut their own way out. The gizzard can hold 1 Small, 4 Tiny, or 16 Diminutive or Smaller opponents.
· Dwr Gellyn have a primary Bite attack doing 1d8 plus one and a half times your strength bonus.
· A Dwr Gellyn has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Swim. It also gets 2 Feats.
. A Dwr Gellyn gets a +8 Racial Bonus on Swim checks, and may always take 10 on Swim checks (even if threatened or endangered). It may use the Run action while swimming in a straight line.
. Non Humanoid Form: The Dwr Gellyn aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. Most equipment will be double the weight and anywhere from double to quadruple the cost for them. They cannot weild weapons. If someone is willing to help them in and out of it they can wear armor.
. Dwr Gellyn are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Automatic and Bonus languages: The Dwr Gellyn automatically speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they live and are usually that of their neighbor.
· Level Adjustment: +6
· Favored Class: Scout
Normally I don't do Favored classes in my campaign, I do what I call Preferred Classes. They are listed as Common (i.e. what you would think of as Favored Classes. At least 1 in 2 members of the race that you are likely to meet belong to one of these classes), Uncommon (Most common secondary choices for members of this race), Rare (Not many members of your race choose this class as they are either mentally or physically unsuited for it. You would be a rare exception that fits right), and Very Rare (You might be the only member of your race to be a member of this class if there are any at all). So here they are for the Dwr Gellyn:
Common: Primordial, Scout
Uncommon: Rogue, Ranger
Rare: Fighter
Very Rare: All other classes
STARTING AGE Adulthood:14
Barbarian, Rogue, Sorcerer: +1d4 Years
Bard, Fighter, Paladin, Ranger: +1d6 Years
Cleric, Druid, Monk, Wizard: +2d6 Years
AGING EFFECTS Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 Years
HEIGHT AND WEIGHT Base Length: 10'
Length Modifier: +1d6'
Base Weight: 7, 400 lbs.
Weight Modifier: x200 lbs.
Dwr Gellyn CHARACTERS You were designed as a fast attack member of the Druid armies. You fit the role well.
Adventuring Race: Dwr Gellyn go on adventures for any number of reasons. Being somewhat inscrutable it's difficult to tell what really drives them.
Character Development: Your fast, and do decent damage, but get one bite attack a round. Design yourself around the Swim-By Attack Feat, or Charging.
Character Names: Most Dwr Gellyn names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.
ROLEPLAYING A Dwr Gellyn You don't respond much to barbs, or to much of anything else. This doesn't mean that you don't know when you're being insulted, you jsut don't feel compelled to react to it. On the chance that it finally does annoy you, your response is usually lethal.
Personality: Cold emotionless robots. At least thats how most others see you. And to some extent it's true. Being new to awakening your species hasn't developed much of a personality beyond it's atavistic animal instincts.
Behaviors: Dwr Gellyn spend most of their time hunting for food or on missions. Most other races accuse them of having no personality at all, or at least being defunct emotionally. They are remarkably obtuse to other species.
Language:The Dwr Gellyn speak Common and Sylvan like all awakened animals.
Dwr Gellyn SOCIETY Dwr Gellyn really don't have an independent society, pretty much seeing themselves as an awkward extension of the Druid society.
Alignment : The Dwr Gellyn have yet to show any alignment trends. Most are still Neutral.
Lands : Rivers and lakes fed by rivers. They tend to avoid the sea or the coast where their larger relatives abound.
Settlements : Being waterbound the Dwr Gellyn rarely leave their homelands.
Beliefs : Dwr Gellyn rarely worship gods. Most haven't had time to really aquaint themselves with the concept of deities yet.
Relations: Unwell. The emotionless nature of the Dwr Gellyn do not endear them to anyone, even their creators.
Dwr Gellyn ADVENTURES · Anyone going upriver to Black Lake has disappeared. You and your group are being sent to discover whats going on.
. A brutal coastal fight has wiped out the local Dwr Helwyr. You are being diverted as a coast guardian in the meantime till reinforcements arrive.
. Numbers of your kin have been growing legs and devouring the local land dwellers. Your job is to find out whats happening.