Basic Darian changes (compared to Kellion/Human)-
+2 STR
+2 CON
HP: 1d20 x2
Template: Darian [EVOLVED]
Darian Regeneration
Darians gain +5 hp per round. They can never go over their maximum hp total, unless otherwise noted. At level 10 they gain +10 hp, and at level 20 they gain +20 hp. This stacks with all other forms of regeneration.
Darian Damage Reduction
All Darians are, by nature, hardy as hell. At level 1 they immediately get +1 DmR, at level 5 they get +2 DmR, at level 10 they get silver/enhanced/magic/+5 DmR, and at level 20 they get magic/+Level DmR.
Darian Constitution
Darians are, by nature, hardy as hell. Unlike other races, they can operate at full potential to -20 hp. If left alone, they will naturally begin to heal up to hp 0 at the rate of 1 hp per action.
Brick By Brick
Darian's are born with an innate sense of engineering. If left alone to their own devices, they are able to put together a usable domicile within a 24 hour period, composed entirely of rocks. Due to their affinity for both destruction and such strange creation, they also gain +5 to engineering and construction checks. Even if they don't have skill points in these, they can act as if they do. This includes modifiers.
Hero By Birth
Darians are, by birth, warriors. As such they have an innate ability to know how to use most simple and melee weapons automatically.
Naril
Affinity With Knives
So long as a Naril wields one knife, they are able to enjoy the following bonuses:
Crit Range+1
Crit Modifier+1 (a x2 will be a x3, etc)
Bonus Damage +1d20 (before crit modifier)
Automatically knows how to wield a knife
All sneak attacks count as critical
Can "Take 10" with knife-based weaponry, even if they don't have skill in Knives.
+5 to synchronize with any new Tattoo
+5 to synchronize when performing a Tattoo Doublespell
Broken Oath
Upon entering Dolan, the connection between the Naril and Odacon are immediately broken. They can always re-enter the contract, but must do so on their own. Broken Oath affects them even upon returning to The Realm.
Karnau
EP: x2
Immediately gain access to Psionic jobs, even if they don't have EP to spend.
Karnau can only access their "Karnau" abilities if another Karnau is in sight, if
Hivemind
The Karnau live by a silent Hivemind. This is a Psionic ability. Though they rarely talk, they have the ability of Telepathy with one another. Just not with anyone else.
Combined Attack
Improved Teamwork
So long as using Bow or Crossbows, a Karnau can enjoy the following abilities:
"Take 20" on Called Shots
Crit Range +1
Crit Attack +1
Manyshot
Trickshot
Run and Gun
Pegging 2
Mordu
Armor Mode:
AC: 20
Bonus:
Physical Attacks do half damage
When worn by someone, movement isn't hampered by full plate.
Weakness:
Magic and acid affects Mordu as if flesh.
Cannot control their aura, especially when worn by a Darian.
Joints. If a called shot is made, then the dice roll must be modified by the Exotic background of the Mordu (-5 or more to hit). If it lands, then AC is considered 10 for that attack.
Special:
Can bond and improve a Darian's nature. All Darian-based abilities are immediately doubled (after crit modifier).
Walking Mode:
AC: 20
All stats, skills, and abilities are set by the person who last wore the Mordu as Armor
Aura of Fear (all who views the Mordu must roll a Will save or suffer Fright for 1d6 rounds)
Polyglot
Weakness:
Joints. If a called shot is made, then the dice roll must be modified by the Exotic background of the Mordu (-5 or more to hit). If it lands, then AC is considered 10 for that attack.
Is counted as both Insect, Devil-blooded, and Golem for type.
Cannot stay in Walking Mode for more than an hour, or 10 EP per round.