Difference between revisions of "Nerubian (3.5e Race)"

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{{author
 
{{author
|author_name=Nari Mortem<!-- Insert your name here. -->
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|author_name=Nari Mortem
|date_created=27 Jan 2016<!-- Insert date here. Month Day Year. -->
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|date_created=27 Jan 2016
|status=incomplete<!-- Insert idea's status here. -->
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|status=complete
|isnotuser=I'm not a user<!-- if you have a username for this wiki delete this parameter-->
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|isnotuser=I'm not a user
 
}}
 
}}
  
==Nerubian<!-- Insert Race Name -->==
+
==Nerubian==
 +
[[File:Nerubian_face.jpg|thumb|Nerubian]]
 +
The Nerubian had a complex social organization, like ants or bees. The function of each individual was predetermined by genetics, as well by the subspecies they belonged to. Different types of Nerubian are referred to as castes with a life-long occupation and responsibility in society. 
  
[[Summary::<!-- Write a short one or two sentence summary of your race here. This will show up on the navigation page.-->The Nerubian had a complex social organization, like ants or bees. The function of each individual was predetermined by genetics, as well by the subspecies they belonged to. Different types of Nerubian are referred to as castes with a life-long occupation and responsibility in society. 
+
[[Summary::This is just a variant rules for a basic type of Nerubian species. Nerubian of this type are most commonly workers, warriors and hunters, and in addition they have all the recognizable features of the entire Nerubian race.]]
This is just a variant rules for a basic type of Nerubian species. Nerubian of this type are most commonly workers, warriors and hunters, and in addition they have all the recognizable features of the entire Nerubian race.]]
 
  
 
===Personality===
 
===Personality===
  
<!-- Insert here how your race tends to act in a normal day. -->Most Nerubian are busy with daily affairs of their communities and affairs concerning the restoration of their heritage. An average Nerubian works to rebuild their broken kingdom, bearing in mind the idea that some day their race will rise and once again stand tall.  
+
Most Nerubian are busy with daily affairs of their communities and affairs concerning the restoration of their heritage. An average Nerubian works to rebuild their broken kingdom, bearing in mind the idea that some day their race will rise and once again stand tall.  
 +
 
 
Young Nerubian also frequently leave their homes in search for new knowledge on philosophy, magic and science.  
 
Young Nerubian also frequently leave their homes in search for new knowledge on philosophy, magic and science.  
 
Adventurers, traders and explorers can also be found among older Nerubian, because in spite of the natural isolation of Nerubian’s communities they do need to communicate with the outside world.
 
Adventurers, traders and explorers can also be found among older Nerubian, because in spite of the natural isolation of Nerubian’s communities they do need to communicate with the outside world.
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===Physical Description===
 
===Physical Description===
  
<!-- Insert here your race's average height, weight, skin color, eye color, and other such physical features which might include forms of common clothing, typical gear, and posturing. -->Average Nerubian is of the same height as an average human, but its length is much bigger. Standing on six thin chitinous legs, each of them ending with a single spike, these arachnids share traits of a centaur in the fact, that the upper part of their body is humanoid. With two arms with  two long-clawed fingers, an eight-eyed spider face  and a series of mandibles only useful for eating, Nerubian are vastly different from most other races.
+
Average Nerubian is of the same height as an average human, but its length is much bigger. Standing on six thin chitinous legs, each of them ending with a single spike, these arachnids share traits of a centaur in the fact, that the upper part of their body is humanoid. With two arms with  two long-clawed fingers, an eight-eyed spider face  and a series of mandibles only useful for eating, Nerubian are vastly different from most other races.
  
 
===Relations===
 
===Relations===
  
<!-- Insert here how your race gets along with other races and detail why. -->Few beings are aware of Nerubian's existence. During their contacts with other races they are often mistaken for unintelligent abominations, leading to hostilities with ignorant individuals, who portray them as monsters, or those hasty to attack. A growing need for supplies however forced them to open trade relations with any race willing to do business, but they nonetheless tend to sticking to the shadows.
+
Few beings are aware of Nerubian's existence. During their contacts with other races they are often mistaken for unintelligent abominations, leading to hostilities with ignorant individuals, who portray them as monsters, or those hasty to attack. A growing need for supplies however forced them to open trade relations with any race willing to do business, but they nonetheless tend to sticking to the shadows.
  
