Firstly, not sure if this is the right place... but this seems like 'other entertainment' to me. Now, my friend and I have glanced over 4ed D&D, and we really don't care much for it. So we recently have decided to start to release our own on-line content to enhance 3.5ed Dungeons and Dragons! This is really my first attempt at coming up with anything like this, so I am posting my first creation here for critique. So.. if you have anything to say about the rules, or flavor of this race then by all means, speak up.
Sages believe Denimar to be the descendants of a forest elf who fell in love with one of the forest guardians. Indeed, they are rather similar in appearance to elves, and they are just as artistic as most elves. However they are quite different from the elves.
Personality: Denimar are naturally curious and inquisitive, and the mysteries of the arcane fascinate them. Their fey ancestors makes them rather fun-loving creatures, who enjoy jokes and pranks of all kinds. They are also very artistic in nature, with a strong love for music, although others may choose to express themselves through alternate means such as art and poetry, or even magical arts, as sorcery comes naturally to them.
Denimar are known to be rather greedy sometimes, with an almost unnatural obsession with gems and coins, which drives most denimar adventurers. However they have a strong sense of community, and are more then willing to share their wealth, preferring the aesthetic value of a particular object to its actual market value.
Physical Description: Denimar are short and slim, the average denimar male standing between 2'6 to 3'2, with females being slightly taller. They are graceful, but physically weak. They tend to have darker skin tones, and their hair is normally black, gray, or brown, though they are known to dye their hair to pretty much any
color under the sun. Their eyes are normally either deep green, or a crystal blue, and they have no facial or body hair. They prefer comfortable clothing, but are quite fond of decorating their outfits with brilliant jewelery, which is something that is quite rare in denimar lands. Their ears are long and pointed, poking several inches out from their skull (although these long ears don't necessarily help them hear), and they have long, slender tails that weigh roughly 5-7 pounds. Longer ears and thicker tails are a sign of beauty for most denimar.
Relations: Denimar get along best with gnomes, who they happen to share a lot in common with. Many even have gnomish rivals, and compete in prank competitions, each one trying to out-prank the other. They enjoy the company of humans, who sometimes have the same desire to amass wealth as the denimar have. Although they are descended from elves, the elves themselves have little patience for the denimar, and are uninterested in, and easily annoyed by, their overly playful nature.
Alignment: Denimar are normally chaotic, and are known for their trickery and playfulness. The typical denimar leans towards good over evil, though are normally neutral at best.
Denimar Lands: Most denimar live in the Asavaia Forest, though smaller denimar settlements are not uncommon in large forests. Denimar build their homes high in the tree tops, building large huts on the branches, with several homes connected by long bridges to form a denimar city. The denimar 'capital' is a large sprawling collection of smaller cities layered on top of each other on the tall trees of the Asavaia Forest, with the lowest level of the city just a few feet above the ground with the highest layer reaching almost a mile into the canopy.
Religion: Religion plays an important role to denimar culture. Although they don't worship any one particular god, they instead worship the spirits of nature. Each tree and animal has it's own unique spirit that the denimar revere. Although most denimar revere all aspects of nature, it's not unusual for a particular denimar to put one
creature or plant above all others; often mimicking the nature of the creature, and tattooing their body to make them appear more like the spirit of their choice.
Denimar clerics normally select air, animal, earth, fire, plant, or water as their domains.
Language: The denimar speak sylvan, the language of the fey, which uses elven script. Several denimar learn to speak common to communicate with humans, who they frequently trade with.
Names: Denimar do not normally name their own children, but instead the clan elder names newborn children. However this name does not stick for long, for when a denimar reaches 90 years of age he under goes a special spiritual journey into the heart of the forest. There he enters a state of meditation, and the spirits of the wood grant him his 'true' name, and he is reborn as an adult denimar.
