Knightfall
World of Kulan DM
BELIN
Belin, 1st-Level Warrior
Medium-Size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 15 (+4 lamellar armor, +1 light steel shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Scimitar +2 melee (1d6+1/18-20/x2) or shortbow +1 ranged (1d6/x3)
Full Attack: Scimitar +2 melee (1d6+1/18-20/x2) or shortbow +1 ranged (1d6/x3)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Racial traits
Saves: Fort +3*, Ref +0*, Will +1*
Abilities: Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Skills: Climb +5, Ride +3, Jump +5, Survival +2
Feats: Endurance, Iron Will B
Continent/Region: Harqual/The Nebral Peninsula
Environment: Any warm land
Organization: Solitary, family (3–8), coterie (10–40 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 1 7th-level captain), or colony (40–600 plus 25% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 50 adults, 1 7th-level captain per 100 adults, and 1 9th-level lord per 200 adults)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: +0
This humanoid is obviously human, but she has an exotic appearance. Her skin looks like a thousand grains of sand blowing across the desert and her hair is dusky blonde, braided down her back. She is covered in light, silk clothing that is both beautiful and sheen, and fine, lightweight armor. She stares at you with almond-shaped, deep green eyes, a glowing smile a contrast to the shining, curved blade she holds out to menace you, a light shield strapped to her other arm.
The humans known as Belins were part of a grand kingdom called Belinar, on a alternate Material Plane. The region where Belinar existed, on their world, is barren with little water. The Belins were brought to the Lands of Harqual by the mysterious, magical event known across Harqual as the Transformation.
The Belins were shocked, to say the least, to awaken from their sleep to find that they had been transported to another world. They often refer to the Nebral Peninsula, where their cities were transported, as the Land of Dreams, for many of them believe that they have been transported to a place that could only exist in a dream.
Belins are exactly like other humans, generally. They aren’t any taller or heavier than a native human of Harqual. Their skin is their most distinguishing feature, being the color of blowing sand. Their hair is usually blonde or light brown and their eye color range from light blue to deep green. Besides the hair on their heads, Belins are hairless. This makes them more exotic looking than most other humans.
Belins speak their own racial language. They rarely speak the Common language of Harqual, as they haven’t been exposed to it long enough. They can learn any language but must spend skill points to do so.
Combat
On their home Material Plane, in ages past, Belins were trained from a young age to defend themselves. Their home world was a harsh place with dangerous creatures and wild humanoid races. Learning how to fight with a sword and bow wasn’t just for hunting or protection, it was survival.
Thus, Belins are fierce in combat, almost savage at times. Most Belins believe in order, so they don’t like to be taken by surprise and are known for preparing contingency plans beforehand, if they can.
Racial Traits (Ex): See below.
Belin Society
Belins are, by their very nature, a desert people. Thus, they are a little out of place on the lush savannas of the Nebral Peninsula. They feel more at home exploring the Great Expanse and have found the elves of the desert to be a kindred race, strong, proud, and honorable, for the most part. They welcome desert elf traders into their cities without hesitation, while shunning the more complex humans of the Cities of the Chara Coast, to the north.
Belin society is matriarchal, for the most part, as men are raised to be scouts and warriors, while women tend to the day-to-day duties of running the business of government. Belins are strong believers in ruling by the strength of one’s will, in as much as the strength of one’s muscles. They abhor the concepts of slavery, which has caused conflict with the city-states of Sange and Sulinon, as well as the yuan-ti of the Thessalgard Holds.
Belins are somewhat superstitious by nature and they refuse to go anywhere near the Merewood. They believe the phanatons, who call that forest home, are spirits to be honored and feared. Many of their mystics believe it was the phanatons who brought them to Harqual. (Not likely.) This superstition extends to many of the other “non-humanoid” intelligent races of Harqual.
Their home world is strictly a humanoid one (plus smaller giants) with most dangerous creatures being animals, elementals, magical beasts, plants, and vermin. There are few aberrations, fey, outsiders, and undead. Dragons are unknown to them and the few encounters they’ve had with the creatures have left them in awe or completely terrified. Belins are quick to learn, however, and once they have been exposed to something enough times, they usually are logical enough to see the truth of things.
