Dryda
Bound to Nature Itself, the Dryda are most commonly descended from Dryads, hence their name. Robust and friendly, it is as wise to cross a Dryda as it is to offend their ultimate mother.
The dryda tend to reveal there nature in smaller ways the some of the other elemental-kin. Hair that becomes leaves, branches and flowers. Skin covered in patches of green, or vine-like markings over there skin.
Dryda are deeply variable in there social structure, and rarely have the same kind of groups in more than one location. There deep connection to the plane of Nature does lead them to often settling into Druidic circles.
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Statistics
Dryda gain three of the following abilities.
Small - Add +10 to Agility but take -1 to damage.
Nature's Magic - Gain a Nature talent.
Symbiotic Plant - A small plant companions, that feeds it ally nutrients allowing them to survive without food and use the Cure talent on themselves.
Thorn Whip - Gain a natural attack that inflicts 1d10+1 damage with a range of 2m, increasing by +1m every 4 levels.
Physical Might - Add +10 to Physical Prowess.
Civic Minded - Gain +10 to Fellowship.
Bloodline
Finally, the character selects one of the below abilities;
Nature Itself - Gain an additional racial ability.
Fungal Heritage - Gain an Enchantment talent.
Treant Heritage - Remove the option to take the Small ability and add +2 to damage.
Human Blood - Gain an additional Social Talent
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.