Malazan Book of the Fallen
The Dal Honese live in southern Quon Tali on the Dal Hon Plains. This racial subgroup is made up of various tribes spread across the continent. Their skin tones range from light crown to a black so deep it is often described as “onyx.” Members of the southern tribes tend to be shorter and more muscular while those from the northern tribes are tall and willowy.
- Ability Score Racial Traits:
- Size: Dal Honese are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Dal Honese have a base speed of 30 feet.
- Languages: Dal Honese begin play speaking a Dal Honese (both a general trade tongue and a dialect specific to their tribe of origin) and Malaz . Dal Honese with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
- Bonus Feat: Dal Honese select one extra feat at 1st level.
- Skilled: Dal Honese gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Eye for Talent: Dal Honese have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
- Heart of the Sea: Dal Honese born near the sea are often drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
- Heart of the Slums: Dal Honese who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
- Heart of the Streets: Dal Honese from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
- Heart of the Wilderness: Dal Honese raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
- Mixed Hertiage: Often Dal Honese life is defined by more than one characteristic. A Dal Honese with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
- Barbarian: Add a +1/2 bonus to trap sense.
- Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
- Cavalier: Add +1/4 to the cavalier’s banner bonus.
- Fighter: Add +1 to the Fighter’s CMD when resisting two combat maneuvers of the character’s choice.
- Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
- Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
- Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
- Rogue: The rogue gains +1/6 of a new rogue talent.
- Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.