Safir (3.5e Race)

Safir
Summary::The safir are a race of azure-blooded, naturally psionic, four-armed elflike beings. They live for around 450 years, and are heavily matriarchal — females outnumber males 5 to 1. One fascinating point of safir biology is that they do not have a larynx, like most humanoids; instead they have a syrinx, the vocal organ found in birds, and a rich language to go with it. Safir history is kept both in paper archives and in the minds of a caste of eidetics called Iskandai, or Lawspeakers, who are tasked with remembering and reciting telepathically over four million years of their race's past exploits.

Physical Description
Safir have blue skin and an athletic — and in the case of females usually curvaceous — build, with four arms, a pointed jaw and long, slender, pointed ears, and can have any hair or eye color, with warm colors being more common than cool ones. Female safir are on average about 15 inches taller than males, and males tend to be slenderer than females.

Alignment
Most safir are good or neutral.

Lands
The safir are most comfortable living in temperate forests or foothills, though large swaths of their homeland are desert or rainforest.

Religion
The native safir religion is known as the Sevenfold Path, and centres around six elder goddesses — Kaena, Yukari, Maria, Sila, Astriþ, and Erina — and the queen-goddess Amane.

Language
The safir are well-versed in Common, but their native spoken language is Airumali, an ancient language that can either be whispered or sung through a safir's syrinx.

Names
Safir have a given name that is granted to them at birth, a title that reflects their standing in their race's caste system, and a matronymic. In addition, they have a mental signature that functions more or less identically to a name when conversing telepathically.

Racial Traits

 * Type::Humanoid (Subtype::Psionic, Subtype::Safir)
 * Safir base land speed is 30 feet.
 * +2 racial bonus on Listen, Search, and Spot checks.
 * Blood of the Dreamshorn : A safir's unique blood grants her a +2 racial bonus to Resist Natural Diseases. However, she also takes a -2 penalty Constitution checks against suffocation. Living creatures that attempt to drink a safir's blood or bite into her flesh must make a Fortitude save (DC 10 + 1/2 the safir's HD + Con mod) or become Sickened for one round.
 * Empathic : Safir are natural empaths, constantly in touch with the emotions of others. They have a constant empathy effect, as the psionic power with the following changes. If a creature at least 6 intelligence dies within the area of effect of a safir's empathy ability, she must make a Concentration check (DC 10 + the creature's HD + the creature's Charisma modifier) or be Staggered for 1 round. On a successful check, there is no penalty. A safir may not turn off her empathy; therefore, she does not benefit from the +2 skill bonus normally offered in the round a manifester ceases to concentrate on that power.
 * Mindsight : A safir can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within 30 ft. This works much like blindsense — the safir knows what square each thinking being is in, but does not see the being, and the being still has total concealment unless she can see it by some other means. The safir also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. She need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.
 * Multiple Arms: Safir have four arms, so they can take Multiweapon Fighting instead of Two-Weapon Fighting. They can also take Multiattack.
 * Naturally Psionic: Safir gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
 * Psi-Like Abilities: Mindlink at will, but never more than one at a time. This ability is like the psionic power manifested by a wilder of 1/2 the safir's Hit Dice (minimum 1st level).
 * Trance : Safir once reigned over an extensive demiplane known as the Supernal or Dreamworld, which was accessible only through dreams. However, after the dreamweavers found and conquered the Supernal, safir avoided them by ceasing to sleep; now they instead trance, much like elves. As such, safir are immune to magical sleep effects, and do not sleep themselves. Furthermore, six hours of trance is equivalent to a full night's sleep for a safir.
 * Automatic Languages: Common and Airumali.
 * Bonus Languages: Any non-secret.
 * Favored Class:
 * Level Adjustment: +Level Adjustment::1
 * Effective Character Level: Effective Character Level::2
 * Favored Class:
 * Level Adjustment: +Level Adjustment::1
 * Effective Character Level: Effective Character Level::2