Difference between revisions of "Rapanip (3.5e Race)"
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− | [[Summary::Humanoid | + | [[Summary::Humanoid turnips with the ability to make unholy monsters flee.]] |
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===Racial Traits=== | ===Racial Traits=== |
Revision as of 21:23, 27 October 2022
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Contents
Rapanip
Humanoid turnips with the ability to make unholy monsters flee.
Personality
Physical Description
Relations
Alignment
Lands
Religion
Language
Names
Racial Traits
- Plant (Sapblood): As humanoid turnips, rapanips have a duplicitious nature.
- Small: As a Small creature, a rapanip gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
- Rapanip base land speed is 20 feet.
- Low-Light Vision: A rapanip can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Eerie Light (Su): Rapanips always shine like a candle, unless they choose to snuff their flame as a free action (another free action is required to reactivate it). An unconscious rapanip doesn't shed light. They may cast dancing lights as a supernatural ability two times per day. Once per day they may increase their light to that of a torch, as a swift action. This effect lasts as long as they maintain it with a swift action. The area illuminated outlines ethereal creatures, making them more vulnerable to attacks. Magic attacks hurt them as if they had ghost touch, while mundane attacks have a 50% chance of actually hitting, as if they were magical. In addition to this, undead and fiends (evil outsiders) in the light must pass a Will save (DC is 10 + half HD + Wisdom modifier) or be shaken as long as they stay in the light (bypassing immunities). A creature that passes the save can't be affected until the next morning.
- Jumpscare (Ex): Once per encounter a rapanip can use the jumpscare ability.
- Trick or Treat (Su): Once per day, as a standard action, a rapanip with any kind of bag, or similar holding item, may spill it, producing the effect of caltrops in an area, but the caltrops deal non-lethal damage and cause targets to slow due to sticky feet rather than injury. Cleaning one's feet with water or other means as a standard action removes the penalties involved. Only one set of caltrops can be deployed at a time. Alternatively, once per day, it can use a candy (even one from the bag) to duplicate the effect of goodberry on your candy, but the effect only lasts 24 hours, or it can make a trick and can hide a razor blade that deals 1d6 slashing damage on consumption and 1 bleed each round until a DC 15 Heal check is made, or any other amount of curing. The blade vanishes after 24 hours. It must choose between the trick or treat function as they draw from the same daily source.
- Automatic Languages: Common and Necril
- Bonus Languages: Abyssal, Aklo, Axiom, Celestial, Infernal
- Favored Class: Rogue
- Level Adjustment: +0
- Effective Character Level: 1
Facts about "Rapanip (3.5e Race)"
Author | the bluez in the dungeon + |
Effective Character Level | 1 + |
Favored Class | Rogue + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Racial Ability Adjustments | None + |
Rating | Undiscussed + |
Size | Small + |
Subtype | Sapblood + |
Summary | Humanoid turnips with the ability to make unholy monsters flee. + |
Title | Rapanip + |
Type | Plant + |