 
===Alignment===
 
===Alignment===
  
<!-- Insert here the alignment, if any, your race chooses the most often. -->Nerubian are almost never good or chaotic.
+
Nerubian are almost never good or chaotic.
  
 
===Lands===
 
===Lands===
 +
[[File:Nerubian_lands.jpg|frame|right|Azjol'Nerub by Peter Lee]]
 +
In the world of Azeroth, all Nerubian hail the underground kingdom, located deep in the frozen continent of Northrend. This kingdom is known as Azjol'Nerub.
  
<!-- Insert here the areas your race feels most comfortable living in. You may wish to include information on their cities or culture as well. -->In the world of Azeroth, all Nerubians hail the underground kingdom, located deep in the frozen continent of  Northrend. This kingdom is known as Azjol'Nerub.
 
 
As a result of the war and occupation, many Nerubian were forced to leave native world in pursuit to save their lives and the lives of their scions. Using scientific achievements of their race, many Nerubian left the Azjol'Nerub with large clutches of eggs. The descendants of these escapees settled in many worlds, preferring the deep cold cave for creating small communities.
 
As a result of the war and occupation, many Nerubian were forced to leave native world in pursuit to save their lives and the lives of their scions. Using scientific achievements of their race, many Nerubian left the Azjol'Nerub with large clutches of eggs. The descendants of these escapees settled in many worlds, preferring the deep cold cave for creating small communities.
  
 
===Religion===
 
===Religion===
  
<!-- Insert here the Religion(s) your race practices. -->Nerubian understanding of life is huge and so they produced a lot of literature on philosophy and arcane lore.
+
Nerubian understanding of life is huge and so they produced a lot of literature on philosophy and arcane lore.
 +
 
 
Naturally fierce mind and will of Nerubian is always dedicated to wiping out anyone wishing to conquer them. So any religion and any worship are completely alien to them.
 
Naturally fierce mind and will of Nerubian is always dedicated to wiping out anyone wishing to conquer them. So any religion and any worship are completely alien to them.
  
 
===Language===
 
===Language===
  
<!-- Insert here the Language(s) your race speaks. Languages are capitalized, such as Common, Giant, and Abyssal. -->Common, Nerubian, and any bonus languages.
+
Common, Nerubian, and any bonus languages.
  
 
===Names===
 
===Names===
  
<!-- Insert the way your race acquires names. You may wish to include sample names as well. -->Nerubian speak by means of vibrating a version of vocal cords in their necks. Their mandibles produce sounds that are unattainable for non-insect creatures. Nerubian have an exotic combination of vowels and consonants that sound like clicks and squeaks. Common feature o their language one can find is in a specific syllable «zj».  
+
Nerubian speak by means of vibrating a version of vocal cords in their necks. Their mandibles produce sounds that are unattainable for non-insect creatures. Nerubian have an exotic combination of vowels and consonants that sound like clicks and squeaks. Common feature o their language one can find is in a specific syllable «zj».  
 +
 
 
For example personal names: Hazu'Asnab, Azhuul'Mehab, and Krik'thir or place names: Azjol'Nerub, Ahn’Qiraj or Azj’Aqir.
 
For example personal names: Hazu'Asnab, Azhuul'Mehab, and Krik'thir or place names: Azjol'Nerub, Ahn’Qiraj or Azj’Aqir.
  
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{{3.5e Racial Traits
 
{{3.5e Racial Traits
|name=Nerubian<!-- The name of your race. -->
+
|name=Nerubian
  
<!-- If your race does not have any racial attribute modifiers, delete the attrib lines below. Otherwise, place one attrib modifier per line. -->
+
|attribbonus1=+4
|attribbonus1=+4<!-- "+2", "-2", or appropriate racial attribute modifier. -->
+
|attrib1=Intelligence
|attrib1=Intelligence<!-- The attribute that the bonus applies to. Options include single attributes like "Strength", selectable options like "Strength or Constitution". If the bonus can be applied to any attribute, leave this entry blank or delete it entirely. -->
 
