Dwellvur: Difference between revisions

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[[Ancerra Before|[back to Supereon One]]]
''(DWEL-voor)''
''(DWEL-voor)''


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|''Repeatable.'' Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.
|''Repeatable.'' Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.


* '''Observation:''' Intuiting, Perceiving
* <u>Observation:</u> Intuiting, Perceiving
* '''Survival:''' Animal Handling, Nature, Foraging, Sneaking
* <u>Survival:</u> Animal Handling, Nature, Foraging, Sneaking
|-
|-
|'''[[Regeneration]]'''
|'''[[Regeneration]]'''
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|''Repeatable.'' Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
|''Repeatable.'' Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.


* '''Crafting:''' Jeweling, Weaving, Masonry
* <u>Crafting:</u> Jeweling, Weaving, Masonry
* '''Knowledge:''' Biology, Geography, Vehicles [Water]
* <u>Knowledge:</u> Biology, Geography, Vehicles [Water]
* '''Observation:''' Intuiting, Perceiving
* <u>Observation:</u> Intuiting, Perceiving
|-
|-
|'''Slippery'''
|'''Slippery'''

Latest revision as of 19:16, 23 January 2024

[back to Supereon One]

(DWEL-voor)

The Dwellvur are one of the oldest known sentient lineages to develop naturally, their legendary explorers marching up from the deepest depths of the oceans. They are a lineage as diverse as the ocean biomes in which they live, and they have long since adapted to all but the most extreme ocean temperatures. Dwellvur utilize all resources at their disposal, leaving nothing to waste. They craft weapons, armor, and tools from the bones of creatures never before seen by the surface dwellers.

Dwellvur Culture

Dwellvur settlements can be found in nearly all habitable waters around the world, from tropical seas to arctic oceans. They most often form villages near the shoreline or on shallow coral reefs. Dwellings are built within these reefs and complement the features and resources that naturally occur. While some Dwellvur villages engage in trade for materials like leather and metal, most Dwellver technology and tools use bone or cartilage from deep-dwelling sea creatures.

Dwellvur Traits

Height: 4'-6'5"

Weight: 200 - 400 lbs

Size: Medium

Base Speed: 20 ft

Appearance: Dwellvur come in a wide variety of appearances with each individual bearing a number of traits commonly seen in various crustaceans. Large pincer claws, an external carapace, eyestalks, and long whiskers are the most common features seen.

Lifespan: Dwellvur reach maturity around age 16 and have a lifespan of approximately 120 years.

Dwellvur Features

Dwellvur Starting Features

At level 1, gain the following features as a Dwellvur.

Feature Description
Aquatic You gain a swim speed equal to your walking speed and can speak and breathe in both air and water.
Many-Limbed Dwellvur have 4-8 limbs and generally locomote with 4-6 of those limbs. Dwellvur cannot be knocked prone. You can only hold two hands’ worth of gear at once, but you can lightly interact with objects, such as opening unlocked doors, even if both of your hands are occupied.

All Dwellvur Features

At level 1, and again at levels 5, 10, 15, 20, 25, and 29, choose one option from the list below.

Feature PreReq Description
Antennae Gain +2 to AWR checks.
Biologically Immortal Your expected lifespan triples.
Crab Claw Gain a special attack that costs 2 AP and deals 1d4 sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
Crab Claw II Crab Claw When you hit with your crab claw, you may spend 1 AP to automatically Grapple the creature as well.
Carcinization Level 29 You lose all of your previously selected post-Level-1 Dwellvur features and gain Crab Claw, Crab Claw II, Pincer, Hard Shell, Hard Shell II and Many Limbed II. You gain +5 ft of movement speed as long as you move in a straight line, if you move in any direction other than a straight line, you lose this movement speed until the start of your next turn.
Deep-Dwelling You ignore the negative effects of high pressure from deep water. You also have Darkvision 30ft while underwater.
Hard Shell Incompatible: Soft Shell Gain +1 to your AR.
Hard Shell II Hard Shell Gain an additional +2 AR.
Many-Limbed II Many-Limbed, Level 10 You can hold three hands’ worth of items at once.
Natural Camouflage While underwater, Concealed, and not actively moving, you gain +3 on skill checks to remain hidden.
Natural Camouflage II Natural Camouflage While underwater and not actively moving, you gain your Natural Camouflage bonus.
Natural Camouflage III Natural Camouflage II While underwater, you gain your Natural Camouflage bonus.
Pincer Grappled targets suffer a -4 penalty on their attempts to escape the grapple.
Reef Hunter Repeatable. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
  • Observation: Intuiting, Perceiving
  • Survival: Animal Handling, Nature, Foraging, Sneaking
Regeneration Any lost arm or leg regrows after 1d4 months.
Regeneration II Regeneration Any lost arm or leg regrows after 1 month.
Shell-Worker Repeatable. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
  • Crafting: Jeweling, Weaving, Masonry
  • Knowledge: Biology, Geography, Vehicles [Water]
  • Observation: Intuiting, Perceiving
Slippery Soft Shell While underwater, creatures that make reactive attacks against you are Sickened when making such attacks.
Slippery II Slippery You can use your Slippery feature even when you are not underwater.
Soft Shell Incompatible: Hard Shell You gain +10 feet of swim speed.
Spiny Shell Hard Shell When a creature that is grappling you or grappled by you starts its turn, make an END attack vs its FORT. If you hit, it takes 2 (1d4) sharp damage.
Sure Footing Many-Limbed Dwellvur cannot lose footing or fall on any slopes or angles less than 45 degrees steep, and as long as a Dwellvur is within 5ft of a ledge or foothold, they cannot fall. This does not count as climb speed.
Withdraw Hard Shell You can spend 1 AP to withdraw into your shell, gaining DT 10 until you spend another AP to return. While withdrawn into your shell, you cannot take any other actions.