Dweller

A Dweller Weapon Master

A young and uplifted primitive species, depedent on humanity for survival and growth in their society.

## Background

A primitive race barely at the brink of consciousness. That ‘s how humans first found them, The Dwellers. Quickly, due to human interference and experimentation, their intelligence grew quickly as did their numbers.

Their primitive society dwelling in the many caverns and mines of Marhara have become both a tool and obstacle to human settlers.

#### Primitive Cave-Dwellers

Decades have passed, and the Dwellers have passed the point of learning to use tools and fire, to crafting advanced gear and forming their own culture.

Their short lifespan and quick metabolism have made them numerous, often using their stone spears and bows to fight for the limited food supply in the caves. However, they prefer to live in peace if not provoked and if possible.

Some Dwellers are sophisticated or fortunate enough to have iron weapons and luxurious dwellings. Usually, those are the Dwellers that learn to communicate and trade with humans will nurture this relationship, understanding the benefits of trading with the humans. They are often hired by humans to work in the mines or find special specimens in the forests and caves of Marhara.

#### Pantheon of Nature

A cause of the general good relationship with the humans is that the Dwellers often associate or confuse the humans with their creator, which they rightfully understand to have been a human, according to their campfire stories told by their many priests and druids. Cave drawings of this ‘Blesser of Life’ have been worshiped by generations of Dwellers, and their power recognized by the Dwellers.

A doctor named Hanzo made good use of this confusion, uplifting himself as the Masiah to this species, allowing him to single handedly lift the species up by his interferance.

#### Blessing of Life

The Blessing of Life, as the Dwellers seem to call it, is a gift that all Dwellers innately can use to restore and revitalize life. This makes them excellent healers. Scientists have pointed out this is a special type of saliva generated in some of their exterior glands.

They believe if they do unnecessarily harm to another, the Blesser of Life might revoke this gift from their species as a whole.

## Dweller Traits

* ***Age***. Dwellers reach adulthood after 10 years and can, biologically, live up to 35 years.
* ***Tags***. You are tagged as biological, as alien and as humanoid.
* ***Alignment***. The Dwellers are usually good or neutral aligned, and more neither purely chaotic nor lawful.
* ***Size***. The Dwellers are shorter than most humans, usually about 5ft tall and 2 ft broad. Their size is small.
* ***Hit*** ***Points***. Your starting hp equals to 10 plus your constitution modifier, plus 1 hit point per level beyond the first.
* ***Speed***. Your base walking speed is 30ft per round. Your climbing speed is the same.
* ***Languages.*** You can speak english and deepspeech.
* ***Ability*** ***Score*** ***Increase***. Your Wisdom score increases by 2.
* ***Skill Proficiency***. You gain proficiency in the *Medicine* or *Survival* skill.
* ***Perfect Dark Sight***. You can see colors perfectly in darkness, up to as far as you can see.
* ***Blessing of Life***. Once per sleep-rest, you can heal a biological creature that you can touch for 1d4 + Wisdom modifier hit points.
* **Tribal Medicine.** Pick one archetype. For each feature in that archetype, add 1 extra Biotic Class Point**.**
* ***Natural Mastery***. You gain 2 extra Feature Points which you may spend in one of the following archetypes: Ranger, Weapon Master, Beast Master, Doctor or Herbalist. If you take a feature using these points, it does not count to your archetype maximum.

                           ~Dikkbott ┗(･ω･;)┛;