Joural
Whimsical elves filled with the powers of the elements.
RACIAL TRAITS
Average Height: 5’3”-5’10”
Average Weight: 130-170 lb.
Ability Scores: +2 to 2 ability scores of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elven, Joural Dialect
Skill Bonuses: +2 Arcana, +2 Nature
Elemental Bond:
Choose one of the four basic elements; air, earth, fire, or water. This becomes
your elemental bond and the bonuses you gain are chosen from that element.
Part of the Whole: You have resistance to the element of your
choosing of 5 + ½ level. This increases to 10 + ½ level at level 11 and 15 + ½
level at level 21. Air is resistant to force damage, earth is resistant to acid
damage, fire is resistant to fire damage, and water is resistant to cold
damage.
Glide (Requires Air): You gain invisible step as an encounter
power.
Earth Guard (Requires
Earth): You gain earth warden as
an encounter power.
Raze the Enemy
(Requires Fire): You gain fire flash
as an encounter power.
Purity (Requires
Water): You gain soothing mist as
an encounter power.
Elemental Soul: You
gain fury of the elements as an
encounter power.
Invisible Step Joural Racial Power
You fade away for a moment and a breeze blows past your
enemy. Too late he notices you are behind him.
Encounter ♦
Teleportation
Move Action Personal
Effect: Teleport
up to 5 squares. (see “Teleportation” page 286 of the Player’s Handbook I).
Earth Warden Joural Racial Power
The earth rumbles and slowly crawls over you, forming a
solid shield against oncoming attacks.
Encounter
Minor Action Personal
Effect: You gain
a +5 bonus to AC until the end of the encounter.
Level 11: +10
Level 21: +15
Fire Flash Joural Racial Power
With a smile, flames leap up around you and explodes to
your foes.
Encounter ♦ Fire
Minor Action Close
burst 2
Attack: Ability
modifier +2 vs. Reflex
Hit: 1d6 +
Ability modifier fire damage, 5 ongoing fire damage, and targets are blind
until the end of your next round (save ends).
Increase to +4 bonus and 2d6 + Ability modifier damage at 11th
level, and to +6 bonus and 3d6 + Ability modifier damage at 21st
level.
Special: When you
create your character, choose one of the ability scores as the score to use
when making attack rolls with this power. That is also the ability modifier you
will use for the damage. This choice remains throughout your character’s life
and do not change the power’s other effects.
Soothing Mist Joural
Racial Power
A gentle rain falls washing away all injury.
Encounter ♦ Healing
Minor Action Close
burst 5
(10 at 11th level, 15 at 21st level)
Target: You
or one ally
Effect: The
target gains regeneration 5 + half level until the end of the encounter. This
ability may be used up to 2 times per
encounter, but only once per round. The regeneration is increased to 10 + half
level at 11th level, and 15 + half level at 21st level.
Fury of the Elements Chordis
Racial Power
You glow with a white haze as you fill
yourself with power. That power is unleashed as a torrent of elemental fury on
your foes.
Encounter ♦ Acid, Cold,
Fire, Force
Minor Action Close
blast 3
Attack: Ability
modifier +2 vs. Reflex
Hit: 1d6 +
Ability modifier damage.
Increase to +4 bonus and 2d6 + Ability modifier damage at 11th
level, and to +6 bonus and 3d6 + Ability modifier damage at 21st
level.
Special: When you
create your character, choose one of the ability scores as the score to use
when making attack rolls with this power. That is also the ability modifier you
will use for the damage. This choice remains throughout your character’s life
and do not change the power’s other effects. The damage is determined by your
element; air deals force damage, earth deals acid damage, fire deals fire
damage, and water deals cold damage.
Through long study, patience and practice, the joural have come
to master the elements, and become a living part of them. Their love of magic
and study has granted them great knowledge and great power, and their search
for greater knowledge is insatiable.
Play a joural if you want…
♦ to be a
powerful elf imbued with the power of the elements.
♦ to be
wise, patient and powerful.
♦ to be a
member of a race that is flexible enough to be favorable for any class.
Physical Qualities
Joural are a variety of elf and have the standard features
of most elves; pointed ears, little body hair, slight, delicate, athletic
bodies, long delicate fingers and limbs, but joural aren’t very tall or very
large, standing just under 6 feet at their tallest. They also differ from both
their brethren and humans in their complexion and hair color. The joural tend
to reflect the element they have bonded with. Joural bonded with air tend to
have white, pale skin and long, fine silvery hair with eyes the color of a
summer sky or the color of an oncoming storm. Those who are tied to the earth
tend to have very earthy skin, like good fresh dirt or solid mountains, and
thick, curly green hair like leaves or grass, and very brown or gray eyes. The
quick fire joural have orange or red skin with long wavy hair that is also
either red or orange giving them the appearance of being living fire. Their
eyes burn bright red like hot embers. Finally, those joural who have bonded
with water have light blue or green skin, with long, fluffy hair that tends to
be green like sea foam. Their eyes range from green to blue as well, and can
change depending on their mood.
