Flint



Flint are a Terran blooded race, their skin and hair has grown hard and rugged in the waste lands. They are the main inhabitants of Bastuaries, having spent generations exposed to the Ether that infests the wastes, their mutation is one that strengthens their resolve against outsiders, stubborn to leave the land their ancestors once called home. Be it in fortresses built on the ruins of hundreds of others, or in caves inscribed with the runes of their ancestors, Shale find a way to watch over their land.

For the majority of the Flint, where others would have hair is more bone like, appearing as ridges of shale like rock, these ridges break easily and grow just as hair does. Shoulder tall to most other races, sometimes Flint have small man syndrome, and are often disliked in communities for how much dust is created in result of their 'hair', often being chiseled down or off, in a bastuary sand and dust whirls and builds up everywhere, and so Flint are often not conscious of their refuse.

flint Traits

Rarity. Uncommon, Flint are common in the wilds and mountains, but tend to not find the great cities very comfortable. Those that do move to the city, make these cities their mountains, becoming great builders and architects from their knowledge of refined and hard natural materials, or creating trade relationships with their cousins in the wastes.

Ability Score Increase. Your Constitution score increases by 2.

Age. Flint mature at the same rate as normal humans, but their Ether touched live styles result in a longer life span, on average able to reach the old age of 300. Though many die from other complications of living in the wilderness and the irregular effects that Ether can result into.

Alignment. Most shale are lawful but xenophobic, finding it difficult to trust outside of their own bastuary or compound. In result are at most Neutral alignment, leaning to the lawful.

Size. Shale stand between 4'6" to 5'6" feet tall, and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduce by wearing heavy armor.

Darkvision. Accustomed to life underground and in resource strapped fortressess called Bastuaries. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't disceren colour in darkness, only shales of grey.

Wastes Exposure. You have advantage on saving throws against poison, and you have resistance against poison damage.

Bastuary Combat Training. You have proficiency with the battle spike, climbing axe, chained sledge bar and warsledge.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, glass blower's tools, mason's tools and brewer's supplies.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework or glass work, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Shale (also known as Dwarvish). Dwarvish is full of hard consonants and guttural sounds, use to a life of yelling across ravines, the wastes and through the great halls of the Bastuary.


Subrace:

Three main subraces of Flint, Lahar-kin, Forge-kin and Terra-kin.

Lahar-Kin

Your people stray away from the man built fortresses, isntead you prefer the solitude of natural bastions and cliff high rock habours from the Swarm, you prefer the natural hardship. Your people call the caves and mountains home, often finding peace in volcanoes.

Ability Score Increase. Your Wisdom score increases by 1.

Wastelander's Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Forge-Kin

Your people built their own fortresses of solitude in the wasteland, all must contribute and all must keep guard, and are trained, or watch your walls of iron fall. Your technology is advanced for most secluded groups, and your smelters are some of the best in all the lands.

Ability Score Increase. Your Strength score increases by 2.

All Must Watch. Your have proficiency with light and medium armour.

Terra-Kin

Your people left the wastes and Bastuaries, fed up with old thinking and xenophobia. You joined communities and lay seed in great walled farms, you still protect yourself, but you trust and help others to do the same. You shale like skin is less rough than your greater relatives, in-result are able to have hair in some parts of your body such as your scalp making you a lot more approachable for other races.

Ability Score Increase. Your Charisma score increases by 1.

Green Thumbs. You gain proficiency in survival or nature. You have advantage on any check involving domesticated plants or animals.