Zherihnghil (3.5e Race)

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Revision as of 21:05, 21 November 2010 by YX33A (talk | contribs) (Personality)
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Author: YX33A (talk)
Date Created: November 21st, 2010
Status: Workin'!
Editing: Clarity edits only please
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Zherihnghil

Not unlike a upright pangolin, except with a gem on their head. From space.

Personality

While it would be usually be incorrect to judge a race by the standards of one member, in the case of the Zherihnghil, it's downright accurate. They are a recently freed race, having been altered extensively by the Uberich, designed partially for doing repairs in the hard vacuum of space without wasting time suiting up, partially for energy harvesting(more on that later). After a bloody revolt, they managed to destroy a Uberich research ship, before fleeing across the stars.

The Zherihnghil were designed for repairing things, and even though they have earned their freedom, they still fix things constantly. If they sleep at all, the first thing they do when waking up is look around for something that isn't working at full capacity, and get cracking. More then a few Zherhinghil decide to become full blown gadgeters.

Physical Description

The average Zherihnghil is about 7 feet, 5 inches tall, weighs 200 lbs, and has blue eyes. The race is devoid of hair, and in it's place is tough scales, sharp enough to cut ropes. The have no claws on their hands, but they might as well, with their scales. They have a tail, usually just long enough to touch the ground if it lies loose.

Relations

All Zherihnghil hate the Uberich. Many spend their time hunting them down, carving them up, always leaving a sigil burned onto their forehead where the Zherihnghil house their gem.

Aside from the Uberich slavers, they often cross paths with the Seppia, who they get along very well with. The hardy Appilon are admired for their survival on a world that would kill lesser races, and the Uongo-mijusis are strange to them, but often are worth hanging around, trading energy for passage aboard their ships, and some food. Every now and then they will come across the V'kai, who tend to surprise them when they show up on them without any explanation as to why they are hanging around. Aside from the initial surprise, they get along well, much like a old married couple, though.

Alignment

The fury of their enslavement by the Uberich have left the race strongly focussed on freedom and rights. As such, they are highly chaotic. But their plight left them fighting for more then their race, taking on slavers and bigots where ever they go, so they tend to be more then good then evil, but a few have grown bitter from it.

Lands

The Zherihnghil have no true homeland, but they were originally from a jungle world where they were somewhere near the bottom of the food chain because of how they fed. The largest habitat for theirs is in the ruins of a destroyed Uberich Research ship, which they have altered heavily and restored atmosphere in places for those without their energy crystal.

Language

While they posses telepathy, the Zherihnghil are quite good at learning the languages of the place they stay. All Zherihnghil know common, but can learn any other language(save secret ones, like Druidic).

Names

Names are something the Zherihnghil are learning, having been without them for too long, going by barcodes instead of names. Now that they are free, however, they pick up nicknames like the solar winds they travel. Most nicknames are a adjective noun style name. Blue water, Blazing Sky, White Hawk, like that.

Racial Traits

(bit ugly right now, in a rush to finish it, so I copied the info from another site I had it on, ilk fix later)

Stats: +2 int, -2 str, +5 natural armor, +2 insight bonus to AC, +2 insight bonus to Reflex saves Racial abilities: Discord(Ex), Xenotheric Traits(Resist acid/electricity 10, telepathy 100', Immunity to Shape changing effects, Immunity to Poison, Bio-energy pool), Sphere, Energy Crystal(Ex), Minor Foreseeing(Ex), Astroadaptation(bonus feat), Weaponize Bio-Energy(Bonus Feat), two claw attacks

Discord(Ex): All members of this yet unnamed race posses the ability to generate intense feelings of Paranoia and Fear among those within 30 ft by spending a bio-energy point(or bio-energy drain) per target, causing them to bicker and yell, preventing meaningful discussion. Worse, if they do not have the same alignment, the yelling becomes heated and attacks are made at each other. Even worse, if the character takes a point of bio-energy drain, the character can shift their alignment two steps(LE to NE then CE, or TN, for example). Bickering lasts 5d4 rounds, fighting begins after 1d4 rounds and lasts 2d4 rounds, or until bickering ends.

Sphere: All members of this unnamed race gain Basic access to a Single Sphere, which can be improved by picking it again via some class that grants spheres.

Energy Crystal(Ex): All Members of this race have a gem on their forehead, worth about 750 GP based by looks alone. To those who know more about it, it can be sold for up to 1,000,000 GP, depending on who the gem came from, not the gem itself. This gem is the focus of this races bio-energy, and as such contains it, as well as allows them to generate it. Without it, they lose their Bio-Energy pool, and can not access any feats or abilities which use it. In addition, they lose their Minor Foreseeing ability, and must eat, sleep, and breathe like a normal creature. However, the gem can not be taken by force, as it is literally part of the races head, taking up a full third of their forehead, and if not given, will explode upon death. It does grow back, however, after a few months, returning one ability or feat per month, gaining their actual Bio-Energy pool back as soon all other gifts are back. This gem can be used as a power source both for Bio-Energy uses and for energy weapons, as well as rigged to explode when disturbed. Info on these uses later.

Minor Foreseeing(Ex): This race has a weak ability to predict the future. They may make Profession: Fortune Teller checks to actually predict the future, regardless of the method used. It also grants them the ability to see a small amount into their future, granting them a +2 Insight Bonus to AC, and a +2 Insight Bonus to Reflex saves, as well as something like Evasion, but it does not stack with actual evasion.

Bonus Feats: Astroadaptation, Weaponize Bio-Energy

No need to breathe, or sleep, or eat(so long as their Energy Crystal is intact). LA+2

Vital Statistics

Table: Zherihnghil Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d8 +2d10 +4d12
Table: Zherihnghil Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
400 years 1000 years 3000 years +Unlimited 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: Zherihnghil Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7' 0" +1d10 170lbs lb. × (x6) lb.
Female 7' 0" +1d6 160 lb. × (x8) lb.



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AuthorYX33A +
Identifier3.5e Race +
RatingUnrated +
TitleZherihnghil +