The joural
age as humans do, but can live to be nearly 1000 years old. They stay vital
even into old age.
Playing a Joural
The joural, like all elves on Joresch, are born of the
original elves; the valdis. However, when the ydris – the natural dragons – and
yurisai were born, a large number of elves became very interested in the new
workings of Joresch and began to study the magic involved. Eventually they
found what they were looking for, and some began to bond directly with Joresch,
gaining amazing new abilities and changing the elves forever. Joural are a very
curious group. They love knowledge and new things. They are incredibly
passionate about learning and can very nearly always be found in or running the
great libraries of the world. The largest concentration of joural reside in the
Academy of the World in Graywyn tending to the library there. Many others teach
and study in Q’omar.
They have no structured society nor
their own personal home. They are welcome in the elf home of Ha’tai Jyar, and quite
welcome among most elven society. However, while many live there and have
families there, they very nearly always tend to move out into the world to
search for more knowledge, settling wherever their fancy takes them. The joural
follow the laws of the valdis and the King and Council Aiyeen, but have little
interest in politics.
The Gods are a passing interest to
the joural. The Gods lived and some have died, and others have taken the place of the fallen, but they
are little more than academic interests to the joural. They follow the tenants
of Teyr laid down so long ago, and will occasionally pray to him or Gyllian,
but overall, they seek their own answers, their own truths, and their own paths.
Joural are a very lighthearted, fun
loving people. They have a great array of knowledge and wisdom and it has given
them a very optimistic outlook on life. They enjoy meeting new people and
making friends and are congenial and easy going and very pleasant people. While
they love to learn, they know that life is more than books and knowledge and a
good drink with good food and good people is always welcome. They love to
listen to and tell stories and will pass the time in a bar delighted with
nearly everyone they meet. A joural is a wonderful, warm, loyal and great
friend to have as an ally.
Joural
Characteristics: Brave, creative, curious, friendly, fun loving, loyal,
optimistic, wise
Male Names: Arten,
Belwyn, Cairne, Edren, Iolo, Korryn, Kyrlin, Londris, Menlo, Orryn, Perrin,
Quinn, Rennis, Sarren, Sora, Teyr
Female Names:
Alanna, Carra, Cyr, Dialla, Iren, Jennis, Kala, Kitren, Kyra, Liorus, Minara,
Nina, Qellis, Rina, Syrra, Tellana
Joural Adventurers
Three sample joural adventurers are described below.
Iolo is a
joural ranger who has spent his life learning all he can about the forests and
wild places of Joresch. He has started to see a pattern in many places;
creatures are becoming infected with a strange sickness that seems to be
turning them into shadow creatures. His investigations have led him to
Silverthal in Berem where he has met an adventuring group who has found the
same trouble. One of their own seems to be infected and together they set off
in search of a cure and the culprit behind the mysterious illness.
The
elements are Kala’s greatest ally and weapons. She thrills in her elemental
powers and is constantly looking for better ways to hone her skills. She
enlisted in the ranks of the forest guard in her home. She found pride and a
great thrill in her work, protecting her friends and family from bandits and
dangerous animals that might find them. One day a darkness descended on her
forest home, and soldiers surged through, burning everything as they moved. They
were led by a dark woman who wielded great arcane power. Though her allies were
strong, they were easily dispatched by this army as they moved through. Kala
herself was thrown to the ground, badly injured. A soldier moved to kill her,
sword at her throat, but before he could react, he was torn in two and thrown.
A gigantic black kasoev moved over her, tearing through the rest of the army
and calling out the woman in charge. Kala blacked out, but when she came to,
she was being cared for by a white lycan woman with a scar. She was with the
dragon, chasing this strange army that had destroyed her home. The lycan
invited Kala to join them at Q’omar, where she could gain more power and
knowledge, and perhaps, one day, avenge those who had been taken from her.
Alanna
cannot recall the last time she had a humanoid form. She was infected, long
ago, with a strange sickness; a disease that has been eating away at her,
tearing at her mind, body and soul. When her father was murdered before her
eyes, she leaped upon the intruder, tearing a chunk out of his flesh. The man
got away, but she has chased him, tracking him with her druid abilities. Since
that day the sickness has taken her, and dark scars have formed under her eyes.
She feels the need to hunt, to feed, to kill for the simple thrill of it. She
know that man must have a cure for what ails her, and she will not stop until
she is free from the sickness, and her father’s murderer is dead and paying for
his sins.
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