Male Names: Asdiac, Gunion, Logah, Nithair, Teddoan
Female Names: Dehitris, Galiol, Iriel, Nara, Pinenn
Clan Names: Bluefeather, Fairwind, Firefox, Icepaw, Longtail, Shadowtail, Songvine, Whiterain
Adventurers: Although most denimar feel connected to their lands, they are naturally curious and impulsive. Many leave their forest homes as a way to see the world, and love exploring new areas. Denimar are attracted to gems, and many take to adventuring as a quick, but dangerous path to wealth. Many others, however, merely adventure for the sake of adventuring, always seeking new knowledge and experiences.
Denimar Racial Traits
-2 Str, +2 Cha: Although denimar are physically weak, they make up for it with sheer force of personality.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A Denimar’s base land speed is 30 feet.
Low-light vision: Denimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and details under these conditions.
+1 racial bonus on Diplomacy and Perform checks: Denimar are naturally personable, and quite skilled in artistic endeavors
+2 racial bonus on Balance, Climb, and Jump checks: The nature of their homes has made them quite agile, and very athletic.
Fey-Blooded: For all effects related to race, a denimar is considered a fey. Denimar, for example, are just as vulnerable to special effects that effect fey as their fey ancestors are, and they can use magic items that are usable only by fey.
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc.
A denimar with a Charisma score of at least 10 has the following spell-like abilities: 1/dayâ€â€dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + denimar’s Cha modifier + spell level.
Favored Classes: Bard, Sorcerer: A multiclass denimar's bard/sorcerer class does not count when determining whether he suffers an XP penalty. However, he must select either bard or sorcerer as his favored class; he can not have both.
Personality: Denimar are naturally curious and inquisitive, and the mysteries of the arcane fascinate them. Their fey ancestors makes them rather fun-loving creatures, who enjoy jokes and pranks of all kinds. They are also very artistic in nature, with a strong love for music, although others may choose to express themselves through alternate means such as art and poetry, or even magical arts, as sorcery comes naturally to them.
Denimar are known to be rather greedy sometimes, with an almost unnatural obsession with gems and coins, which drives most denimar adventurers. However they have a strong sense of community, and are more then willing to share their wealth, preferring the aesthetic value of a particular object to its actual market value.
Physical Description: Denimar are short and slim, the average denimar male standing between 2'6 to 3'2, with females being slightly taller. They are graceful, but physically weak. They tend to have darker skin tones, and their hair is normally black, gray, or brown, though they are known to dye their hair to pretty much any
color under the sun. Their eyes are normally either deep green, or a crystal blue, and they have no facial or body hair. They prefer comfortable clothing, but are quite fond of decorating their outfits with brilliant jewelery, which is something that is quite rare in denimar lands. Their ears are long and pointed, poking several inches out from their skull (although these long ears don't necessarily help them hear), and they have long, slender tails that weigh roughly 5-7 pounds. Longer ears and thicker tails are a sign of beauty for most denimar.
Relations: Denimar get along best with gnomes, who they happen to share a lot in common with. Many even have gnomish rivals, and compete in prank competitions, each one trying to out-prank the other. They enjoy the company of humans, who sometimes have the same desire to amass wealth as the denimar have. Although they are descended from elves, the elves themselves have little patience for the denimar, and are uninterested in, and easily annoyed by, their overly playful nature.
Alignment: Denimar are normally chaotic, and are known for their trickery and playfulness. The typical denimar leans towards good over evil, though are normally neutral at best.
Denimar Lands: Most denimar live in the Asavaia Forest, though smaller denimar settlements are not uncommon in large forests. Denimar build their homes high in the tree tops, building large huts on the branches, with several homes connected by long bridges to form a denimar city. The denimar 'capital' is a large sprawling collection of smaller cities layered on top of each other on the tall trees of the Asavaia Forest, with the lowest level of the city just a few feet above the ground with the highest layer reaching almost a mile into the canopy.
