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{{author
 
{{author
|author_name=Niels Kursell
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|author_name=dungeonmaster557
|date_created=October 27 2011
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|date_created=27 October 2011
|status=I made it up as I wrote it
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|status=A product that is usable, but is still being modified.
 
}}
 
}}
  
 
==Jennaerik==
 
==Jennaerik==
  
[[Summary::Ah, the Jennaerik! The race of true Dragon Disciples with a knack for thieving skills. Their wars with the elves over the deserts of Kha'Dumm long ago has cost them much, but they recovered all the stronger!]]
+
[[Summary::Ah, the Jennaerik! The race of true Dragon Disciples with a knack for thieving skills. The Jennaerik were once Kalimna, the predecessor of humans and elves, but were left weaker after the Khoradt wars, a twenty-year struggle with the elves over the lands north of Kha'Dumm. Terrified and without a home, they fled the forest of Khorad and into the desert, where a kindly, purple-scaled family of dragons took them under their wing. The once great race thus evolved into the Jennaerik, and those who reach adulthood vow to win back Khoradt or die. However, many do the latter in the attempt of the former before ever reaching manhood...]]
  
 
===Personality===  
 
===Personality===  
  
Most Jennaeriks have a passion for thieving. They just can't help it: a jingling purse sparks their interest, and also the igniting spark of a daggerforge. However, when it comes to battle or worship, they abstain from thieving - or try to, at least. Jennaeriks keep close friends, and as such, one usually does not gain a Jennaerik's trust without first being trusted by his friends. Once one does aquire this friendship, the Jennaerik is loyal, kind, and generous to his newfound ally.
+
Most Jennaeriks have a passion for thieving (which probably comes from their dragon-human blood, as their ancestors were outcasts that resorted to thieving). They just can't help it: a jingling purse sparks their interest, and also the igniting spark of a daggerforge, in case money could be made from thieves in need of weaponry. However, when it comes to battle or worship, they abstain from thieving - or try to, at least. Jennaeriks keep few close friends, and as such, one usually does not gain a Jennaerik's trust without first being trusted by his small group of friends. Once one does aquire this friendship, the Jennaerik is loyal, kind, and generous to his newfound ally.
  
 
===Physical Description===
 
===Physical Description===
  
Average height:5'5  
+
* Average height:5'5  
Average weight:150lbs  
+
* Average weight:150lbs  
Skin color:Tannish  
+
* Skin color:Tannish  
Eye color:Green, Yellow, Blue, Purple, Red
+
* Eye color:Green, Yellow, Blue, Purple, Red
Common clothing:Desert Garb  
+
* Common clothing:Desert Garb  
Typical gear:Tent
+
* Typical gear:Tent
  
 
===Relations===
 
===Relations===
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===Lands===
 
===Lands===
  
The desert of Kha'Dumm is dotted with small tribes of Jennaeriks, but only one region of the land is crowded with these thief-clans. That place is Rakhmen'Staigg. The center of the desert is circled by the Rakhmen Mountains, and is fifty feet lower than the rest of the desert. Here the Great Healer's tribes, the Twenty Skulls Tribes. These are warrior-tribes of the great healer, and they protect the last defence against the elves. This region is the  most heavily fortified area in the world of Arandin - and the one with the highest thievery rate. The Jennaeriks of this tribe have +2 Strength, -2 Intelligence and Fighter as a favored class, rather than what they had before.
+
The deserts of Kha'Dumm are dotted with small tribes of Jennaeriks, but only one region of the land is crowded with these thief-clans. That place is Rakhmen'Staigg. The center of the desert is circled by the Rakhmen Mountains, and is fifty feet lower than the rest of the desert. Here are the Great Healer's tribes, the Twenty Skulls Tribes. These are warrior-tribes of the great healer, and they protect the last defence against the elves. This region is the  most heavily fortified area in the world of Arandin - and the one with the highest thievery rate. The Jennaeriks of this tribe have +2 Strength, -4 Intelligence and Fighter as a favored class, rather than what they had before.
  