  
<!--Additional attrib lines are available, from 2 through 6. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race. -->
 
 
|attribbonus2=-2
 
|attribbonus2=-2
 
|attrib2=Charisma
 
|attrib2=Charisma
Line 67: Line 70:
 
|attrib4=Strength
 
|attrib4=Strength
  
|attribfluff=<!-- Fluff about why the race has the modifiers they do. Can also hold weird modifiers not supported above, but they will not appear on the nav page without specialized formatting. Not required. -->
+
|type=Monstrous Humanoid
 
+
|typefluff=Nerubian are not affected by spells and spell-like abilities that target humanoids only, such as "hold person".
|type=Monstrous Humanoid<!-- Racial type. Defaults to "Humanoid" if the line is removed. -->
 
|subtype=<!-- Racial subtype(s), if they have any. Not required. -->
 
|typefluff=Nerubian are not affected by spells and spell-like abilities that target humanoids only, such as "hold person"<!-- Fluff about why they are this type. Not required. -->
 
  
|size=Large<!-- Size of the race, generally "Medium" or "Small". -->
+
|size=Large
|basespeed=30<!-- "30", or whatever their base move rate is. -->
+
|basespeed=30
|othermove=It also has a climb speed of 15 feet.<!-- Additonal movement types or descriptions. -->
+
|othermove=It also has a climb speed of 15 feet.
  
|vision=darkvision<!-- "darkvision" or "low-light". Delete this line if the race has no special vision. -->
+
|vision=darkvision
|darkdist=60<!-- "60", or whatever distance their darkvision extends to. Delete this line if vision is not set to "darkvision". -->
+
|darkdist=60
  
|specialtext1=<!-- Description of special ability. -->Nerubian have Natural Weapon with their claws. The Nerubian's claws do 1d4 + Strength modifier for damage.
+
|specialtext1=Nerubian have Natural Weapon with their claws. The Nerubian's claws do 1d4 + Strength modifier for damage.
|special1=Natural Weapon<!-- Name of special ability if appropriate, like "Stonecunning". Not required. -->
+
|special1=Natural Weapon
|specialtype1=<!-- Ability type, like "Ex", "Su", "Sp", or "Ps". Not required. -->
 
  
<!--Additional special lines are available, from 2 through 16. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race -->
 
 
|specialtext2=Nerubian are proficient with all simple weapons, with light armor, bucklers and light shields.
 
|specialtext2=Nerubian are proficient with all simple weapons, with light armor, bucklers and light shields.
|special2=
 
|specialtype2=
 
  
 
|specialtext3=+2 Natural Armor: a Nerubian’s chitinous exoskeleton is tough and resistant to blows.
 
|specialtext3=+2 Natural Armor: a Nerubian’s chitinous exoskeleton is tough and resistant to blows.
|special3=
 
|specialtype3=
 
  
 
|specialtext4=Nerubian can communicate and empathize with spiders and spider-like animals and vermin. This gives them a +4 racial bonus on checks when influencing the creature's attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as «stop», «attack», «friend», «stay here» and other.
 
|specialtext4=Nerubian can communicate and empathize with spiders and spider-like animals and vermin. This gives them a +4 racial bonus on checks when influencing the creature's attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as «stop», «attack», «friend», «stay here» and other.
Line 99: Line 93:
 
|specialtext5=Nerubian get a +2 racial bonus on Fortitude checks against cold environments. Unfortunately, Nerubian do not do well in the worm place, and take a -2 on Fortitude checks in a hot environment.
 
|specialtext5=Nerubian get a +2 racial bonus on Fortitude checks against cold environments. Unfortunately, Nerubian do not do well in the worm place, and take a -2 on Fortitude checks in a hot environment.
 
|special5=Iceborn
 
|special5=Iceborn
|specialtype5=
 
  
|specialtext6=Nerubian have a disciplined logical mind. They have Immunity to sleep spells, control mind spells, charm spells and similar magic effects.
+
|specialtext6=Nerubian have a disciplined logical mind. They have Immunity to [[SRD:Sleep|sleep]] spells, control mind spells, charm spells and similar magic effects.
 
|special6=Icemind
 
|special6=Icemind
|specialtype6=
 
  
 
|specialtext7=Like all spider, Nerubian breathe not by means of their mouths, but through eight spicules in their thorax, four on either side of the body, though they speak by vibrating their version of vocal cords in their necks. A Nerubian will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. Nerubian can use only special armor created for their race. The cost of creation is doubled compared to the cost of making an ordinary armor, and the time to craft it is tripled. Nerubians almost never wear armor heavier than light.
 
