Rapanip (3.5e Race)
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Gyotzi
Humanoid dumplings of small size but heavy body.
Personality
Often cheerful and always gluttonous, gyotzi enjoy good meals and the company of friends above all things. Sometimes they are considered lazy but in reality they are very industrious abd they developed a successful society. They like to be in comfort but they know that they must work before enjoying their well-deserved rest.
Physical Description
They are, quite literally, human-like dumplings, with soft, round bodies of white color, simple limbs and their heads are dumplings with mouth, nose, ear and eyes, and sometimes hair and facial hair (their heads come in different shapes of dumplings).
They tend to wear robes, both plain and colourful, and sandals at their feet.
Relations
Happy as they are, gyotzi are well received among halflings, gnomes and elves, while their attention to work makes them respectable in the eyes of dwarves. Some more savage races may consider them more food than people, but gyotzi present a fierce opposition to them. They entertain relationships with many people for trading of goods and culture.
Alignment
Most gyotzi are lawful good, or lawful neutral or neutral good, as they value community and peace among themselves the most, but less good and law-inclined gyotzi are not unheard of.
Lands
They live in kingdoms or even empire, in places where they have been able to thrive. They tend to build grand cities, with ordered and regular streets and houses.
Religion
Most gyotzi are animists, worship their ancients and pay homage to a variety of deities, often consolidated in their culture, with no specific preference among them, as each one covers an important aspect of their society.
Language
Most of them speak a very accented form of Common, some say with a Sylvan influence due to their fey origin.
Names
Their names are made by short syllables, usually in pairs or groups of three, but they tend to use a nickname in public, usually describing their main activity, a deed they achieved or some characteristics of their.
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