Belin Humans as Characters
Belins favor the ranger class, although most of those encountered will be experts or warriors. Belins are also likely to be druids, fighters, monks, or rogues. They society does not have true clerics, instead having spirit shamans (D&D Complete Divine), or true wizards, instead having warlocks (D&D Complete Arcane). While new to Harqual, they have taken to the art of elemental arcane magic fairly quickly. Belins often multiclass as druid/rangers, fighter/monks, or ranger/rogues.
Their spirit shamans and warlocks cannot multiclass, but those Belins who choose to learn to be elementalists can multiclass freely. While their society doesn’t include clerics or wizards, there isn’t anything stopping a Belin from worshipping one of the Gods of Harqual or learning wizardry. The concept of paladins, or other holy warriors, is alien to them, as is the idea of sorcery. Belins consider sorcerers to be tainted individuals and they are actively hunted in the lands of the Belin Confederacy. Such sigma isn’t attached to wizards or elementalists, however.
The religion of the Belins is based on the belief of the world around them being infused with the magic of the divine. They believe in spirits that encompass all of nature. These spirits aren’t considered gods, however, and the concept of organized religions and deities baffle them. As a society, they refuse to worship such beings, as it would be an affront to the spirits. Any Belin who turns from traditional ways and worships a deity is cast out of their society, including being branded on the arms as a mark of shame.
Belin Traits
Belins have all the racial traits listed below:
— Medium-size. As Medium-size creatures, Belin humans have no special bonuses or penalties due to their size. (Use standard human height and weight. See the PHB in Chapter 6: Description.)
— Speed: A Belin human’s base land speed is 30 feet.
— +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical. *Not reflected in the saving throw numbers given here.
— Skills: 4 extra skill points at 1st level and 1 extra skill point at each additional level. +2 racial bonus on Survival checks. Belins can use Survival untrained.
— 1 extra feat at 1st level.
— Spell-like ability (Sp): Belins gain the ability to cast create water once per day (caster level equals Belin’s character level).
— Automatic Languages: Belin. Bonus Languages: Altanian, Dwarven (Pidgin), Elven (Pidgin), and Suar. While new to the Lands of Harqual, Belins have learned a few of the human languages common to the Nebral Peninsula. Also, their former world had dwarves and elves, so they can speak unique dialects of the Dwarven and Elven languages that are considered a regional language.
— Favored Class: Ranger. A multiclass Belin human’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Belin, 1st-Level Warrior
Medium-Size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 15 (+4 lamellar armor, +1 light steel shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Scimitar +2 melee (1d6+1/18-20/x2) or shortbow +1 ranged (1d6/x3)
Full Attack: Scimitar +2 melee (1d6+1/18-20/x2) or shortbow +1 ranged (1d6/x3)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Racial traits
Saves: Fort +3*, Ref +0*, Will +1*
Abilities: Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Skills: Climb +5, Ride +3, Jump +5, Survival +2
Feats: Endurance, Iron Will B
Continent/Region: Harqual/The Nebral Peninsula
Environment: Any warm land
Organization: Solitary, family (3–8), coterie (10–40 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 1 7th-level captain), or colony (40–600 plus 25% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 50 adults, 1 7th-level captain per 100 adults, and 1 9th-level lord per 200 adults)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: +0
This humanoid is obviously human, but she has an exotic appearance. Her skin looks like a thousand grains of sand blowing across the desert and her hair is dusky blonde, braided down her back. She is covered in light, silk clothing that is both beautiful and sheen, and fine, lightweight armor. She stares at you with almond-shaped, deep green eyes, a glowing smile a contrast to the shining, curved blade she holds out to menace you, a light shield strapped to her other arm.
The humans known as Belins were part of a grand kingdom called Belinar, on a alternate Material Plane. The region where Belinar existed, on their world, is barren with little water. The Belins were brought to the Lands of Harqual by the mysterious, magical event known across Harqual as the Transformation.
The Belins were shocked, to say the least, to awaken from their sleep to find that they had been transported to another world. They often refer to the Nebral Peninsula, where their cities were transported, as the Land of Dreams, for many of them believe that they have been transported to a place that could only exist in a dream.
Belins are exactly like other humans, generally. They aren’t any taller or heavier than a native human of Harqual. Their skin is their most distinguishing feature, being the color of blowing sand. Their hair is usually blonde or light brown and their eye color range from light blue to deep green. Besides the hair on their heads, Belins are hairless. This makes them more exotic looking than most other humans.
Belins speak their own racial language. They rarely speak the Common language of Harqual, as they haven’t been exposed to it long enough. They can learn any language but must spend skill points to do so.
