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| Electricbee05-07-07, 07:11 PM | This is the first of several new races for a campaign i'm seeking collaborative help in building on the campaign workshop forum. Necrosi Necrosi exist within the cities of all the major races, but they remain apart, feared, and unwelcome. They are valued for their skills as healers as well as their work as mercenaries. Necrosi often live in ghetto communities in large cities, shunned for their strangeness while they grudgingly are patronized for their skills in medicine. In wilder lands they live in small enclaves, apart from the other races and near to sources of conflict and violence. Personality: Due to their unusual appearance, metabolism, and life cycle, necrosi have great difficulty respecting the sensibilities of their neighbors. While a fair number of necrosi hide this social awkwardness behind a somber and withdrawn demeanor, they are just as often loud, extroverted and rather boorish. They are passionate about gathering both life experience and knowledge and will approach an ancient library or a rowdy tavern with equal gusto. They are very practical people and don’t carry grudges and have a hard time dealing with those who do. Necrosi are very adaptive, and willing to endure harsh conditions when necessary so that they might survive. Physical Description: Necrosi generally stand between 5 ½ and 6 ½ feet tall. Their builds vary, as they are a magical race whose bodies are composed of the reanimated tissue of the corpses of other races. Each necrosi is composed of the body parts of several different humanoids, frequently of differing races, rudely stitched together. The skin of their bodies retains the general color of the donor races, but tinged with a sickly gray. Due to their unusual appearances, they tend to extremes in clothing, sometimes wearing robes and hoods to hide their deformity in the shadows, and at other times they parade their gruesome nature, wearing little. They may even design clothes with gaps in the cut to expose stitching and the scars where their flesh fused together. Necrosi eyes glow dimly, frequently red or yellow, but occasionally another color. Their voices tend to be gravelly and deep. They may have a single apparent gender or be of mixed characteristics depending on the bodies used to parent them, but they are genderless, reproducing asexually. They tend to walk with an awkward loping gait on legs of dissimilar length. Necrosi do not sleep, instead needing 4 hours of rest to recover from a days work. They require the standard periods of rest if they are of a class that requires rest to regain spells or power points. To reproduce, a group of 4 to 6 necrosi will unbind their stitching and trade parts of their flesh with that of a recently deceased corpse. The magic of their people will animate the body overnight, but the mind of the new family member is essentially blank. Infant necrosi generally take 3 to 5 years to develop to functional adulthood. Relations: Necrosi exist apart from the other races. Goblins see them as useful if inelegant tools. Wary and superstitious, minotaurs may patronize necrosi healers in times of great need, but they are reluctant to interact with them on a regular basis. Orcs and kobolds tend to be more pragmatic, and willing to tolerate the necrosi. Alignment: While necrosi believe in balancing responsibility and freedom, the have a strong tradition of healing and respecting the sanctity of life. They avoid the extremes of law and chaos, walking a middle neutral path tempered with an aversion to evil. Necrosi tend to be good or neutral in similar proportions, but their sense of community and their respect towards life means that despite their gruesome appearance few are ever evil Necrosi Lands: Necrosi have no nations of their own. They most frequently find a home in the metropolis of another race, usually living in a racial ghetto. When they have their own lands, their method of propagation leads them to form small enclaves near the sources of conflict or violence that yield a regular supply of corpses. Religion: Necrosi worship gods of healing, death and magic. They are strongly drawn to Wee Jas Pelor and Boccob. In the Heritor Campaign world, where the gods have disappeared they tend towards the more civilized spiritual paths, shunning the primitive shamanic traditions. Language: Necrosi speak common and necrosi, which they seldom teach to outsiders. They will generally also learn the racial language of the majority in whatever city or region they dwell. Names: Necrosi names are typically hyphenated and of exactly three syllables. Burrim-nor, Del-Gamin, Gurda-gri, Patak-vel, Tarkeem-re, Ves-sharrim. Adventures: Necrosi are drawn to adventure out of their desire to learn and experience. Their need to harvest the remains of humanoids who have met a violent end in order to reproduce means that more necrosi take to the path of adventurer than most any other race. In addition, their roles as healers and mercenaries frequently expose them to wrongs that must be righted and causes to be championed. NECROSI RACIAL TRAITS - -2 Dex, +2 Con and -2 Cha: Necrosi are awkward but very sturdy. As a patchwork creation, they have trouble relating to other races and developing a strong sense of self. - Necrosi are humanoids with the living dead subtype. They combine many of the characteristics of humanoids and undead. - Medium sized: necrosi are all medium sized and have no special penalties for their size. - Necrosi base land speed is 30 feet. Due to their loping gate, necrosi run at only 3x their movement rate, but this is not decreased by heavy armor. - A necrosi’s hit dice are derived from his class levels. - Unlike undead, necrosi do have a metabolism and a constitution score. - Like undead, all necrosi have dark vision to the range of 60’ - Like undead, necrosi are immune to poison, sleep, paralysis, nausea, sickness, fatigue, exhaustion, negative levels and disease. - Necrosi may not be turned but are affected by spells and affects that affect living creatures and undead creatures. - The balancing metabolism of a necrosi may heal from either positive of negative energy. They are healed by cure or inflict spells. Other negative energy spells and effects affect them normally unless the affect heals undead, in which case it