 
===Religion===
 
===Religion===
  
Jennaeriks believe in the dragon deities, as one might find in the ''defenders of the faith''. They are so extreme that they build the tribe in a crescent around a temple, with the temple near a dragon's den. They are very devout in worship, and often give half their money to the healer in offering. Half of this money is given to the dragon just outside of the tribe.  
+
Jennaeriks believe in the dragon deities, as one might find in the '''Defenders of the Faith''', '''Draconomicon''', or '''Deities and Demigods''' . They are so extreme that they build the tribe in a crescent around a temple, with the temple near a dragon's den. They are very devout in worship, and often give half their money to the healer in offering. Half of this money is given to the dragon just outside of the tribe.
  
 
===Language===
 
===Language===
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===Racial Traits===  
 
===Racial Traits===  
* {{Property Link|Racial Ability Adjustments|SRD:Strength|-2 Strength}} {{Property Link|Racial Ability Adjustments|SRD:Dexterity|+2 Dexterity}} :  Jennaeriks are a fragile, dextrous race of humanoids.
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* {{Property Link|Racial Ability Adjustments|SRD:Strength|-2 Strength}} {{Property Link|Racial Ability Adjustments|SRD:Dexterity|+2 Dexterity}} :  Jennaerik are not inclined to great feats of strength, but they do know how to pick a pocket.
* [[Type::Humanoid]] ([[Subtype::Natural]])
+
* [[Type::Humanoid]] ([[Subtype::human]]) : Jennaerik are close enough to humans that they have their subtype.
* {{Racial Size|Medium|Jennaerik}}  
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* {{3.5e Racial Size|Medium|Jennaerik}}  
 
* Jennaerik [[SRD:Base Land Speed|base land speed]] is 30 feet
 
* Jennaerik [[SRD:Base Land Speed|base land speed]] is 30 feet
* {{3.5e Darkvision|60}}
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*Racial HD: None
* Breath Weapon: A Jennaerik may use a line of lightning breath weapon 4/day.   
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*{{3.5e Darkvision|60}}
 +
* Breath Weapon: A Jennaerik may use a line of lightning breath weapon 2/day.   
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common, Draconic.
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common, Draconic.
 
* [[SRD:Bonus Languages|Bonus Languages]]: Any language.
 
* [[SRD:Bonus Languages|Bonus Languages]]: Any language.
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Your campaign may not include desert travel. For such campaigns consider the following changes;
 
Your campaign may not include desert travel. For such campaigns consider the following changes;
  
*For Forest, Neutral Good for usual alignment, substituting Draconic for Sylvan in languages, changing favored class to Druid, substituting the breath weapon for wildshape 2/day, and bonusing Wisdom instead of Dexterity.
+
*For Forest, Neutral Good for usual alignment, substituting Draconic for Sylvan in languages, changing favored class to Druid, substituting the breath weapon for wildshape 4/day, and bonusing Wisdom as a +4 instead of Dexterity.
  
*For Tundra, Chaotic Good for usual alignment, substituting Draconic for Giant in languages, changing favored class to Fighter, substituting the breath weapon for ''resist elements'' as the sorcerer/wizard spell for cold 3/day, and changing the ability modifiers to +2 Strength, -2 Dexterity.
+
*For Tundra, Chaotic Good for usual alignment, substituting Draconic for Giant in languages, changing favored class to Fighter, substituting the breath weapon for ''resist elements'' as the sorcerer/wizard spell for cold 2/day, and changing the ability modifiers to +2 Strength, -2 Dexterity.
  
*For Mountains, Lawful Good for usual alignment, substituting Draconic for Dwarven in languages, changing favored class to Fighter, and changing the ability modifiers to +2 Strength, -2 Wisdom.
+
*For Mountains, Lawful Good for usual alignment, substituting Draconic for Dwarven in languages, changing favored class to Fighter, and changing the ability modifiers to +2 Strength, -2 Wisdom, -2 Intelligence.
  
