Banderkin are a versatile race of small monkey-like humanoids. They are curious by nature and extremely sociable, always integrating with other races. Banderkin have a long, monkey-like, prehensile tail which operates as a third hand. Banderkin exist primarily as a society along the Sapphire Coast and have various scattered civilizations, however, they are well integrated with other races and are spread across Eraynia.
Banderkin are at their best when multitasking, often accomplishing different tasks at the same time with the aid of their tails. Their minds are able to focus on two or three things at once, and their speech is often fast and shifts topics rapidly. This is a curiosity to other civilized races and sometimes appears as if the banderkin were scatter-brained. They are, however, extraordinarily focused on two or more things.
Banderkin have an insatiable appetite for knowledge of other cultures and travel far and wide to learn about them. They seemingly have no concept of racial bigotry and often make a contest out of befriending as many different races as possible. While banderkin are innately interested in other cultures, they don’t often interpret the social customs of others in the same way. Banderkin have a tendency to not respect the privacy of other races, not in a malicious way, but merely out of ignorance of custom. Banderkin often make themselves at home in private areas, and can often be seen climbing all over the architectural structures of other races. In large cities, they hang from awnings and windows and will just as likely sit on top of the tavern’s bar as at a table. This type of behavior is more tolerated in regions where the banderkin have become integrated, but frowned upon in more isolated areas.
Banderkin prefer minimal, simple clothing. This comes from their native origins in warm regions and allows them better freedom of movement.
Banderkin stand about 3 feet tall in height and weigh an average of 35 lbs. They typically have tanned skin and the hair atop their heads extends along the sides of their face to the jawline on both men and women. They have a very acute sense of sight, smell, and hearing, and have broad, pointed ears that can be rotated in the direction of sound, but are often pointed downward in ordinary situations. They have soft fur along their forearms, shins, feet, shoulders, and chest that is usually shades of brown, golden, or grey in color. Banderkin have long, thin, flexible arms that help them to climb and grip. Their legs possess an extra, reverse joint between the knee and ankle, resulting in their stance resembling that of a cat. They use these powerful legs to leap to great heights. Finally, banderkin possess a roughly 3-foot long, prehensile tail that they use both for climbing and to accomplish nearly any task other bipedal races utilize their hands for. They can often be seen eating, playing instruments, or operating tools with their tails.
Banderkin are native to the warmer regions of Eraynia, and most prominently, the Sapphire Coast and the Talurian Wilds. Their towns and villages are small in comparison to the taller civilized races but they operate similar social structures and economies. Most banderkin societies are lead by a council of elders. Though proud of their homelands and comfortable there, many banderkin choose to travel and integrate with other cultures.
Banderkin are excellent craftspeople and their trinkets are valued all across Eraynia. While not overly proficient in smithing and metallurgy, the are adept shapers of soft metals and wonderful woodcarvers. Magic is valued in their society, and banderkin wizards and sorcerers are actually quite common and prized, but rarely do they attain the level of greatness and proficiency in arcane magic as other races.
Banderkin are natural diplomats and social creatures. Though some races find them to be an annoyance or have awkward feelings towards them, banderkin do not reciprocate these prejudices. While they recognize that some races present a threat,rarely do banderkin focus on the differences between themselves and other species. They will treat a dwarf the same as an elf, and often seemed confused by the racism viewed among other cultures. Banderkin do not exhibit this trait with a sense of superiority; rather, they seem innately incapable of comprehending racial hate.
Alignment and Religion:
Banderkin tend toward Good and Chaotic alignments in keeping with their social nature and unpredictable behavior, but evil banderkin are not unheard of, and disciplined banderkin monks can found in the Kijaru region.
Banderkin often choose classes that highlight their social nature such as bards and clerics. Their agility makes them great rogues and their affinity with the outdoors results in many banderkin druids and rangers, who benefit especially from the race’s proficiency with multiple weapons. Banderkin are curious about and often take up magic, and though it would seem that their ability to concentrate on multiple things would be an asset in that field,few banderkin wizards and sorcerers attain high levels because their natural curiosity tends to draw them to other pursuits. Banderkin fighters focus on light weapons and speed. Barbarians and paladins, though, are extremely rare.
Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.
Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.
Standard Racial Traits
Ability Score Racial Traits:
Banderkin are agile and often very friendly. Their prehensile tail lends a lot to their overall speed and flexibility. Though irritating to some, they do their best to make diplomatic relations with other races. Their small size, however, results in their being somewhat frail creatures. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Banderkin are small creatures and thus receive no bonuses or penalties due to their size.
Banderkin are Humanoids with the banderkin subtype.
Banderkin have a base speed of 20 feet.
Banderkin also have a climb speed of 20 feet.
Banderkin begin play speaking Common and Banderkin. Those with high Intelligence scores can choose any language they want (except secret languages, such as Druidic).
Feat and Skill Racial Traits
- Sure-Footed: Banderkin receive a +4 racial bonus on Acrobatics and Climb checks.
- Multidexterous: Banderkin are adept at using their prehensile tail as a third hand. Owing to this and the banderkins’ naturally multitasking mind, they can thus accomplished many tasks other races cannot. At the DM’s discretion, a banderkin may attempt two different actions in the same round, though with a reduced chance of success. Examples include picking a lock while fighting, climbing while shooting a bow, or playing two instruments at once.
In order to accomplish this, the player must succeed at a concentration check,
followed by both skill checks with penalties, as follows:
- Combined task is challenging- Concentration DC 20, -4 to both checks
- Combined task is extremely hard- Concentration DC 24, -6 to both checks
- Combined task is near impossible- Concentration DC 28, -8 to both checks
If the Concentration check fails, the banderkin loses its action for the round.
- Two-weapon fighting: Banderkin learn at an early age to employ their three appendages in combat. They gain Two-weapon fighting as a bonus feat, and qualify to take the Multi-weapon fighting feat, assuming they meet the Dexterity requirement.
Senses Racial Traits
- Keen Senses: Banderkin receive a +2 racial bonus on Perception checks.