Difference between revisions of "Erephim"

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|Size=Medium
 
|Size=Medium
 
|Speed=30 feet
 
|Speed=30 feet
|OtherTraits=•'''The Longest Learned:''' You have proficiency in religion and one other skill of your choice.<br> •'''Spiritual Guidance:''' The spirits surround you, ready to act on your behalf.  You may use their guidance to gain advantage on one ability check, saving throw, or attack roll.  Once you call upon the spirits, you may not again until you have completed a short or long rest.<br> •'''Authority of the Firstborn:''' You may cast the ''command'' spell once per day.  The DC to resist your ''command'' is 8 + your Wisdom modifier + your proficiency bonus.<br>
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|OtherTraits=•'''The Longest Learned:''' You have proficiency in religion and one other skill of your choice.<br> •'''Spiritual Intervention:''' The spirits surround you, ready to act on your behalf.  Their intervention allows you to gain advantage on one ability check, saving throw, or attack roll.  Once you call upon the spirits, you may not again until you have completed a short or long rest.<br> •'''Authority of the Firstborn:''' You may cast the ''command'' spell once per day.  The DC to resist your ''command'' is 8 + your Wisdom modifier + your proficiency bonus.<br>
 
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The noble erephim hold the distinction of being the sole mortal race to have awakened on the first day.  They wandered the plains as hunters and gatherers for only a short time before their friendship with the auroch herds led them to animal husbandry.  The world's first farms and villages followed.
 
The noble erephim hold the distinction of being the sole mortal race to have awakened on the first day.  They wandered the plains as hunters and gatherers for only a short time before their friendship with the auroch herds led them to animal husbandry.  The world's first farms and villages followed.

Revision as of 16:16, 16 September 2015

Erephim
Erephim 01.jpg

Erephim 02.jpg
Ability Scores
Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Basic Traits
Age: The erephim are long-lived. They mature after about 60 seasons and can easily live 600 to 1050 seasons.
Size: Medium
Speed: 30 feet
Other Traits
The Longest Learned: You have proficiency in religion and one other skill of your choice.
Spiritual Intervention: The spirits surround you, ready to act on your behalf. Their intervention allows you to gain advantage on one ability check, saving throw, or attack roll. Once you call upon the spirits, you may not again until you have completed a short or long rest.
Authority of the Firstborn: You may cast the command spell once per day. The DC to resist your command is 8 + your Wisdom modifier + your proficiency bonus.

The noble erephim hold the distinction of being the sole mortal race to have awakened on the first day. They wandered the plains as hunters and gatherers for only a short time before their friendship with the auroch herds led them to animal husbandry. The world's first farms and villages followed.

Their knowledge has grown quickly, and today the erephim consider themselves the most advanced of the races. They build roads both for themselves and the other folk, all connected to the world's only city, Urd-Ashak. Although born in joy, they have grown more solemn and contemplative through the generations; indeed, the other races often find the erephim's drive to develop civilization strange.

Their nature comes not just from this drive, however. The erephim's first companions were spirits, and they have always held close to them. Their spiritual knowledge and enlightenment are extensive, and the erephim alone build temples to spirits so ephemeral they go unnoticed by most other races. These are chiefly spirits of sky, wind, moon, and stars who whisper of destiny and fate. The contemplation of such voices requires stillness and introspection.

The erephim are tall and graceful. Their eyes glow with warm light, and their skin tends to shades of blue and green. They are nearly hairless, but some can grow pearlescent facial hair. They are some of the longer lived of the races; thus, others trust in their wisdom and experience and often seek their counsel.