Kelrin



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Racial Traits

 * Racial Ability Traits: Kelrin are nimble and have could sell ice to a Frost Giant, but aren't known for their strength. Kelrin start with +2 to Dexterity and Charisma, and a -2 to Strength.
 * Hydrated Vitality: Kelrin are born, raised, live, and breath water. As such their bodies have learned to heal itself when they are in natural waters. Kelrin gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
 * Children on Water and Land: Kelrin were once a land fairing race on a plane with an anbundance of land and wild creatures. Due to a cataclysmic event in there past almost all of the wolrds land was brought to the ocean once more. Kelrin had to learn to adapt or die, so over many millenia of surviving they evolved. Kelrin are able to breath water and air. They gain a +10 racial bonus to swim and it is always considered a class skill. They may also always take a 10 on a swim check, and  they gain a 50ft swim speed.
 * Bigger Fish in the Sea: Kelrin may have lerned to adapt but so did many other creatures. With that being said they are by far some of the smallest fish in the sea. Kelrin can sense vibrations in water, granting them blindsense 5ft for every odd HD.
 * Little Fish, Big Bite: Many large and even larger creatures swim in the Kelrins home. They have learned how to out swim and out fight such creatures or die. Kelrin gain +1 dodge AC bonus, as well as a +1 Competence Bonus to hit and damage against creatures that are 1 size category larger.