Combat
On their home Material Plane, in ages past, Belins were trained from a young age to defend themselves. Their home world was a harsh place with dangerous creatures and wild humanoid races. Learning how to fight with a sword and bow wasn’t just for hunting or protection, it was survival.
Thus, Belins are fierce in combat, almost savage at times. Most Belins believe in order, so they don’t like to be taken by surprise and are known for preparing contingency plans beforehand, if they can.
Racial Traits (Ex): See below.
Belin Society
Belins are, by their very nature, a desert people. Thus, they are a little out of place on the lush savannas of the Nebral Peninsula. They feel more at home exploring the Great Expanse and have found the elves of the desert to be a kindred race, strong, proud, and honorable, for the most part. They welcome desert elf traders into their cities without hesitation, while shunning the more complex humans of the Cities of the Chara Coast, to the north.
Belin society is matriarchal, for the most part, as men are raised to be scouts and warriors, while women tend to the day-to-day duties of running the business of government. Belins are strong believers in ruling by the strength of one’s will, in as much as the strength of one’s muscles. They abhor the concepts of slavery, which has caused conflict with the city-states of Sange and Sulinon, as well as the yuan-ti of the Thessalgard Holds.
Belins are somewhat superstitious by nature and they refuse to go anywhere near the Merewood. They believe the phanatons, who call that forest home, are spirits to be honored and feared. Many of their mystics believe it was the phanatons who brought them to Harqual. (Not likely.) This superstition extends to many of the other “non-humanoid” intelligent races of Harqual.
Their home world is strictly a humanoid one (plus smaller giants) with most dangerous creatures being animals, elementals, magical beasts, plants, and vermin. There are few aberrations, fey, outsiders, and undead. Dragons are unknown to them and the few encounters they’ve had with the creatures have left them in awe or completely terrified. Belins are quick to learn, however, and once they have been exposed to something enough times, they usually are logical enough to see the truth of things.
Belin Humans as Characters
Belins favor the ranger class, although most of those encountered will be experts or warriors. Belins are also likely to be druids, fighters, monks, or rogues. They society does not have true clerics, instead having spirit shamans (D&D Complete Divine), or true wizards, instead having warlocks (D&D Complete Arcane). While new to Harqual, they have taken to the art of elemental arcane magic fairly quickly. Belins often multiclass as druid/rangers, fighter/monks, or ranger/rogues.
Their spirit shamans and warlocks cannot multiclass, but those Belins who choose to learn to be elementalists can multiclass freely. While their society doesn’t include clerics or wizards, there isn’t anything stopping a Belin from worshipping one of the Gods of Harqual or learning wizardry. The concept of paladins, or other holy warriors, is alien to them, as is the idea of sorcery. Belins consider sorcerers to be tainted individuals and they are actively hunted in the lands of the Belin Confederacy. Such sigma isn’t attached to wizards or elementalists, however.
The religion of the Belins is based on the belief of the world around them being infused with the magic of the divine. They believe in spirits that encompass all of nature. These spirits aren’t considered gods, however, and the concept of organized religions and deities baffle them. As a society, they refuse to worship such beings, as it would be an affront to the spirits. Any Belin who turns from traditional ways and worships a deity is cast out of their society, including being branded on the arms as a mark of shame.
Belin Traits
Belins have all the racial traits listed below:
— Medium-size. As Medium-size creatures, Belin humans have no special bonuses or penalties due to their size. (Use standard human height and weight. See the PHB in Chapter 6: Description.)
— Speed: A Belin human’s base land speed is 30 feet.
— +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical. *Not reflected in the saving throw numbers given here.
— Skills: 4 extra skill points at 1st level and 1 extra skill point at each additional level. +2 racial bonus on Survival checks. Belins can use Survival untrained.
— 1 extra feat at 1st level.
— Spell-like ability (Sp): Belins gain the ability to cast create water once per day (caster level equals Belin’s character level).
— Automatic Languages: Belin. Bonus Languages: Altanian, Dwarven (Pidgin), Elven (Pidgin), and Suar. While new to the Lands of Harqual, Belins have learned a few of the human languages common to the Nebral Peninsula. Also, their former world had dwarves and elves, so they can speak unique dialects of the Dwarven and Elven languages that are considered a regional language.
— Favored Class: Ranger. A multiclass Belin human’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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