Difference between revisions of "User:The bluez in the in the dungeon/Zarafah"

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|specialtype2=Ex
 
|specialtype2=Ex
  
|specialtext3=When creating a nekroom, select, with the consent of your DM, one organic race with LA 0. You choose a single racial trait from the race and gain it for yourself. If the trait is especially minor, you DM might allow you to take another of similar impact. You vount as a member of the host race for the purpose of requirements. A nekroom has a +2 to [[Disguise]] check to impersonate the host's race.
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|specialtext3=Zarafah's minds allow them to sense perceive magical or psionic sensors, such aa those from divination or clairsentience.
|special3=Host Corpse
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|special3=Mind's Eye
|specialtype3=
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|specialtype3=Su
  
|specialtext4=Thrice per day, as a standard action that doesn't provoke, they can release special spores that affect mindless, corporeal undead. The spores works as the [[SRD:Cleric#Turn_or_Rebuke_Undead|Turn and Rebuke Undead]] feature of a cleric. The nekroom makes a [[SRD:Turn_or_Rebuke_Undead|control check]] (1d20 + their HD + their Int or Wis modifier) against the resistance check of the undead (1d20 + their HD + any resistance they may have). Undead that fall under the effects your Controlling Spores are, at your choice, either [[SRD:Turn_or_Rebuke_Undead|turned, rebuked, commanded, have their turning dispelled or be bolstered]] (they can't be destroyed by this effect), even changing the effect each round it mantains control, as a standard action. The effect lasts until maintained or a maximum of one hour per HD the nekroom has, whichever comes first. The range is infinite, except across planes, but obviously if they can't see the controlled undead they can't make them react properly. The trait otherwise works as the class feature and uses the nekroom's HD instead of cleric level, but it doesn't count as Turn/Rebuke for requirements.  
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|specialtext4=Zarafah gain 1 bonus [[SRD:Power Points|power points]] at 1st level. This benefit does not grant them the ability to manifest [[SRD:Powers|powers]] unless they gain that ability through another source, such as levels in a psionic [[SRD:Class|class]].
|special4=Controlling Spores
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|special4=Naturally Psionic
|specialtype4=Su
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|specialtype4=
  
|specialtext5=At will, nekroom may reproduce the effect of the [[Dust to Dust (3.5e Spell)|''dust to dust'']] spell, with a casting time of a minute.  
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|specialtext5=Having a secondary mind aids zarafah to better perceive their surroundings and read people. They gain a +2 racial bonus to [[Listen]], [[Sense Motive]] and [[Spot]] checks.
|special5=Touch of Decay
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|special5=Heightened Senses
|specialtype5=Su
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|specialtype5=
  
 
|autolanguage=Common, [[Expanded_Languages_(3.5e_Other)#Necril|Necril]]
 
|autolanguage=Common, [[Expanded_Languages_(3.5e_Other)#Necril|Necril]]

Latest revision as of 16:52, 24 June 2024

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Author: the bluez in the dungeon (talk)
Date Created: 3rd August 2023
Status: Complete
Editing: Clarity edits only please
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Nekroom[edit]

Corpses reanimated by fungal spores to a new, almost undead, life.

Personality[edit]

Nekrooms are serious and somber people, who may seem strange, cold and distant to other folks, but they simply work differently from most races and have no biological or social need for strong emotions. They are, instead, more concerned with survival and study, as their nature makes them very hated, and the mistery of their origin drives them to learn more.

Physical Description[edit]

Nekroom are a disturibing race, which come from sentient fungi that parasitize corpses to gain higher functions. They attack themselves to cadavers of intelligent races and reanimate it, gaining control over the body.

Their aspect is the same as their host race, just rotten (but not too much) and covered in fungal growth that substitutes those functions no longer available to the host. The corspe must not be too much decomposed and the spores help revitalize it and make it move and act almost as it did in life.

Their cognitive function and memories are all gone though, replaced by the fungi's will.

Relations[edit]

Most folks avoid them, due to their connection with undead, and most antagonize them as they look like zombies, and especially if they took their neighbour's body.

They tend to live alone or in small communities of nekrooms, usually surrounded by mindless undead.

Alignment[edit]

They disregard moral alignments, but most can be considered neutral, lawful, evil or any combination of these.

Lands[edit]

They live among other people, especially humans and elves, performing, usually, the role of courtesans, companions, service workers and healers. They live preferably in urbanized area, usually small towns or cities.

Religion[edit]

Not very religious, some nekrooms pay respect to death deities, but most are only concerned to discover their origin.

Language[edit]

They know Necril to communicate among themselves and with undead, but learn Common to at least try talk to other races.

Names[edit]

Their names are usually descriptive of their physical aspect or their intellectual accomplishment. They prefer to use Necril for their names.

Racial Traits[edit]

  • +2 Intelligence, -2 Constitution: They have incredible intellect, but their unique powers and physiology subtract much from their health.
  • Humanoid (Anthro, Psionic): They are giraffe-like humanoids, who developed psionic powers. 
  • Medium: As a Medium creature, a zarafah has no special bonuses or penalties due to its size.
  • Zarafah base land speed is 30 feet.  
  • Elongated Mind (Su): Despite being giraffids, they lack the typical long neck (though they still have a longer neck than most creatures). Instead, they possess a mind that extends outside the confine of their physical body, providing them with enhanced mental prowess. This feature gives them a +2 racial bonus on Will saves and allows them to act partially as if under the effect of the schism power. They may use a swift action to spend one power point to fully manifest their second mind for one minute. This gives them the ability to roll two times a Will save and choose the better result (though this immediately ends the effect). They also may take an extra swift action to make a mental action when the elongated mind is manifested, in addition to their normal action routine, though they may not use it to manifest powers or cast spells. 
  • Giraffe Tongue (Ex): Their tongue acts as the giraffe tongue graft. 
  • Mind's Eye (Su): Zarafah's minds allow them to sense perceive magical or psionic sensors, such aa those from divination or clairsentience. 
  • Naturally Psionic: Zarafah gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class
  • Heightened Senses: Having a secondary mind aids zarafah to better perceive their surroundings and read people. They gain a +2 racial bonus to Listen, Sense Motive and Spot checks.
  • Automatic Languages: Common, Necril
  • Bonus Languages: Any, except for secret ones
  • Favored Class: Cleric or Wizard (Necromancer)
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Options[edit]

Feats[edit]

Observant Spore

Spore-Plagued Servant

Spore Touch

Superior Touch of Decay

Pathfinder Options[edit]

In Pathfinder games, nekrooms have a +2 to Intelligence and Wisdom.


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