|specialtext7=Like all spider, Nerubian breathe not by means of their mouths, but through eight spicules in their thorax, four on either side of the body, though they speak by vibrating their version of vocal cords in their necks. A Nerubian will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. Nerubian can use only special armor created for their race. The cost of creation is doubled compared to the cost of making an ordinary armor, and the time to craft it is tripled. Nerubians almost never wear armor heavier than light.
 
|special7=Artropode anatomy
 
|special7=Artropode anatomy
|specialtype7=
 
  
 
|specialtext8=Their eight eyes give Nerubian a +2 to Search and Spot checks.
 
|specialtext8=Their eight eyes give Nerubian a +2 to Search and Spot checks.
Line 114: Line 105:
  
 
|specialtext9=A Nerubian has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
 
|specialtext9=A Nerubian has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
|special9=
 
|specialtype9=
 
  
|autolanguage=Common, Nerubian<!-- Languages that the race begins with. Defaults to "Common" if the line is removed. -->
+
|autolanguage=Common, Nerubian
|bonuslanguage=Any<!-- Bonus languages that the race can select with their Int bonus. Defaults to "None" if the line is removed. -->
+
|bonuslanguage=Any
|favoredclass=Psion<!-- Class names, as they appear on the wiki. Multiple classes may be separated by 'or'. Example: "Wizard" and "Barbarian or Berserker". Leave blank for "Any" -->
+
|favoredclass=Psion
|la=2<!-- "0", or the level adjustment of the race. Defaults to "0" if the line is removed. -->
+
|la=1
|ecl=3<!-- "1", or the ECL (sum of Racial Hit Dice (min 1) and Level Adjustment) of the race. Defaults to "1" if the line is removed. -->
+
|ecl=3
 
}}
 
}}
  
 
===Racial Feats===
 
===Racial Feats===
  
[[Silk Spray (3.5e Feat)|Silk Spray]], Spider Web, Web Mastery, Reinforced Carapace, Spiderhost, Underground Ambush
+
{|class="zebra d20" style="text-align: left;"
 +
|+Table: Nerubian Racial Feats
 +
|-
 +
! Name !!  Summary !! Prerequisite
 +
|-
 +
| [[Silk Spray (3.5e Feat)|Silk Spray]] || You can throw a silk spray on a flying creature to make it loses its Fly property. || Nerubian, character level 2
 +
|-
 +
| [[Spider Web (3.5e Feat)|Spider Web]] || You can throw a web that behaves like the [[SRD:Web|web]] spell. || Nerubian, [[Silk Spray (3.5e Feat)|Silk Spray]] feat
 +
|-
 +
| [[Web Mastery (3.5e Feat)|Web Mastery]] || Your Silk Spray and Spider Web feats become more effective. || Nerubian, [[Spider Web (3.5e Feat)|Spider Web]] feat, [[Silk Spray (3.5e Feat)|Silk Spray]] feat
 +
|-
 +
| [[Reinforced Carapace (3.5e Feat)|Reinforced Carapace]] || Your carapace is becoming stronger. It becomes possible to wear medium armor. || Nerubian, character level 4
 +
|-
 +
| [[Spiderhost (3.5e Feat)|Spiderhost]] || You can summon spiders into battle. || Nerubian, [[Reinforced Carapace (3.5e Feat)|Reinforced Carapace]] feat
 +
|-
 +
| [[Underground Ambush (3.5e Feat)|Underground Ambush]] || The ability to dig and attack the enemy from underground. || Nerubian, character level 4
 +
|}
  
 
===Vital Statistics===
 
===Vital Statistics===
  
 
{{3.5e Racial Starting Age
 
{{3.5e Racial Starting Age
|name=Nerubian<!-- insert race name -->
+
|name=Nerubian
|start=40<!-- Starting age for PCs. -->
+
|start=40
|simple=1d6<!-- Age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) -->
+
|simple=1d6
|moderate=2d6<!-- Age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) -->
+
|moderate=2d6
|complex=5d6<!-- Age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) -->}}  
+
|complex=5d6}}  
  
