Fawn

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Fawn tend to be peaceful and avoidant of other mortals. Fawns typically live in solitary secret villages cut off from the rest of the world. Fawns who do live with other types of mortals often feel like they have to prove themselves to them, as many people dismiss their peaveful and kind nature as weakness.

Physical description

Fawn have the upper half of a humanoid woman, with a single horn, and animal ears on their head. Fawn's lower half appears like hoofed animals, most commonly horses (making Fawns the only creature in Eradun that can have horse like freatures in the current era) but they can also have features of animals such as goats, deer, elk, ect.

Common Social Structure

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Relations With other mortals

Most Fawn are really shy and standoffish around other mortals, this had lead to most other mortals dismissing fawns as helpless. This leads Fawn who have more outgoing personanlites or bigger ambitions to have more of a uphill battle to feel a sense of belonging.

Common Temperament

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Reasons to Adventure

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Common Names

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Pathfinder Traits and Abilities

Standard Racial Traits:

10 RP

Ability Score Modifiers: +2 to Dex, +2 to Wis, -2 to Int

Size:Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed: Base speed of 40 feet

Jumper: Fawns are always considered to have a running start when making Acrobatics checks to jump.

Sprinters : Fawn gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Gore attack: Fawns are known for their big horns, and gain a Gore attack that does 1d6 P as a primary attack.

Natural kindness: Fawns a +2 racial bonus on Diplomacy checks and Sense Motive checks.

Light Mana Sorcery: Fawns gain a +1 bonus to the DC of any saving throws of good or light descriptos spells that they cast.

Fawn with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):

1/day—dancing lights, speak with animals, Detect Evil. The DC is equal to 10 + the spell’s level + the user’s Charisma modifier.