heals an equal amount to the necrosi. However the shock of processing the rapid influx of either positive or negative energy deals non lethal damage to the necrosi equal to the damage healed, and the effects heal no non-lethal damage. - Necrosi recovers from non lethal damage at the accelerated rate of 1 hp per HD per minute. - Necrosi all have heal as a class skill and have a racial +2 bonus to all heal checks. - Necrosi have a 25% chance to ignore the extra damage from any critical hit, sneak attack, or other precision based damage. - A necrosi may heal himself of damage by making a heal check and spending 4 hours grafting flesh to his body from a recently deceased (within 24 hours) humanoid corpse. After 4 hours, the necrosi makes a heal check and heals 1 hp for every point by which the check exceeds 12. If the body of a humanoid is unavailable, the necrosi may substitute the body of a medium sized animal or monstrous humanoid, but he takes a -6 penalty to his skill check. |
| Rerecros05-08-07, 12:56 AM | Awsome, somebody used my idea to adapt the living construct type to undead. I love their flesh grafting skill, you might want to stat a flesh grafting kit, or else take a -2 penalty, or gain +2 with a master work version. :mad: But I do demand partial intelectual rights :P I don't care for the balancing metbolism though. Just treat them like deathless to avoid those nasty evil subtype spells. If they don't get tired (fatigued/exhausted) what happens if they don't sleep? |
| Electricbee05-08-07, 08:55 PM | Bump |
| Rerecros05-09-07, 12:25 AM | Alignment: Usually True Neutral. Despite their undead features, their souls remain humanoid. While necrosi believe in balancing responsibility and freedom, they avoid the extremes of law and chaos, walking a middle neutral path. They have a strong tradition of healing and respecting the sanctity of life, tempered with a keen insight into the darker forces at work in the world. Including those stranger forces that made them what they are, as well a the more common forces that have made them perpetual outcasts. However wisdom and compassion have their roots in the same soil as violence and hate, and their turbulent experinces and nature can twist their souls to toy with the forces of life and death they command. Necrosi tend toward good or neutral, but includes examples of the most jaded sorts of folk. Necrosi Racial Traits - -2 Dex, +2 Con and -2 Cha: Necrosi are awkward but very sturdy. As a patchwork creation, they have trouble relating to other races and developing a strong sense of self. - Necrosi are humanoids with the living dead subtype. They combine many of the characteristics of humanoids and undead (see details below). - Medium sized: necrosi are all medium sized and have no special penalties for their size. - Necrosi base land speed is 30 feet. Due to their loping gate, necrosi run at only 3x their movement rate, but this is not decreased by heavy armor. - Natural Physician (ex): The Necrosi's unusual makeup grants them intrinsic knowledge of biology. Necrosi always have heal as a class skill and have a racial +2 bonus to all heal checks. For a Necrosi, providing first aid, treating a wound, or treating poison is a move action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 5 minutes of work. Providing long-term care for 6 people requires 4 hours of light activity, or 8 hours for 12 people. (If you have the complete adventurer) It take 5 minutes for a Necrosi to determine the cause of a creature's death. - Light Fortification (ex):Necrosi have a 25% chance to ignore the extra damage from any critical hit, sneak attack, or other precision based damage. - Necrotic Assimilation (ex): Once per day, a necrosi may heal himself of damage by making a heal check to graft flesh to his body from a recently deceased (within 24 hours) humanoid corpse. Provided the Necrosi has a light slashing weapon, it takes 2 full rounds to graft. The first to remove said flesh. The second to add it to himself (Without a DMs permission, this ability does not grant any abilities possessed by the organ/tissue donor). The necrosi makes a heal check and heals 1 hp for every point by which the check exceeds 15. A character can take 10 on this check, but they can't take 20. If the body of a humanoid is unavailable, the necrosi may substitute the body of a medium sized animal or monstrous humanoid, but he takes a -8 penalty to his skill check. This abillity can also be used on non-Necrosi, but can only reattach their own severed parts. - Automatic Language: Common and Necrosi. Bonus Languages: Draconic, Giant, Goblin, Infernal and Orc. - Favored Class: Cleric. Traits: A living dead possesses the following traits (unless otherwise noted in a creature's entry). - Unlike other undead, a living dead has a Constitution score and gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. - Unlike other undead, a living dead does not have darkvision. - Unlike other undead, a living dead is not immune to mind-influencing effects. - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. - A living dead cannot heal damage naturally, although it can be healed, negative energy (such as an inflict spell) can heal living dead. - Unlike other undead, living dead are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. - Unlike other undead, a living dead can use the run action. - Living dead can be affected by spells that target living humanoids as well as by those that target undead. However, detect undead and deathwatch reveal living dead and allow the caster to ditinguish living dead from undead and the living. The turning/rebuking power of clerics work as normal, except that living dead can never be destroyed or commanded in this fashion. - A living dead responds slightly differently from other living creatures when reduced to 0 hit points. A living dead with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living dead is dormant. He is unconscious and helpless, and he cannot perform any actions. However, a dormant living dead does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. - Can be raised or resurrected. - Does not need to sleep, but must rest for 8 hours before preparing spells. - Does not need to eat or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. For all other instances, treat as undead. |
| Rerecros05-09-07, 01:11 PM | :bump: |