BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Fellman

Bereft of light, but life brings spite.

The natural denizens of necris, these individuals often seek to make up for their sickly appearances with fierce and hateful demeanors with a fire to match.   Physical Description: The fellman are often distinct due to how necris has negatively affected their physical traits as a humanoid people, the lack of light and lifeforce within the plane resulting in far thinner, gangly, and pale individuals then those on malbaar. Their pallid white skin often looks entirely like dead skin, lacking any sense of sustenance in them makes fellman often seem sickly, the rest of their bodies following this pattern with their eyes which lack any pupils and colourless white irises. These features often make one feel like a fellman are bloodless but in truth their blood is simply a bright dull bluel. Their hair often lacks the capacity to produce any colour, resulting primarily in white and silver hair often, but can at times produce a very desaturated bright colour such as blue or yellow. Despite this however, it is common among fellman to flaunt their riches and fearlessness by colouring their hair bright and vibrant colours when plausible, as a way to be spiteful against their home plane despite the attention such bright colours would bring in necris.

AdulthoodIntuitiveSelf-TaughtTrainedMiddle AgeOldVenerableMaximum Age
20 years +1d6 years
(21 – 26 years)
+2d6 years
(22 – 32 years)
+3d6 years
(23 – 38 years)
62 years 93 years 125 years 125 + 3d20 years
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male 5 ft. 4 in. +2d6 in.
(5 ft. 6 in. – 6 ft. 4 in.)
90 lbs. +(2d6×3 lbs.)
(96 – 126 lbs.)
Female 5 ft. 2 in. +2d6 in.
(5 ft. 4 in. – 6 ft. 2 in.)
80 lbs. +(2d6×3 lbs.)
(86 – 116 lbs.)
Society: Fellman society is one barely held together by grit and need, constantly under threat of necrotic beings arising within necris, their inherent energies leading them to attack opposing energy sources naturally. With no limit to the power of these threats and the shadowbeasts that often end up falling into necris also occassionally falling to such magics, any single town is often easily besieged or in danger. As such, while fellman naturally have loathsome views and personalities, they still work together to ensure some manner of continuing society when truly necessary and can even form bonds of comradery over longer periods of time, becoming warbands.   Relations: Fellman reside within their own realm, primarily only dealing with shadowbeasts that come from the realm of dark and the undead that naturally form in the fell realm, as such have no specifics to their views and interactions with people of other heritages and realms. However their selfish, paranoid, and demanding nature often leaves poor impressions on those who do deal with fellman and aren't familiar with their way of viewing the world.   Alignment and Religion: Due to being lost in darkness and on a separate fade of reality, Fellman are often very cynical, battered, beaten, and hateful individuals. As such, the fellman people lean majority towards evil, a selfishness that has become necessary to defend themselves in the realm of necris from the shadowbeasts and eachother. In necris there is no set religion and they can worship any god equally.   Adventurers: Fellman who decide to leave necris often become wanderers, vagabonds, mercenaries, and adventurers, unable to handle a sedentary lifestyle due to their experiences in the necris. Often being capable of being great rogues, sorcerers, and slayers.

Standard Racial Traits

  • Ability Score Racial Traits: Fellman are quick and forceful, but are cursed with sickly bodies. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
  • Type: Fellman are outsiders with the native subtype.
  • Size: Fellman are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Fellman have a base speed of 30 feet.
  • Languages: Fellman begin play speaking Da'Zhelan. Fellman with a high Intelligence scores can choose from the following: Brigandine, Draconic, Fell Keimite, Heraklesian, Pyran, Quaren, Thalassan, and Ventin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
  • Skilled: Fellman have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Defense Racial Traits
  • Shadowy Resistance: Fellman have cold resistance 5 and dark resistance 5.
Senses Racial Traits
  • See In Darkness: Fellman can see perfectly in darkness of any kind, including that created by deeper darkness.
Magical Racial Traits
  • Spell-Like Abilities (Sp): A fellman can use shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fellman’s caster level is equal to his total Hit Dice. When a fellman reaches 13th level in any combination of classes, they gain plane shift (self only, to Necris or Malbaar only) usable once per day as a spell-like ability. A fellman’s caster level is equal to his total Hit Dice.