Epic Race Suggestion: Belegorn

Home Forums Lore Epic Race Suggestion: Belegorn

Viewing 2 reply threads
  • Author
    Posts
    • #1614
      Shadorn
      Participant

      Belegorn (Mighty Tree in Elf) – I’m not 100% satisfied with name.

      A rather tall race, lithe and limber, they live in remote locations. Belegorn have a special Bond with Nature, especially the animals.

      Personality

      The Belegorn are natural hunters. Their size belies their subtlety as they stalk their prey in absolute silence and with hardened determination. When they finally do catch their prey, they thank the animal for its sacrifice and pray for it. They bring their hunt back to the tribe and celebrate a successful hunt. They celebrate by singing tribal songs that glorify their legends and god, giving thanks. The Belegorn have a great love and respect for animals and Nature, to the point where they’d kill anyone for trying to cut down a tree nearby. Most often they ask why intruders have invaded their territory, before shooting them down with arrows.

      Physical Description

      They are humanoid in appearance and are 7 to 10 feet tall, having pairs of eyes, ears, arms, and legs like humans, as well as a nose, a mouth, and expressions recognizable to humans. The Belegorn differ from humans in having green and brown striped skin, pointed and mobile ears, large eyes, catlike noses and teeth, tails, and four fingers. While taller than humans, they have narrower proportions in body frame.

      Relations

      Tribes in the jungle consider them to be efficient and effective hunters. They are often hostile to any who would harm Nature. As such they do not get along well with other races; unless the other race has proven themselves in some way, gaining the respect of the Belegorn. Relations with humans vary from shooting to kill on sight, to allowing them into the village to discuss trade with the chieftain. The elves of the forest have the respect of the Belegorn; the elves natural grace and will to protect the forest wins them a natural ally and potential friend in the Belegorn. Dwarves and the Belegorn don’t really interact that often, so the Belegorn treat dwarves like any other intruders. Orcs of any kind, including half-orcs, are most often shot on sight, so Orcs and the Belegorn never get along. Halflings are seen as very clever and respected for their natural subtlety, but often distrusted by the Belegorn; this doesn’t make them an enemy but not quite an ally either. The Belegorn are indifferent about the gnomes; the Belegorn will unlikely attack a gnome, unless they are tearing the forest apart they will be left alone. Half-elves are treated with respect to an extent, because they are half-elven. Their exact treatment depends, in equal measure, upon the tribe’s relations with nearby human settlements.

      Alignment

      Often Neutral due to their strong Bond with nature and their natural will to protect it. Because of this the Belegorn often take up the mantles of druids, rangers and even barbarians.

      Lands

      The Belegorn tribes can be found in a remote area usually distant from civilization, in the wilds. This can be in a giant tree in the jungle, a village of huts on the plains, caves on a cliff-side, etc. They choose to live in these places so that civilizations can’t and won’t disturb them. The Belegorn will have a sacred area, often a set of trees or plants near their tribal community, which contains the history/memories of their ancestors.

      Racial Traits

        +8 Strength, +8 Dexterity, +4 Constitution, -2 Intelligence, +4 Wisdom, -2 Charisma: Belegorn are very strong and very lithe and flexible. They have very strong bones that can handle hits that would break a normal human’s bones. Due to their focus on nature, they are very aware of their environment but not so aware in the social realm.

        Racial Hit Dice: A Belegorn begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

        Racial Skills: A Belegorn’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Handle Animal, Hide, Listen, Move Silently, and Spot. Note: Handle Animal and Ride skills are always class skills.

        Racial Weapon Proficiency: The Belegorn are proficient with all simple weapons; in addition to that, they are proficient with the Longbow and the Composite Longbow

        Darkvision 120 ft & Low-Light Vision: The Belegorn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination, and they can see in non-magical darkness out to 120 ft. Their eyes are very adaptive so that they can hunt anytime, day or night.

        Skill Bonus: +4 Hide, +2 Listen, and +2 Spot checks; As hunters, they are naturally aware of their surroundings and also aware of how to hide themselves efficiently.

        One with Bow: The Belegorn’s preferred weapon is bows, so they gain natural affinity with bows. When Belegorn wield bow, they gain one extra shot per round due to their heighten speed and dexterity (Stack with any other feats such as Rapid Shots).

        Bond with Nature: With Belegorn’s close affinity with Nature, they are able to use Nature to assist them locate and strike true to foes. When achieve, they gain +4 to hitroll and +2 damroll
    • #1726
      Treyorn
      Keymaster

      Cool. I love it.

    • #1727
      boom
      Participant

      I love the idea

Viewing 2 reply threads
  • You must be logged in to reply to this topic.