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Fensir

Fensir, also called Ysgardian trolls, frequent the first and third layers of Ysgard. Despite their name, they are nothing like prime material trolls. Fensir wear only simple clothing. While some are hideously ugly, many fensir have a basic human appearance. They have larger ears and noses than humans, and have grey-brown, earth-coloured skin. Their skin is tough and leathery. Fensir average between 6 and 8 feet in height, although female rakka regularly exceed that norm (see below).

Fensir generally mind their own business, and keep to themselves. Bariaur often consider the fensir to be wise healers. Lillendi have some animosity toward the fensir, who sometimes kidnap the lillendi. This is probably because of the rumour that the blood of a lillend is necessary for the restorative potion to turn a sun-touched fensir to flesh.

Like the bariaur, another Ysgardian PC race, fensir males and females have different roles and abilities. However, unlike the bariaur, it is the male fensir who are the spiritual and intellectual leaders, while females are the strong protectors. When a female fensir has her first litter of young, she becomes a rakka or devourer. She eats continuously, and continues to grow, often up to a height of 20 to 25 feet. All rakka die a few years after this growth. If a fensir PC ever becomes a rakka (an unlikely event), she becomes an NPC controlled by the DM.

ABILITY ADJUSTMENTS: Female fensir have a +1 bonus to Strength and Constitution, and a -1 to Intelligence and Charisma. Male fensir, on the other hand, gain a +1 bonus to Dexterity and Wisdom, and have a -1 to their Constitution and Charisma scores.

SPECIAL ABILITIES: All fensir have infravision to 60 feet. Their thick hide gives them a base AC of 8, and their stony fists do 1d4 damage per hit. Female fensir may spend a weapon proficiency in stone throwing. This allows them to hurl boulders up to 200 yards for 2d6 damage per hit. Male fensir often fancy themselves as great hunters, but their skills are fair at best, and the females actually provide the vast majority of food for the fensir family. Fensir males can cast transmute rock to mud and transmute earth to stones (which creates perfect throwing boulders for the females) up to 3 times a day total. Male fensir may purchase the herbalism proficiency at half the regular proficiency slot cost.

SPECIAL HINDRANCES: If a fensir is ever exposed to direct sunlight for more than a single round, he turns to stone. Usually, this is a permanent situation for the unfortunate fensir. PC fensir can be considered one of a lucky few for whom this is not the case. When the fensir is again out of the sunlight, whether he is moved or if it becomes night, he may make a system shock roll. Success means he returns to flesh. Failure means he is stuck in this form, and stone to flesh spells are ineffective. The only known cure is a complicated extract of mandrake root brewed under a new moon by a fensir. Fortunately, most fensir know how to brew this potion. A sunray spell allows a fensir to make a saving throw to avoid transformation. If a fensir survives contact with sunlight or a sunray spell, she must save vs. paralysation at -4 or flee in terror for d6 rounds.

Fensir may be any non-lawful alignment (most are chaotic neutral or chaotic good).

CLASS OPTIONS: Female fensir may be fighters, thieves, or fighter/thieves. Male fensir can be fighters, rangers, mages, clerics, thieves, and bards (on very rare occasions). They may also be multi-classed as fighter/wizards, ranger/wizards, cleric/wizards, or thief/wizards.


Vital Statistics

ABILITY REQUIREMENTS (before ability adjustments are added or subtracted):

STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA

FENSIR MALE

6/18
8/18
8/18
6/18
12/18
3/16

FENSIR FEMALE

13/18
3/18
10/18
3/18
3/17
3/15

ABILITY ADJUSTMENTS

STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA

FENSIR MALE

-
+1
-1
-
+1
-1

FENSIR FEMALE

+1
-
+1
-1
-
-1

AVERAGE HEIGHT AND WEIGHT

HEIGHT
WEIGHT

BASE
MODIFIER
BASE
MODIFIER

FENSIR

70/72
2d12
140/160
5d10

AGE

STARTING AGE
MAXIMUM AGE

BASE
MODIFIER
BASE
MODIFIER

FENSIR

17
2d4
250
2d100

AGING EFFECTS

MIDDLE AGE*
OLD AGE**
VENERABLE***

FENSIR

125
160
250

( * -1 Str/Con; +1 Int/Wis, ** -2 Str/Dex, -1 Con; +1 Wis, *** -1 Str/Dex/Con; +1 Int/Wis)

LEVEL LIMITS

FIGHTER
RANGER
PALADIN
WIZARD*
CLERIC
DRUID
THIEF
BARD
PSIONICIST

FENSIR MALE

10
8
n/a
15
10
n/a
10
5
n/a

FENSIR FEMALE

14
n/a
n/a
n/a
n/a
n/a
8
n/a
n/a

(* Or specialist if applicable)

RACIAL ADJUSTMENTS FOR THIEVES

PP
OL
FRT
MS
HS
DN
CW
RL

FENSIR

-10%
-
-
+5%
+5%
+10%
-10%
-

Copyright 2000 by Greg Jensen


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