 
{{3.5e Racial Aging Effects
 
{{3.5e Racial Aging Effects
|name=Nerubian<!-- insert race name -->
+
|name=Nerubian
|middle=200<!-- starting age for middle age -->
+
|middle=200
|old=400<!-- starting age for old age -->
+
|old=400
|venerable=600<!-- starting age for venerable age -->
+
|venerable=600
|maximum=3d20<!-- max age modifier -->}}  
+
|maximum=3d20}}  
  
 
{{3.5e Racial Height and Weight
 
{{3.5e Racial Height and Weight
|name=Nerubian<!-- insert race name -->
+
|name=Nerubian
|mHeightBase=<!-- male base feet height -->8' <!-- inches -->6"
+
|mHeightBase=8' 6"
|mHeightMod=2d10<!-- male height modifier -->
+
|mHeightMod=2d10
|mWeightBase=100<!-- male base weight -->
+
|mWeightBase=100
|mWeightMod=2d4<!-- male weight modifier -->
+
|mWeightMod=2d4
|fHeightBase=<!-- female base feet height -->8' <!-- inches -->3"
+
|fHeightBase=8' 3"
|fHeightMod=2d10<!-- female height modifier -->
+
|fHeightMod=2d10
|fWeightBase=80<!-- female base weight -->
+
|fWeightBase=80
|fWeightMod=2d4<!-- female weight modifier -->}}  
+
|fWeightMod=2d4}}  
  
  

Latest revision as of 07:00, 12 November 2017

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Author: Nari Mortem
Date Created: 27 Jan 2016
Status: complete
Editing: Clarity edits only please
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Nerubian[edit]

Nerubian

The Nerubian had a complex social organization, like ants or bees. The function of each individual was predetermined by genetics, as well by the subspecies they belonged to. Different types of Nerubian are referred to as castes with a life-long occupation and responsibility in society. 

This is just a variant rules for a basic type of Nerubian species. Nerubian of this type are most commonly workers, warriors and hunters, and in addition they have all the recognizable features of the entire Nerubian race.

Personality[edit]

Most Nerubian are busy with daily affairs of their communities and affairs concerning the restoration of their heritage. An average Nerubian works to rebuild their broken kingdom, bearing in mind the idea that some day their race will rise and once again stand tall.

Young Nerubian also frequently leave their homes in search for new knowledge on philosophy, magic and science. Adventurers, traders and explorers can also be found among older Nerubian, because in spite of the natural isolation of Nerubian’s communities they do need to communicate with the outside world.

Physical Description[edit]

Average Nerubian is of the same height as an average human, but its length is much bigger. Standing on six thin chitinous legs, each of them ending with a single spike, these arachnids share traits of a centaur in the fact, that the upper part of their body is humanoid. With two arms with two long-clawed fingers, an eight-eyed spider face and a series of mandibles only useful for eating, Nerubian are vastly different from most other races.

Relations[edit]

Few beings are aware of Nerubian's existence. During their contacts with other races they are often mistaken for unintelligent abominations, leading to hostilities with ignorant individuals, who portray them as monsters, or those hasty to attack. A growing need for supplies however forced them to open trade relations with any race willing to do business, but they nonetheless tend to sticking to the shadows.

Alignment[edit]

Nerubian are almost never good or chaotic.

Lands[edit]

Azjol'Nerub by Peter Lee

In the world of Azeroth, all Nerubian hail the underground kingdom, located deep in the frozen continent of Northrend. This kingdom is known as Azjol'Nerub.

As a result of the war and occupation, many Nerubian were forced to leave native world in pursuit to save their lives and the lives of their scions. Using scientific achievements of their race, many Nerubian left the Azjol'Nerub with large clutches of eggs. The descendants of these escapees settled in many worlds, preferring the deep cold cave for creating small communities.

Religion[edit]

Nerubian understanding of life is huge and so they produced a lot of literature on philosophy and arcane lore.

Naturally fierce mind and will of Nerubian is always dedicated to wiping out anyone wishing to conquer them. So any religion and any worship are completely alien to them.

Language[edit]

Common, Nerubian, and any bonus languages.

Names[edit]

Nerubian speak by means of vibrating a version of vocal cords in their necks. Their mandibles produce sounds that are unattainable for non-insect creatures. Nerubian have an exotic combination of vowels and consonants that sound like clicks and squeaks. Common feature o their language one can find is in a specific syllable «zj».