*For Plains, Chaotic Neutral for usual alignment, eliminating Draconic from languages, changing favored class to Barbarian, and negating Intelligence instead of Strength.
+
*For Plains, Chaotic Neutral for usual alignment, eliminating Draconic from languages, changing favored class to Barbarian, and negating Intelligence and Wisdom instead of Strength.
  
*For Hills, Neutral Evil for usual alignment, changing favored class to Antipaladin, changing the ''line of lightning'' breath weapon for ''cone of fire'', and changing the ability modifiers to +2 Charisma, +1 Strength and Wisdom, -2 Dexterity, -1 Constitution and Intelligence.
+
*For Hills, Neutral Evil for usual alignment, changing favored class to Antipaladin, changing the ''line of lightning'' breath weapon for ''cone of fire'', and changing the ability modifiers to +2 Charisma, +2 Wisdom, -2 Constitution.
  
*For Civilized Jennaerik, no usual alignment, changing favored class to Wizard, changing the breath weapon to ''cure light wounds'' as the spell 2/day, and changing the modifiers to +2 Intelligence, -2 Strength.
+
*For Civilized Jennaerik, no usual alignment, changing favored class to Wizard, changing the breath weapon to ''cure light wounds'' as the spell 2/day, and changing the modifiers to +4 Intelligence, -2 Strength.
  
*For anything else, change the breath weapon to ''protection from good/evil/law/chaos'' as the spell 5/day, and exchange Darkvision 60 to Low-light Vision and Darkvision 30
+
*For anything else, change the breath weapon to ''protection from good/evil/law/chaos'' as the spell 3/day, and exchange Darkvision 60 to Low-light Vision and Darkvision 30
  
 
===Subraces===
 
===Subraces===
  
 
*Dark Jennaerik are as Jennaerik, with the following changes;
 
*Dark Jennaerik are as Jennaerik, with the following changes;
      *''darkness'' as the spell 3/day
+
*''darkness'' as the spell 3/day
      *''protection from good'' as the spell 3/day
+
*''protection from good'' as the spell 3/day
      *Breath weapon changes to line of acid and is only usable 1/day
+
*Breath weapon changes to line of acid and is now usable 4/day
      *+2 Strength, +2 Dexterity as new ability modifiers
+
*+2 Strength, +2 Dexterity as new ability modifiers
      *Favored class; Cleric (Tiamat)
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*Favored class; Cleric (Tiamat)
      *Level adjustment; +2
+
*Level adjustment; +2
      *Effective Level; 3
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*Effective Level; 3
  
 
*Celestial Jennaerik;
 
*Celestial Jennaerik;
      *''light'' as the spell 3/day
+
*''light'' as the spell 3/day
      *''protection from evil'' as the spell 3/day
+
*''protection from evil'' as the spell 3/day
      *+2 Wisdom, +2 Intelligence as new ability modifiers
+
*+2 Wisdom, +2 Intelligence as new ability modifiers
      *Breath weapon substituted for ''telekinesis'' as the spell 1/day
+
*Breath weapon substituted for ''cure light wounds'' as the spell 4/day
      *Favored class; Paladin
+
*Favored class; Paladin
      *Level adjustment; +2
+
*Level adjustment; +2
      *Effective Level; 3
+
*Effective Level; 3
  
 
===Vital Statistics===
 
===Vital Statistics===
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{{3.5e Racial Starting Age
 
{{3.5e Racial Starting Age
 
|name=Jennaerik
 
|name=Jennaerik
|start=20
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|start=12
 
|simple=1d4
 
|simple=1d4
 
|moderate=1d6
 
|moderate=1d6
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{{3.5e Racial Aging Effects
 
{{3.5e Racial Aging Effects
 
|name=Jennaerik
 
|name=Jennaerik
|middle=30
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|middle=20
|old=40
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|old=25
|venerable=50
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|venerable=30
 
|maximum=3d10}}  
 
|maximum=3d10}}  
  
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[[Category:User]]
 
[[Category:User]]
 
[[Category:Race]]
 
[[Category:Race]]
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 +
{{Navboxes}}