Religion: Religion plays an important role to denimar culture. Although they don't worship any one particular god, they instead worship the spirits of nature. Each tree and animal has it's own unique spirit that the denimar revere. Although most denimar revere all aspects of nature, it's not unusual for a particular denimar to put one
creature or plant above all others; often mimicking the nature of the creature, and tattooing their body to make them appear more like the spirit of their choice.
Denimar clerics normally select air, animal, earth, fire, plant, or water as their domains.
Language: The denimar speak sylvan, the language of the fey, which uses elven script. Several denimar learn to speak common to communicate with humans, who they frequently trade with.
Names: Denimar do not normally name their own children, but instead the clan elder names newborn children. However this name does not stick for long, for when a denimar reaches 90 years of age he under goes a special spiritual journey into the heart of the forest. There he enters a state of meditation, and the spirits of the wood grant him his 'true' name, and he is reborn as an adult denimar.
Male Names: Asdiac, Gunion, Logah, Nithair, Teddoan
Female Names: Dehitris, Galiol, Iriel, Nara, Pinenn
Clan Names: Bluefeather, Fairwind, Firefox, Icepaw, Longtail, Shadowtail, Songvine, Whiterain
Adventurers: Although most denimar feel connected to their lands, they are naturally curious and impulsive. Many leave their forest homes as a way to see the world, and love exploring new areas. Denimar are attracted to gems, and many take to adventuring as a quick, but dangerous path to wealth. Many others, however, merely adventure for the sake of adventuring, always seeking new knowledge and experiences.
Denimar Racial Traits
-2 Str, +2 Cha: Although denimar are physically weak, they make up for it with sheer force of personality.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A Denimar’s base land speed is 30 feet.
Low-light vision: Denimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and details under these conditions.
+1 racial bonus on Diplomacy and Perform checks: Denimar are naturally personable, and quite skilled in artistic endeavors
+2 racial bonus on Balance, Climb, and Jump checks: The nature of their homes has made them quite agile, and very athletic.
Fey-Blooded: For all effects related to race, a denimar is considered a fey. Denimar, for example, are just as vulnerable to special effects that effect fey as their fey ancestors are, and they can use magic items that are usable only by fey.
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc.
A denimar with a Charisma score of at least 10 has the following spell-like abilities: 1/dayâ€â€dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + denimar’s Cha modifier + spell level.
Favored Classes: Bard, Sorcerer: A multiclass denimar's bard/sorcerer class does not count when determining whether he suffers an XP penalty. However, he must select either bard or sorcerer as his favored class; he can not have both.
Denimar have always been a charismatic people, but some prove to be more likable (and possess a stronger force of personality) then others. These individuals are also the mostly likely to be the most curious of the denimar, and therefore the most likely to leave their forests in pursuit of a life of adventure. These denimar paragons are even more in touch with their fey ancestors then the typical denimar; able to manifest their innate magic with ease, as well as calling upon a few new tricks to aid them in battle.
Adventures: Denimar paragons are explores, through and through. They are driven by wanderlust, and a desire to see the world. Most are more then willing to go to the ends of earth, or to face near-certain doom to attempt to recover forgotten knowledge, or some powerful artifact.
Characteristics: Just as skilled as they are in exploration, they are just as skilled (if not more skilled) in social interaction. Their ancestry makes them very personable, if not sometimes aloof. They get along well with just about everyone; although they enjoy their tricks as much as other denimar, denimar paragons are much more aware of the repercussions of their jokes and know that everything has a time and a place.
Alignment: Denimar paragons are almost always chaotic-aligned, and are more likely to be good or neutral then evil.
Religion: For most denimar paragons, their reverence of spirits is even more profound then normal. They are more likely to be covered in the ritualistic tattoos of the spirits that hold above all others. However some denimar paragons who have spent lots of time in human lands tend to forsake their spirit-worship, and instead worship other deities that better suit their personal philosophies.
Background: Denimar paragons are diverse in background, though most are still brought up as a traditional denimar. Some born in human lands give up lots of the cultural aspects of their race and begin to mimic the nature of the humans; and the variety of their backgrounds. Regardless of their background, all denimar share the same drive and desire for new knowledge, and it's not unusual for some to take up classes other then the traditional bard or sorcerer.
