Glade Riven
Adventurer
A new race for my campaign setting. The previous races (Ebon dwarf, Living Golems) are ment for the bestiary. Groundlings are ment as a unique PC race.
Critique and critisism appreciated.Groundlings
Groundlings are a race largely native to the southern continent of Zantier, although they are occasionally found in other locations. Standing between 4 to 5 feet tall with brown skin and light hair, groundlings physically appear to be a bridge between halflings and elves. Groundlings have a slight frame and ears similar to a half-elf. Because of their physical similarity, groundlings can be confused for half-elves by the causal observer.
Most groundlings are found living in the countryside, living in underground homes dug out from under a hill. In urban environments, groundlings prefer basement apartments and often excavate a larger underground warren. A large enough groundling population often results in an entire underground city beneath the one above, hidden from the rest of the population.
A groundling can produce viable offspring with elves, half-elves, and humans. When paired with an elf or half-elf, the offspring is always a groundling. When paired with a human, the offspring is always a half-elf.
Groundlings as Characters:
- +2 Dex, +2 Wis, -2 Con
- Medium Size: A groundling recieves no bonuses or penalties for his or her size.
- Speed: 30 feet
- Burrow (SU): Groundlings have a supernatural ability to travel briefly underground through either soil or sand at one quarter their base movement speed. As there is no air underground, a groundling can only stay burrowed for the maximum amount of time that they can hold their breath. At the end of this time, a groundling is forced back to the surface. Transferring between the surface and underground takes a move action
- Tremor sense 30 ft: A groundling has the ability to make a perception check in order to accurately locate anything moving underground. The DC works as the track ability.
- Aquaphobia: Groundlings have a natural paranoia of water, resulting in a -2 to any swim check.
- Contortionist: Groundlings receive a +2 to acrobatic checks and escape artist checks.
- Dungeoneering: Groundlings receive a +2 to Knowledge: dungeoneering due to their tendency to live underground, whether or not they are trained in the skill.