Koshkmar: Nightmare

Racial Traits: Ability Score Increase: Str. +2, Con. + 1  Age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Alignment: Koskhmar society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality. Size: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed: Your base walking speed is 30 feet. Natural Athlete: You have proficiency in the Athletics skill. Racial Telepathy: You can communicate with other Goliaths telepathically as long as the receiver is a willing communicator Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Languages: You can speak, read, and write Common and Giant or Dwarven. Description: Koshkmar are telepathic like others of there race but tend to not rely on it to communicate with others of there race. They will use it for self preservation and personal gain. but they avoid it much more than there cousins. They have lost there connection to the dreamworld and have focused more on the here and now. they are are no longer close to the dream world, but can still communicate in their dreams. They have lost much of their power over their dreams. To the Koshkmar they want nothing to do with that life. They are happy here and want to make a life in Eildormira. Much of their rites of passage revolve around this influence. They often seek out human onclaves to teach their children professions and the ways of this world. The Koshkmar pray for the day when they will no longer be influenced by the dream world and forever be apart of this material world. They celebrate life and success here. Daily life Climate/Region: Mainly Moderate/Mountains, Almost any environment Cities: There are only a few camps that are permanent that are used as trading posts and can be occupied by many different families at any one time  Capitol: None             Relations:             Lands:             Names: Tribe names:             Reason to Adventure: Society & Culture:             Arts & Crafts:            Tribal Structure: Family Units (Nomadic)             Power Struggles:             Environment: Important People: Important Groups:             Agenda:             Structure:             Symbol:             Membership:             Benefits:             Relations outside of group:             Role-playing Application:                         Class:
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