Races: Denimar paragons enjoy the company of gnomes just as much as a typical denimar, but are much more likely to scold some of their more extreme pranks. Denimar paragons are much more social creatures, and desire to learn what they can from every race; customs, history, religion. Humans, with their varied cultures and backgrounds, are the most fascinating of the common races, and are denimar paragon's most frequent traveling companion.
Other Classes: Denimar paragons, like many other denimar, enjoy the company of most any class. They especially prefer the company of a larger, stronger melee combatant to help counter-act their natural weakness. They enjoy spending a lot of time with other spellcasters, both arcane and divine, wanting to learn as much as they can about magical theory and practice. Although denimar paragons also enjoy watching more skilled characters such as rouges and rangers perform their tasks, they are much more interested in the magical manipulation of the world then the physical.
Game Rule Information
Denimar paragons have the following game statistics.
Abilities: Charisma determines the effectiveness of a denimar paragon's spellcasting ability, and it is important to the social skills in which the class excels. Dexterity can help denimar paragons survive combat with larger, stronger foes, and help make them more effective as ranged combatants, while Constitution can make them more able to withstand the physical dangers of adventuring.
Hit Dice d6
BAB: As cleric
Saves: Good Reflex and Will saves
Class Skills
The denimar paragon's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level
4 + Int modifier.
Level 1: Athletic Prowess, Enhanced Innate Magic
Level 2: Spells per day, Fey Defense
Level 3: Spells per day, +2 Cha
Athletic Prowess (Ex): At 1st level, a denimar paragon's racial bonus on Balance, Climb, and Jump checks improves to +3.
Enhanced Innate Magic (Sp): At 1st level, a denimar paragon's innate magical abilities improve. He can now use his spell-like abilities 3 times a day, and the caster level improves by +1 for each level of denimar paragon class level. In addtion he also gains the ability to use detect magic, as the spell, a number of times per day equal to his Charisma modifier (minimum once per day).
Spells per Day: At 2nd and 3rd level, a denimar paragon gains new spells per day and spells known as if he had also gained a level in bard or sorcerer. He does not, however, gain any other benefit a character of that class would have gained (bard or sorcerer class features, and so on). This essentially means that he adds the level of denimar paragon to his level in bard or sorcerer, then determines spells per day, spells known, and caster level accordingly.
If a character had levels in both bard and sorcerer before he became a denimar paragon, he must decide to which class he adds each level of denimar paragon. If a denimar paragon has no levels in bard or sorcerer, this class feature has no effect.
Fey Defense (Ex): A number of times per day equal to his denimar paragon level, a 2nd level denimar may call upon the natural defenses of his fey ancestor at the cost of some of his magical power. He can use up an uncast spell or unused spell slot and gain damage reduction to cold iron equal to the level of the sacrificed spell
or spell slot (0 level spell grants DR 1/cold iron) +1 for a number of rounds equal to his Charisma modifier minimum one round).
If the denimar has no levels in a spellcasting class (or has already used up his spells per day), he can instead use up one of his spell-like abilities and gain damage reduction 1/cold iron for a number of rounds equal to one half his Charisma modifier (minimum one round).
Ability Boost (Ex): At 3rd level, a denimar paragon's Charisma score increases by 2 points.
Adventures: Denimar paragons are explores, through and through. They are driven by wanderlust, and a desire to see the world. Most are more then willing to go to the ends of earth, or to face near-certain doom to attempt to recover forgotten knowledge, or some powerful artifact.
Characteristics: Just as skilled as they are in exploration, they are just as skilled (if not more skilled) in social interaction. Their ancestry makes them very personable, if not sometimes aloof. They get along well with just about everyone; although they enjoy their tricks as much as other denimar, denimar paragons are much more aware of the repercussions of their jokes and know that everything has a time and a place.
