Lyran Species in Fleurya | World Anvil
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Lyran

Written by ToadieOdie

Despite being trapped in the ring of mountains of the current known world by the toxic pollution like everyone else, they continue to preserve their oral traditions and culture, which is similar to that of the Celts in our world but with a matriarchal structure where the males tend to the home affairs while the females hunt and attend to politics. This is the race that had once been the revered guardians of the Fleuryns, stewards of the Animus, who are now believed to be extinct.   Present day Lyrans that leave their tribes do so to either join the trading caravans, serve at the capital, or become Surveyors in a guild. Since magic is only taught to the initiated in their tribes, it's exeptionally rare for one of their shamans (the Druid class) to leave for adventure. This means they favor non-magic based classes as a rule.   Since males are homebound, players are not normally permitted to play as this gender.   One of the primary races in Fleurya.   Type
  • Monsterous Humanoid - Feline Features (3 RP)
Size
  • Medium (0 RP)
Speed
  • Normal (0 RP)
Ability Score Modifiers
  • Specialized: +2 to physical ability scores, -2 to mental ability scores (1 RP)
Languages
  • Standard (0 RP)
    • Members of this race start with Zomeran (Current Common) plus their native language (if any).
    • Bonus languages can be chosen from the list found here.
      • Native: Lyran
Racial Traits
    Defense Traits
    • Bond to the Land (2 RP)
      • Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
    • Cat's Luck (1 RP)
      • Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.
    • Defensive Training, Greater (4 RP)
      • Members of this race gain a +2 dodge bonus to Armor Class.
    Feat and Skill Traits
    • Camouflage (1 RP)
      • Same terrain as the one chosen for Bond to the Land. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
    • Nimble Faller (2 RP)
      • Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
    • Silent Hunter (2 RP)
      • Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
    • Stalker (1 RP)
      • Perception and Stealth are always class skills for members of this race.
    Offense Traits
    • Bite (1 RP)
      • The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
      • 1d3 DMG
    • Claws (2 RP)
      • Members of this race receive two claw attacks. These are primary natural attacks.
      • 1d4 DMG
    • Slapping Tail (3 RP)
      • Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier.
    • Weapon Familiarity (1 RP)
      • Members of this race are proficient with these weapons.
        • Bows
        • Crossbows
    Sense Traits
    • Dark Vision 60 Feet (0 RP)
    Other Traits
    • Breathe, Eat, and Sleep (0 RP)
  22 RP Total

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