Salamander (Race)

Salamanders are a playable race in the Gigaverse, primarily native to islands all over the planet.

Not to be confused with the amphibians with the same name, Salamanders are a type of Fae that have control over fire. They are usually found living among Coastal Elves, though they can be found on just about any coast in the world.

Appearance
Salamanders are small in stature, with straight black hair and scaly skin in varying colors, resembling their animal counterparts. They have bright, colorful, angled eyes in a wide range of colors that almost seem to sparkle. Salamanders have round faces with somewhat flat features. They have tails and gills, similar to an axolotl,

Council
Salamanders have no council, as they live in areas which fall under the jurisdiction of the Coastal Elf council, whom they live with peacefully. They tend to stay out of political affairs altogether, sticking closely to their magical lives and refusing influences of the outside world.

Culture
Salamanders live in tribes that appear outwardly friendly; however, they tend to be very critical of the mainlands. They hold their culture close to their hearts, often using tribal dances to borrow power from the Gods. It is said that the most powerful Salamanders hold control over cold fire, and though very few are known to exist by birth, it is possible for a Salamander to work up to having such power.

Because Salamanders tend to be very secretive to outsiders, there is very little known about their cultures and practices. While Coastal Elves are usually allowed to participate in their culture, they are only permitted to do so after vowing secrecy.

Stats
Stat Bonus: Dexterity +2, Intelligence +1, Charisma -1

Skill Bonus: +2 Nature, Medicine, and Insight. -1 Survival and Intimidation.

Speed: Base land speed depends upon size

Weapon Proficiency: Spears, quarterstaff.

Automatic Languages: Common, Elvish.

Favored Class: Druid, Monk, Mage.

Appearance
Size: Small to Medium (3'0 ~ 5'5, 45lbs ~ 450lbs)

Stance: Bipedal

Features
Iron Anemia: Take maximum damage with weapons forged from cold iron.

Dance of the Ancients: Can only be performed once a day. Take two turns to dance, summoning power from one of three gods. Roll a d8 to decide. Even numbers, excluding 8, summons Ka’Aji. Heals entire party for whatever number is rolled times two. Odd numbers summons Mahi. Add whatever number is rolled times 2 to your hit until end of battle. Rolling an 8 summons The Great Ancient. Fire rains down from the sky, doing 16 damage to each enemy.

Faerie Fire: Costs Mana. Deals elemental damage. Can not be used in succession and can only be used three times per battle. Roll a d6 for damage.