Danjir – Orlind (11 RP)
A race of elusive, quasi-tribal humanoids that pay homage to animal totem spirits instead of Verana or the forces of Light. They are known for their impressive physique, alabaster skin, and vaguely animalistic features commonly in bone or facial structure. Isolationist, but not unfriendly, most danjir seek only to be left alone to practice their ancient martial traditions and their spiritual way of life. Rarely, the danjir will emerge from their tribes to swear undying fealty to an individual who has proven themselves worthy in some way. These vanguards are permanently bonded to the bloodline of their oath-sworn master and serve their bloodline until their dying day. Paragons of the species, known as bar-danjir, are rumored to have the strength of twenty men and to be demigods among men.
Related: Danjir Tribes
- +2 strength, +2 wisdom. Danjir are surprisingly strong compared to humans, and deeply spiritual in nature.
- Medium
- 30 ft. movement
- Low-light vision
- Superbly Trained – Danjir receive a bonus feat at 1st level.
- Spell Resistance – Danjir gain spell resistance equal to 6 + their character level
- Fearless – Danjir receive a +2 racial bonus on all saves vs. fear effects.
- Weapon Proficiency – Danjir are proficient with bastard swords and longbows.
- Languages – Danjir receive Danjir as a starting language. Danjir with a high intelligence modifier may choose Common, Giant, Orlish, Sylvan, or Terran as bonus languages.