The sea folk live beyond the mountains near the ocean. They are adept swimmers and fishermen. They are amphibious, able to survive extended periods in the water, and resilient to the cold and pressure of the sea.

  • Darfellan are humanoids.
  • +2 Str, -2 Dex.
  • Medium: As medium creatures, darfellan have no special bonuses or penalties due to their size.
  • A darfellan's base land speed is 20 feet. A darfellan's base swim speed is 40 feet. A darfellan has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. A darfellan can always choose to take 10 on a swim check, even if distracted or endangered. A darfellan can use the run action while swimming, provided he swims in a straight line.
  • Hold Breath (Ex): A darfellan can hold his breath for a number of rounds equal to 10 times his constitution score before having to make constitution checks. For the average darfellan, this is about 10 minutes.
  • Bite (Ex): A darfellan has a natural bite attack that deals 1d4 points of damage. If fighting without a weapon, a darfellan uses his bite as a primary attack, adding 1-1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a darfellan normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at -5 attack). If the darfellan gets extra attacks by virtue of a high base attack bonus, he gets them only with his primary attack.
  • Echolocation: In the water, a darfellan can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. This grants the darfellan blindsense out to 20 feet, but this blindsense doesn't extend beyond the water. This vocalization also allows Darfellan to communicate normally while in the water in their native language.
  • Water Spell Power: A darfellan gains +1 caster level to spells with the Water descriptor.
  • Darfellan Rage (Ex): Once per day, a darfellan can enter a rage-like battle frenzy. He gains a +2 bonus to strength for a number of rounds equal to 3 + his constitution modifier. Entering this state is a free action.
  • Great Thirst: Darfellan require water more often than other humanoids. Darfellan normally drink twice as much as other humanoids (2 gallons per day in temperate climates, two or three times this in hot environments), and can only go a number of hours equal to his constitution score before making constitution checks to resist thirst.
  • Automatic Languages: Darfellan. The darfellan language heavily employs whistles, clicks, and other sounds not found in other languages, thanks to their unique vocal chords. This allows them to communicate effectively to anyone who understands darfellan as well underwater as on land.

The darfellans were once a peaceful race of hunter-gatherers who lived among the surf and sea stacks of forbidding coastlines. Then the sahuagin discovered them, beginning a century-long struggle that almost ended in the extinction of the darfellan race. The remaining darfellans are brooding wanderers who crave the chance to exact a final measure of vengeance against the sahuagin who wiped out their kin.

Personality: Darfellan are a peace-loving society. They enjoy company, and will usually welcome newcomers with a curious interest. They are a race of storytellers, and also enjoy jokes, songs, and dances. However they also value quietude, and it is not uncommon for a darfellan to take an extended period of time to himself, often at sea.

Physical Appearance: A typical darfellan has a muscular build with a broad back, powerful arms, and a wide neck and head. A darfellan stands over 6 feet tall and weighs nearly 200 pounds.

A darfellan's most striking feature is his or her jet-black skin, glossy and hairless, broken by varied white markings. The size, shape, and location of the white areas distinguish family groups and quickly identify an individual's heritage to other darfellans and those who know how to read darfellan markings. Occasionally individuals are born who are entirely black or, much more rarely, wholly white. Such births are always seen as portentous, and the children are destined to hold positions of importance among the people — whether they are so inclined or not. The appearance of an entirely white darfellan is taken as a sign of great events, and the people's history is filled with stories of the upheavals that followed such births.

Relations: Tribes of darfellan like to keep to themselves, but they have a relationship with the goliaths, who sometimes descend the west slopes of the mountains to trade for oceanic food, shells, or pearls. Occasionally a raptoran will fly over the mountains to explore. Lizardfolk, dusklings, and ahserati rarely if ever interact with the darfellan. The frontier races have yet to strike a continuous relationship.

Alignment: Darfellan can be of any alignment. Many darfellans have an affinity for chaotic alignments, valuing their freedom more than anything.

Lands: Darfellan communities dot the coastlines beyond the mountain range. They live in small fishing villages and spend nearly as much time on or in the water as they do on land. Darfellans wandering the seas of the world are careful to say little of their shoreline homes. Some darfellan communities are more secreted away than others, preferring the safety of sea caves over wooden huts on the shore.

Religion: Darfellan authority is defined mostly by age, and villages are generally ruled by the eldest chief or shaman. Darfellans believe that tribal organization will continue until a darfellan known in prophecies as the Deep Dweller emerges to restore the race to vitality. His or her appearance would immediately draw the allegiance of darfellans gathering from far and near, because the remaining darfellans regard tales of the Deep Dweller with messianic fervor. Darfellans also maintain a reverance of the ocean, and make offerings to the sea.

Language: The Darfellan language has many compound and multisyllabic words, so it can take a long time to say something. A mix of aggressive consonants, long vowels, whistles, and clicks gives the Darfellan tongue an animated, heavily enunciated quality.

Names: Akilu, Ekitilooit, Fee'itii!, Keitilili, Likiki!ta, Ootiliktik, Shooki!alui, Silooti!oo, Weililkoo. Darfellan often take water-based nicknames around other races so that their names can be understood.

Classes: Darfellan are often barbarians or druids. Darfellan spellcasters generally focus on spells with the theme of water, weather, or wind. Some darfellan become fighters, rangers, or rogues.

Adventurers: Darfellan normally don't like to leave the reassuring presence of the sea. A rare darfellan will head out into the world to seek adventure, avenge some wrongdoing to their people, or in search of some rare treasure. Like any race, some are simply prone to curiosity, greed, or thrill-seeking.

Character Options: A darfellan with barbarian levels can replace his darfellan rage with one extra daily use of the barbarian rage ability. Otherwise the darfellan rage bonus to strength stacks with the bonus gained from barbarian rage. Any feat that applies to barbarian rage can instead be applied to darfellan rage, and darfellan qualify for rage feats by virtue of darfellan rage. Any darfellan can therefore take Extended Rage, Extra Rage, Reckless Rage, Instantaneous Rage, Intimidating Rage, and so on (provided he meets any other prerequisites, applying the feats to his darfellan rage.

Water-Born Darfellan template
Water-born is an inherited template that can be applied to any darfellan.

  • Change type to Humanoid (aquatic). The aquatic subtype means a water-born darfellan can breathe underwater.
  • Amphibious: A water-born darfellan can breathe on land as well as in water.
  • Increase swim speed by 10 feet per round.
  • +2 dexterity.
  • Improved Darfellan Rage (Ex): When entering a darfellan rage, a water-born darfellan gains +4 strength instead of +2.
  • Bonus Feat: A water-born darfellan gains a bonus feat from the following list, whether or not he meets the prerequisites: Aquatic Combat, Aquatic Shot, Aquatic Spellcasting, Blackwater Invocation, Breathing Link, Flying Fish Leap, Rapid Swimming, Sahuagin Flip, Sanctify Water, Storm Magic, Swim-by Attack, Toothed Blow.
  • Level adjustment +1.
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