Umarin

The Umarin are abroad group of shape changing Animals. Their nature is such that they have 3 forms they can assume, their native animal shape, their human shape and a hybrid form that is in an amalgam of their animal form and their human form. They tend to be organize in extend family clans based on their animal forms and relation between the various animals is usually based on the animals nature.

  • Physical Description:Umarin form reflect their animal nature. In animal form they usually are white with red ears and feet. they often have two tales. Their hybrid form almost always is a human body with an animal head
  • Relations: Umarin tend to like the quiet life and so try to either get on with everyone or get out of their way. The exception is that they have a hatred for Lycanthropes98u, despise goblins and possess a strong distrust of the Corbae
  • Alignment & Religion:The Umarin follow the Twilight lords
  • Adventurers:Umarin are far more likely to become adventures because they followed someone into the life then because they sought adventure
  • Racial Type Outsider
  • Stats: All Umarin suffer a -2 Wisdom with bonus stats based by their animal nature
  • Size: Medium in their human and hybrid form. Animal size is almost always small
  • Speed: 30 ft in human form, other move by animal form
  • Vision: Low Light Vision
Racial Traits:
  1. Animal Kin: Umarin receive a racial modifier of +2 to Survival and Handle Animals.
  2. Animal nature: Umarin may communicate with and attempt diplomacy checks with animals of their nature
  3. Changlings Luck. Umarin receive a +2 on all saves
  4. Hybrid form: Modified by animal type
  5. Fey Magic: Sindarin must make a DC 15 Concentration check to cast magics when in direct contact with Cold irons luck
  6. Cold Iron Vulnerability: Umarin take 1 extra point of Damage from cold iron and this will pass through any DR. While in contact with cold iron all Sindarin suffer a -1 on all saving throws
  7. Sidhe Exile: Due to their close ties to Arada, the Umarin cannot automatically open a fey gate or Portal. Like a human,they must know the Ritual of the Gates to access the Twilight Paths
  8. Dual Blooded: Due to their dual natures, Umarin suffer no ill effects from consuming food or drink native in Annwyn
  • Languages: Automatic: Analast & By Animal type, Aquan, Silvarin, other Fey Languages,Sylvan, Terran,
Animal . Stat Modifiers . Hybrid Abilities
  • Badger . 2 Con*/2 Str . Speed20/Burrow 10, Darkvision 30’
  • Boar . 2 Str/2 Con* . Improved Bull Rush, Improve overrun, Tusk, ASP 15
  • Carp . 2 Dex*/2 Con . Speed 10/Swim 30,
  • Cat . 2 Dex*/2 Cha . +2 Athletics, Level
  • Cougar . 2 Dex/2 Str* . +2 Athletics, Claws, Low Light Vision x3 human range, ASP 15
  • Crab . 2 Str*/2 Con . +1 Nat Armor*, +4 swim,
  • Dog . 2 Con*/2 Str . Track by scent, Bite
  • Ferret . 2 Con*/2 Dex . +4 Stealth, Level
  • Fox . 2 Dex*/2 Cha . +4 escape artist,Bite
  • Hare . 2 Dex*/2 Int . Speed40, +4 jump,
  • Hawk . 2 Dex*/2 Wis . Speed 20/Fly 20, +4 Perception
  • Raccoon. 2 Con*/2 Dex . +4 climb check,
  • Rat . 2 Con*/2 Dex . +4 hide,
  • Sparrow. 2 Dex*/2 Cha . Speed 20/Fly 20,
  • Wolf . 2 Con*/2 Str . Speed 40, Track by scent, Bite, ASP 15
  • indicate this stat modifier is doubled in hybrid form

Umarin

Pelenhar Nightfalcon