Rapanip (3.5e Race)
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Rapanip
Humanoid turnips with the ability to make unholy monsters flee.
Personality
Mischievious and cautious, rapanips are known tricksters who love sweets and candies as well as practical jokes and devilry. They are however, fiercely adverse to unholy creatures, evil spirits and forces of darkness, aiming to dispel them and remove them from the world.
Physical Description
As moving plants, they are small humanoids made as root vegetables, with turnips as heads and bloated bellies. Their faces are hollow carvings, resembling grotesque human features, with a will-o-wisp burning inside of them, in various, eerie, coloured light.
They are very fond of disguises, and so they like to wear almost any kind of garments, depending on what or who they want to imitate. There's a twist in this behaviour though, as they like to morph and bend in horrible ways their clothes.
Relations
Gnomes and halflings adore them, as well as any race that loves candies. They are despised by more serious people and those that are scared by their antics, but only undead and fiends loathe particularly them.
Alignment
Their puckish nature makes them naturally chaotic. Regarding malice and virtue, they have no particular tendency, as there are many rapanips that follow a path of righteousness, trying to protect the living from living dead and from malicious beings, while others exploit their scare factor to bring misery to others.
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.
- They gain a +2 to Disguise and Knowledge (religion) checks.
- Automatic Languages: Common and Necril
- Bonus Languages: Abyssal, Aklo, Axiom, Celestial, Infernal
- Favored Class: Rogue
- Level Adjustment: +0
- Effective Character Level: 1