Post by Mordenkaiken's Guinevere on Sept 7, 2013 5:12:48 GMT
Hermruns are humanoid creatures said to be born from one of
the lost gods of antiquity whose speed is unrivalled and
thus serves as the other deities' messenger. A favored
translation of an ancient parchment tells how the
messenger-god was tasked to send an urgent missive to all
the other gods who are scattered across the plane "as fast
as he can" It has taken such a heavy toll on the divine
herald's body that he coughed blood right after
accomplishing his task. From the earth where his blood fell
sprang forth the first Hemruns.
Hermruns are small of height, similar to halflings yet
leaner and more graceful (much like the elves). They are
quick to react and are surprisingly fast for creatures of
small stature. Most Hermruns are pickpocketing thieves who
rely on their ability to outrun almost anyone should their
thieving skills fail them. Many armies highly prize members
of this race as they serve as excellent messengers who
usually join the ranks of the advance scouting parties.
Humanoid (0 RP) Sub-type: Hermruns
Small (0 RP): Small races gain a +1 size bonus to their AC,
a +1 size bonus on attack rolls, a –1 penalty on combat
maneuver checks and to their CMD, and a +4 size bonus on
Stealth checks. Small races have a space of 5 feet by 5 feet
and a reach of 5 feet.
Normal speed (0 RP): 30ft
Specialized (1 RP) +2 Dexterity, +2 Constitution, -2
Charisma. Hermruns are fleet of foot and can travel long
distances, but are not the sociable type, as they are always
on the go.
Languages: Common
All traits are standard
Defense Racial Traits
Desert Runner (2 RP): Prerequisites: None; Benefit: Members
of this race receive a +4 racial bonus on Constitution
checks and Fortitude saves to avoid fatigue and exhaustion,
as well as any other ill effects from running, forced
marches, starvation, thirst, and hot or cold environments.
Movement Racial Traits
Fleet-Footed (3 RP): Prerequisite: The race has at least a
+2 racial bonus to Dexterity; Benefit: Members of this race
receive Run as a bonus feat and a +2 racial bonus on
initiative checks.
Gliding Wings (3 RP): Prerequisites: None; Benefit: Members
of this race take no damage from falling (as if subject to a
constant nonmagical feather fall spell). While in midair,
members of this race can move up to 5 feet in any horizontal
direction for every 1 foot they fall, at a speed of 60 feet
per round. A member of a race with gliding wings cannot gain
height with these wings alone; it merely coasts in other
directions as it falls. If subjected to a strong wind or any
other effect that causes a creature with gliding wings to
rise, it can take advantage of the updraft to increase the
distance it can glide.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot racial bonus to their
speed when using the charge, run, or withdraw actions.
the lost gods of antiquity whose speed is unrivalled and
thus serves as the other deities' messenger. A favored
translation of an ancient parchment tells how the
messenger-god was tasked to send an urgent missive to all
the other gods who are scattered across the plane "as fast
as he can" It has taken such a heavy toll on the divine
herald's body that he coughed blood right after
accomplishing his task. From the earth where his blood fell
sprang forth the first Hemruns.
Hermruns are small of height, similar to halflings yet
leaner and more graceful (much like the elves). They are
quick to react and are surprisingly fast for creatures of
small stature. Most Hermruns are pickpocketing thieves who
rely on their ability to outrun almost anyone should their
thieving skills fail them. Many armies highly prize members
of this race as they serve as excellent messengers who
usually join the ranks of the advance scouting parties.
Humanoid (0 RP) Sub-type: Hermruns
Small (0 RP): Small races gain a +1 size bonus to their AC,
a +1 size bonus on attack rolls, a –1 penalty on combat
maneuver checks and to their CMD, and a +4 size bonus on
Stealth checks. Small races have a space of 5 feet by 5 feet
and a reach of 5 feet.
Normal speed (0 RP): 30ft
Specialized (1 RP) +2 Dexterity, +2 Constitution, -2
Charisma. Hermruns are fleet of foot and can travel long
distances, but are not the sociable type, as they are always
on the go.
Languages: Common
All traits are standard
Defense Racial Traits
Desert Runner (2 RP): Prerequisites: None; Benefit: Members
of this race receive a +4 racial bonus on Constitution
checks and Fortitude saves to avoid fatigue and exhaustion,
as well as any other ill effects from running, forced
marches, starvation, thirst, and hot or cold environments.
Movement Racial Traits
Fleet-Footed (3 RP): Prerequisite: The race has at least a
+2 racial bonus to Dexterity; Benefit: Members of this race
receive Run as a bonus feat and a +2 racial bonus on
initiative checks.
Gliding Wings (3 RP): Prerequisites: None; Benefit: Members
of this race take no damage from falling (as if subject to a
constant nonmagical feather fall spell). While in midair,
members of this race can move up to 5 feet in any horizontal
direction for every 1 foot they fall, at a speed of 60 feet
per round. A member of a race with gliding wings cannot gain
height with these wings alone; it merely coasts in other
directions as it falls. If subjected to a strong wind or any
other effect that causes a creature with gliding wings to
rise, it can take advantage of the updraft to increase the
distance it can glide.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot racial bonus to their
speed when using the charge, run, or withdraw actions.