Alignment: Denimar paragons are almost always chaotic-aligned, and are more likely to be good or neutral then evil.
Religion: For most denimar paragons, their reverence of spirits is even more profound then normal. They are more likely to be covered in the ritualistic tattoos of the spirits that hold above all others. However some denimar paragons who have spent lots of time in human lands tend to forsake their spirit-worship, and instead worship other deities that better suit their personal philosophies.
Background: Denimar paragons are diverse in background, though most are still brought up as a traditional denimar. Some born in human lands give up lots of the cultural aspects of their race and begin to mimic the nature of the humans; and the variety of their backgrounds. Regardless of their background, all denimar share the same drive and desire for new knowledge, and it's not unusual for some to take up classes other then the traditional bard or sorcerer.
Races: Denimar paragons enjoy the company of gnomes just as much as a typical denimar, but are much more likely to scold some of their more extreme pranks. Denimar paragons are much more social creatures, and desire to learn what they can from every race; customs, history, religion. Humans, with their varied cultures and backgrounds, are the most fascinating of the common races, and are denimar paragon's most frequent traveling companion.
Other Classes: Denimar paragons, like many other denimar, enjoy the company of most any class. They especially prefer the company of a larger, stronger melee combatant to help counter-act their natural weakness. They enjoy spending a lot of time with other spellcasters, both arcane and divine, wanting to learn as much as they can about magical theory and practice. Although denimar paragons also enjoy watching more skilled characters such as rouges and rangers perform their tasks, they are much more interested in the magical manipulation of the world then the physical.
Game Rule Information
Denimar paragons have the following game statistics.
Abilities: Charisma determines the effectiveness of a denimar paragon's spellcasting ability, and it is important to the social skills in which the class excels. Dexterity can help denimar paragons survive combat with larger, stronger foes, and help make them more effective as ranged combatants, while Constitution can make them more able to withstand the physical dangers of adventuring.
Hit Dice d6
BAB: As cleric
Saves: Good Reflex and Will saves
Class Skills
The denimar paragon's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level
4 + Int modifier.
Level 1: Athletic Prowess, Enhanced Innate Magic
Level 2: Spells per day, Fey Defense
Level 3: Spells per day, +2 Cha
Athletic Prowess (Ex): At 1st level, a denimar paragon's racial bonus on Balance, Climb, and Jump checks improves to +3.
Enhanced Innate Magic (Sp): At 1st level, a denimar paragon's innate magical abilities improve. He can now use his spell-like abilities 3 times a day, and the caster level improves by +1 for each level of denimar paragon class level. In addtion he also gains the ability to use detect magic, as the spell, a number of times per day equal to his Charisma modifier (minimum once per day).
Spells per Day: At 2nd and 3rd level, a denimar paragon gains new spells per day and spells known as if he had also gained a level in bard or sorcerer. He does not, however, gain any other benefit a character of that class would have gained (bard or sorcerer class features, and so on). This essentially means that he adds the level of denimar paragon to his level in bard or sorcerer, then determines spells per day, spells known, and caster level accordingly.
If a character had levels in both bard and sorcerer before he became a denimar paragon, he must decide to which class he adds each level of denimar paragon. If a denimar paragon has no levels in bard or sorcerer, this class feature has no effect.
Fey Defense (Ex): A number of times per day equal to his denimar paragon level, a 2nd level denimar may call upon the natural defenses of his fey ancestor at the cost of some of his magical power. He can use up an uncast spell or unused spell slot and gain damage reduction to cold iron equal to the level of the sacrificed spell
or spell slot (0 level spell grants DR 1/cold iron) +1 for a number of rounds equal to his Charisma modifier minimum one round).
If the denimar has no levels in a spellcasting class (or has already used up his spells per day), he can instead use up one of his spell-like abilities and gain damage reduction 1/cold iron for a number of rounds equal to one half his Charisma modifier (minimum one round).
Ability Boost (Ex): At 3rd level, a denimar paragon's Charisma score increases by 2 points.