For example personal names: Hazu'Asnab, Azhuul'Mehab, and Krik'thir or place names: Azjol'Nerub, Ahn’Qiraj or Azj’Aqir.

Racial Traits[edit]

  • +4 Intelligence, -2 Charisma, -2 Constitution, -2 Strength
  • Monstrous Humanoid: Nerubian are not affected by spells and spell-like abilities that target humanoids only, such as "hold person". 
  • Large: As a Large creature, a nerubian takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, a +4 size bonus on special attack (bull rushes, grapples, overruns, and trips) checks, and a -4 size penalty on Hide checks, but it uses larger weapons than humans use, and its lifting and carrying limits are twice of those of a Medium character. They have a space and reach of 10 feet.
  • Nerubian base land speed is 30 feet. It also has a climb speed of 15 feet. 
  • Darkvision: A nerubian can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a nerubian can function just fine with no light at all. 
  • Natural Weapon: Nerubian have Natural Weapon with their claws. The Nerubian's claws do 1d4 + Strength modifier for damage. 
  • Nerubian are proficient with all simple weapons, with light armor, bucklers and light shields. 
  • +2 Natural Armor: a Nerubian’s chitinous exoskeleton is tough and resistant to blows. 
  • Spider Empathy (Ex): Nerubian can communicate and empathize with spiders and spider-like animals and vermin. This gives them a +4 racial bonus on checks when influencing the creature's attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as «stop», «attack», «friend», «stay here» and other. 
  • Iceborn: Nerubian get a +2 racial bonus on Fortitude checks against cold environments. Unfortunately, Nerubian do not do well in the worm place, and take a -2 on Fortitude checks in a hot environment. 
  • Icemind: Nerubian have a disciplined logical mind. They have Immunity to sleep spells, control mind spells, charm spells and similar magic effects. 
  • Artropode anatomy: Like all spider, Nerubian breathe not by means of their mouths, but through eight spicules in their thorax, four on either side of the body, though they speak by vibrating their version of vocal cords in their necks. A Nerubian will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. Nerubian can use only special armor created for their race. The cost of creation is doubled compared to the cost of making an ordinary armor, and the time to craft it is tripled. Nerubians almost never wear armor heavier than light. 
  • Octanocular (Ex): Their eight eyes give Nerubian a +2 to Search and Spot checks. 
  • A Nerubian has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
  • Automatic Languages: Common, Nerubian
  • Bonus Languages: Any
  • Favored Class: Psion
  • Level Adjustment: +1
  • Effective Character Level: 3

Racial Feats[edit]

Table: Nerubian Racial Feats
Name Summary Prerequisite
Silk Spray You can throw a silk spray on a flying creature to make it loses its Fly property. Nerubian, character level 2
Spider Web You can throw a web that behaves like the web spell. Nerubian, Silk Spray feat
Web Mastery Your Silk Spray and Spider Web feats become more effective. Nerubian, Spider Web feat, Silk Spray feat
Reinforced Carapace Your carapace is becoming stronger. It becomes possible to wear medium armor. Nerubian, character level 4
Spiderhost You can summon spiders into battle. Nerubian, Reinforced Carapace feat
Underground Ambush The ability to dig and attack the enemy from underground. Nerubian, character level 4

Vital Statistics[edit]

Table: Nerubian Random Starting Ages
Adulthood Simple Moderate Complex
40 years +1d6 +2d6 +5d6
Table: Nerubian Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
200 years 400 years 600 years +3d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Nerubian Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 8' 6" +2d10 100 lb. × (2d4) lb.
Female 8' 3" +2d10 80 lb. × (2d4) lb.



Back to Main Page3.5e HomebrewRaces

Facts about "Nerubian (3.5e Race)"
Effective Character Level3 +
Favored ClassPsion +
Identifier3.5e Race +
Level Adjustment1 +
Racial Ability Adjustments+4 Intelligence +, -2 Charisma +, -2 Constitution + and -2 Strength +
Rated ByUndead Knave + and The-Marksman +
RatingRating Pending +
SizeLarge +
SummaryThis is just a variant rules for a basic type of Nerubian species. Nerubian of this type are most commonly workers, warriors and hunters, and in addition they have all the recognizable features of the entire Nerubian race. +
TitleNerubian +
TypeMonstrous Humanoid +