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Yearling (3.5e Race)

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* Metal Averse {{Su}}: As [[SRD:Fey Type|fey]] creatures, yearlings have a strong aversion to ferrous metal, and generally refuse to carry steel or iron. A yearling who carries or holds any iron or steel suffers a −2 morale penalty on [[SRD:Attack Roll|attacks]], [[SRD:Using Skills#Ability Checks|ability checks]], [[SRD:Skills|skills]] and [[SRD:Saving Throw|saves]] regardless if she is aware that she is carrying these metals.
* [[Damage Susceptibility (3.5e Creature Ability)|Damage Susceptibility]] {{Su}}: A yearling has DS HD/Steel & Cold Iron. She takes an amount of extra damage equal to her HD when dealt damage from steel or cold iron weapons.
* Natural Balance {{Ex}}: Yearlings can always A yearling may take 10 on [[SRD:Balance Skill|Balance]] skill checks, even when threatened or in danger. Yearlings She can also manage to stand on one leg (or even on one arm) without penalty to her balance. [[SRD:Balance Skill|Balance]] is always treated as a [[SRD:Skills Summary|class skill]].
* [[SRD:Skill Focus|Skill Focus]]: Yearlings pick up [[SRD:Skills|skills]] quickly, and thus earn the [[SRD:Skill Focus|Skill Focus]] feat on two skills, barring [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]], [[SRD:Profession Skill|Profession]] and [[SRD:Perform Skill|Perform]].
* Nervous Tick {{Ex}}: Once per minute, a yearling can freak out as a [[SRD:Swift Action|swift action]] for 1 round. This nervous tick allows her to perform feats of amazing physical prowess. She gains an extraordinary enhancement bonus to her [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores at an increase of 1 point per HD.
* Greater Resistance {{Ex}}: A caestelphia zuhl lacks the [[Damage Susceptibility (3.5e Creature Ability)|Damage Susceptibility]] of her kinfolk.
* [[SRD:Damage Reduction|Damage Reduction]] 5/[[SRD:Cold Iron|Cold Iron]] {{Ex}}: Caestelphia zuhl have an inherent magical nature that makes their bodies tougher. This damage reduction increases by 1 per HD (for totals of 6 at 2 HD, 7 at 3 HD, 8 at 4 HD and so on).
* Fluid Motion {{Ex}}: She gains a +2 racial bonus on [[SRD:Jump Skill|Jump]], [[SRD:Tumble Skill|Tumble]] and [[SRD:Climb Skill|Climb]] skill checks. Caestelphia zuhl are mobile and capable of getting maneuvering around obstacles.* Fey Luck {{Su}}: She may immediately reroll any failed d20 roll before he she takes the result of that failure. However, in doing so, she takes 1 HP per HD of damage as twisting free of fate's hold is painful. Caestelphia zuhl have a knack for survival, using this innate magical fey trickiness to get out of harm's way and succeed where she should have failed.
* [[Level Adjustment]]: +[[Level Adjustment::1]]
* [[ECL|Effective Character Level]]: [[Effective Character Level::2]]
==Ephemeral Life==
Yearlings reach adulthood at 3 months. Pregnancy lasts 9 days. At 6 months they hit middle age. They rarely live to see their first birthday. As such, they don't keep track of time in the same manner that other races do. Yearlings only meditate for 2 hours a night, and while they do not need to rest for 8 hours to regain spells, they must refrain from participating in strenuous activities during that time. Because of this, they make excellent suitable night watchmen.
Yearlings have excellent memories, and as each day passes, they can recall details of faces, emotions, sights, smells and events with marvelous clarity. While living only a short year, they retain the vivid memories of an entire lifetime. For this reason, it is wrong to pity the yearlings, for their lives are short to us, they burn bright while they are here.