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Sko'Viir

Jun 19th, 2016
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  1. The Sko'Viir
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  3. APPEANCE
  4. Their skin is white, gray, or blue-gray with various angular geometric markings on their bodies which give off a soft glow. They are born with these markings which have a deep spiritual meaning to the Sko'Viir, and some believe them to be tied to one's destiny. They don't grow hair anywhere except on their head, and males have barbels on their chin which can vary in number but grow with age and to other races bear resemblance to facial hair. Their eyes are always a solid milky white. They often stand nearly 6 feet tall but are lightly built and slender though athletic. They have pointed ears and slightly elongated skulls with sharp facial features.
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  6. DETAILS
  7. The Sko'Viir, meaning Sky one or Sky ones in the Old Tongue, are one of the few native peoples of the Skylands. They are a nomadic tribal people who are among the most ancient of the races. The Sko'Viir claim themselves to be the first born of the Ka'Viir, however due to their nomadic and tribal nature there is no historical evidence to convince scholars of this.
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  9. The Sko'Viir are highly skilled climbers and acrobats who excell at hunting and fishing the skylands. They often use spears and javelins but have a particular fascination with hooks and ropes for their versatile uses within the skylands. The Sko'Viir use their specialized hooks and ropes for climbing, hunting, capturing, and fishing.
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  11. The Sko'Viir are spiritual people, though they do place great trust and belief in the gods. They believe their ancestors' spirits walk among them, watching over and guiding them. The Sko'Viir often seek to appease their ancestors and bring honor to them the best that they can, and they place great emphasis on following the traditions of their ancestors.
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  13. Sko'Viir have little fear for anything, they revel in both the danger and the risk of the skies and most want nothing more than a death either on the skies, in combat, or while honoring their ancestors.
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  15. The Sko'Viir place pride in the ability to climb, fight, hunt, and ride the beasts of the sky. All Sko'Viir, whether man or woman, have the same expected of them. All Sko'Viir, regardless of tribe, go through a trial at some point before becoming a fully fledged tribe member. This trial varies in nature from tribe to tribe and each tribe holds this trial at a different age. Some tribes might hold a trial by combat at a young age in efforts to create hardened warriors, while others might hold a hunt trial at an older age after a long period of preparation in efforts to create independent, strong individuals. These trials may place emphasis on a certain aspect of Sko'Viir life that a tribe places above all else, or place emphasis on several aspects of Sko'Viir life. Other trials, often the harshest of all, are a series of trials which each test the individual in all of the aspects of the Sko'Viir life. The trials always have one thing in common however: the only way to pass the trial is to survive the trial.
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  17. Sko'Viir have a specialized sign language designed for communicating quickly over long distances and over the noise of battle or rushing winds. This sign language is called Skovi, and it is almost never taught to outsiders.
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  19. RACIAL TRAITS
  20. Ability Score Increase. Your Strength, and Wisdom scores each increase by 1.
  21. Age. Sko'Viir mature at the same rate as humans and live up to about 200 years.
  22. Alignment. Most Sko'Viir are lawful neutral, with a strong dedication to community and the traditions of their ancestors.
  23. Size. Sko'Viir average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.
  24. Speed. Your base walking speed is 30 feet.
  25. Born Climber. You were born to traverse the vertical. You have proficiency in Athletics skill. In addition, climbing does not cost additional movement as you are not encumbered and not wearing medium or heavy armor.
  26. Ancestral Guardian. Some call it luck, but the Sko'Viir believe themselves to be under the guidance of their ancestors. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  27. Brave. You have advantage on saving throws against being frightened.
  28. Savage Attacker. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  29. Languages. You can speak, read, and write Common and the Old Tongue. In addition you can communicate in the sign language, Skovi.
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