Latest revision as of 11:25, 13 January 2015

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Author: dungeonmaster557 (talk)
Date Created: 27 October 2011
Status: A product that is usable, but is still being modified.
Editing: Clarity edits only please
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Jennaerik[edit]

Ah, the Jennaerik! The race of true Dragon Disciples with a knack for thieving skills. The Jennaerik were once Kalimna, the predecessor of humans and elves, but were left weaker after the Khoradt wars, a twenty-year struggle with the elves over the lands north of Kha'Dumm. Terrified and without a home, they fled the forest of Khorad and into the desert, where a kindly, purple-scaled family of dragons took them under their wing. The once great race thus evolved into the Jennaerik, and those who reach adulthood vow to win back Khoradt or die. However, many do the latter in the attempt of the former before ever reaching manhood...

Personality[edit]

Most Jennaeriks have a passion for thieving (which probably comes from their dragon-human blood, as their ancestors were outcasts that resorted to thieving). They just can't help it: a jingling purse sparks their interest, and also the igniting spark of a daggerforge, in case money could be made from thieves in need of weaponry. However, when it comes to battle or worship, they abstain from thieving - or try to, at least. Jennaeriks keep few close friends, and as such, one usually does not gain a Jennaerik's trust without first being trusted by his small group of friends. Once one does aquire this friendship, the Jennaerik is loyal, kind, and generous to his newfound ally.

Physical Description[edit]

  • Average height:5'5
  • Average weight:150lbs
  • Skin color:Tannish
  • Eye color:Green, Yellow, Blue, Purple, Red
  • Common clothing:Desert Garb
  • Typical gear:Tent

Relations[edit]

Hates elves for their ancient battles in Kha'Dumm. As a result, they don't get along with half-elves, eladrins, or anyone slightly elvish in appearance. Anyone that speaks, reads, or writes in elvish in the tribe is put into exile - the elf-friends in the desert of Kha'Dumm are always suspected of treason to the Healer.

Alignment[edit]

Almost always Lawful Neutral; Jennaeriks aren't hasty to take sides on any matter (unless it involves elves), but follow their Healer to the death.

Lands[edit]

The deserts of Kha'Dumm are dotted with small tribes of Jennaeriks, but only one region of the land is crowded with these thief-clans. That place is Rakhmen'Staigg. The center of the desert is circled by the Rakhmen Mountains, and is fifty feet lower than the rest of the desert. Here are the Great Healer's tribes, the Twenty Skulls Tribes. These are warrior-tribes of the great healer, and they protect the last defence against the elves. This region is the most heavily fortified area in the world of Arandin - and the one with the highest thievery rate. The Jennaeriks of this tribe have +2 Strength, -4 Intelligence and Fighter as a favored class, rather than what they had before.

Religion[edit]

Jennaeriks believe in the dragon deities, as one might find in the Defenders of the Faith, Draconomicon, or Deities and Demigods . They are so extreme that they build the tribe in a crescent around a temple, with the temple near a dragon's den. They are very devout in worship, and often give half their money to the healer in offering. Half of this money is given to the dragon just outside of the tribe.

Language[edit]

Jennaeriks speak Common and Draconic. They try to be able to keep up with the world around them by talking to the occasional trader or adventurer, and Draconic is their holy language.

Names[edit]

Jennaeriks name their children by asking the local dragon for a name.

  • Male Names; Al'Sieth, Theirin, Kyrrnin, Malkor, and Arendin.
  • Female Names; Minik, Siethi, Rynn, Maaili, and Alazia.

