Jraenar

[Originally from Space Empires IV & V, Adapted for Distant realms lore]

HISTORYThe Jraenar were originally a quiet, hard-working race and didn’t have must interest in the outside galaxy. But after a number of wars and the rise of the first Master General, the Jraenar entered into an aggressive military expansion phase.
PHYSICAL ATTRIBUTESThe Jraenar are large bipedal reptiles sharing similar physical traits to Terran dinosaurs. Having evolved on a volcanic world the Jraenar scales have become thicker and fire retardant. Scale colors range in color from fiery red, rocky brown, and to a molten black.
Jraenar are adept at living in heat conditions that would normally be extremely uncomfortable or uninhabitable by other species. Jraenar blood produces a special enzyme that effectively cools and regulates the bodies internal temperature giving them incredible resistance to heat.
SOCIETAL ATTRIBUTESThe Jraenar are known for their crafty nature and military prowess. Jraenar society is organized in a hierarchy from the Master General down to the lowly workers. All members of their society are considered valuable, and each serves to promote the interest of their species. Though they have never changed their hardworking nature, they are now devoted mainly to a military expansionist philosophy.

Wound Die Type: 1d10 Chakra Modifier: +0


Medical Classification: Group IX-b - Hydrogen Breather

[Life support required for most locales IC]

Size: Medium. Base Speed: 30 Feet


Attribute Modifiers:

+2 to Constitution, +2 to Wisdom. -2 to Charisma


Advanced Cooling

Jraenar blood produces a cooling enzyme to maintain body temperature on extremely hot worlds and near lava sources. Because of this Jraenar take twice as long to succumb to the effects of heat exhaustion.


Lava Resistance:

Jraenar possess Earth and Fire resistance of 4.


Well-Balanced:

Jraenar receive a +2 racial bonus on Acrobatics checks.This bonus increases by +1 per 7 levels but is capped at their Dexterity modifier.


Dangerous Home-world

Jraenar gain a +1 racial bonus on Acrobatics checks made to cross narrow ledges. This bonus increases by +1 per 7 levels but is capped at their Dexterity modifier.
Jraenar gain a +2 racial bonus on saving throws against altitude Poison and Disease.This bonus increases by +1 per 7 levels but is capped at their constitution modifier.


Fire in the Blood

Jraenar gain fast healing 2 for 1 round anytime they take fire damage. (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.


Darkvision 60 Feet.


Attributes: Normal: 0 RPAbility Scores: Standard 0 RPDark-vision I 60 Feet 2 RPLava Resistance: 4 RPFire in the Blood (2 RP)Dangerous Home-world (2 RP)Well-Balanced: 1 RP

Improved ability scaling 3 RP [Scales at 7 instead of 10]

Advanced Cooling: 1 RPDM-RP:15