Racial Traits[edit]

  • -2 Strength +2 Dexterity : Jennaerik are not inclined to great feats of strength, but they do know how to pick a pocket.
  • Humanoid (human) : Jennaerik are close enough to humans that they have their subtype.
  • Medium: As a Medium creature, a Jennaerik has no special bonuses or penalties due to its size.
  • Jennaerik base land speed is 30 feet
  • Racial HD: None
  • Darkvision: A 60 can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a Jennaerik can function just fine with no light at all.
  • Breath Weapon: A Jennaerik may use a line of lightning breath weapon 2/day.
  • Automatic Languages: Common, Draconic.
  • Bonus Languages: Any language.
  • Favored Class: Rogue
  • Level Adjustment: +0
  • Effective Character Level: 1

Changing the Jennaeriks for Your World[edit]

Your campaign may not include desert travel. For such campaigns consider the following changes;

  • For Forest, Neutral Good for usual alignment, substituting Draconic for Sylvan in languages, changing favored class to Druid, substituting the breath weapon for wildshape 4/day, and bonusing Wisdom as a +4 instead of Dexterity.
  • For Tundra, Chaotic Good for usual alignment, substituting Draconic for Giant in languages, changing favored class to Fighter, substituting the breath weapon for resist elements as the sorcerer/wizard spell for cold 2/day, and changing the ability modifiers to +2 Strength, -2 Dexterity.
  • For Mountains, Lawful Good for usual alignment, substituting Draconic for Dwarven in languages, changing favored class to Fighter, and changing the ability modifiers to +2 Strength, -2 Wisdom, -2 Intelligence.
  • For Plains, Chaotic Neutral for usual alignment, eliminating Draconic from languages, changing favored class to Barbarian, and negating Intelligence and Wisdom instead of Strength.
  • For Hills, Neutral Evil for usual alignment, changing favored class to Antipaladin, changing the line of lightning breath weapon for cone of fire, and changing the ability modifiers to +2 Charisma, +2 Wisdom, -2 Constitution.
  • For Civilized Jennaerik, no usual alignment, changing favored class to Wizard, changing the breath weapon to cure light wounds as the spell 2/day, and changing the modifiers to +4 Intelligence, -2 Strength.
  • For anything else, change the breath weapon to protection from good/evil/law/chaos as the spell 3/day, and exchange Darkvision 60 to Low-light Vision and Darkvision 30

Subraces[edit]

  • Dark Jennaerik are as Jennaerik, with the following changes;
*darkness as the spell 3/day
*protection from good as the spell 3/day
*Breath weapon changes to line of acid and is now usable 4/day
*+2 Strength, +2 Dexterity as new ability modifiers
*Favored class; Cleric (Tiamat)
*Level adjustment; +2
*Effective Level; 3
  • Celestial Jennaerik;
*light as the spell 3/day
*protection from evil as the spell 3/day
*+2 Wisdom, +2 Intelligence as new ability modifiers
*Breath weapon substituted for cure light wounds as the spell 4/day
*Favored class; Paladin
*Level adjustment; +2
*Effective Level; 3

Vital Statistics[edit]

Table: Jennaerik Random Starting Ages
Adulthood Simple Moderate Complex
12 years +1d4 +1d6 +1d8
Table: Jennaerik Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
20 years 25 years 30 years +3d10 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Jennaerik Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 3" +1d8 130 lb. × (1d6) lb.
Female 5' 2" +1d10 120 lb. × (1d4) lb.



Back to Main Page3.5e HomebrewRaces

Facts about "Jennaerik (3.5e Race)"
Authordungeonmaster557 +
Effective Character Level1 +
Favored ClassRogue +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments-2 Strength + and +2 Dexterity +
Rated ByEiji-kun +
RatingRating Pending +
SizeMedium +
Subtypehuman +
SummaryAh, the Jennaerik! The race of true Dragon
Ah, the Jennaerik! The race of true Dragon Disciples with a knack for thieving skills. The Jennaerik were once Kalimna, the predecessor of humans and elves, but were left weaker after the Khoradt wars, a twenty-year struggle with the elves over the lands north of Kha'Dumm. Terrified and without a home, they fled the forest of Khorad and into the desert, where a kindly, purple-scaled family of dragons took them under their wing. The once great race thus evolved into the Jennaerik, and those who reach adulthood vow to win back Khoradt or die. However, many do the latter in the attempt of the former before ever reaching manhood...
the former before ever reaching manhood... +
TitleJennaerik +
TypeHumanoid +