User:Franken Kesey/Xealman (3.5e Race)

Xealman
Summary::Master healers, that act in many ways as a positive or negative energy elemental.

Racial Traits
Autohypnosis (Wis), Concentration (Con), Heal (Wis), Sense Motive (Wis) and Survival (Wis)).
 * Slight Build: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
 * Xealman base land speed is 20 feet:
 * Racial Hit Dice: A xealman begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2 (as fighter), and base saving throw bonuses of Fortitude +2, Reflex +2, and Will +2.
 * Racial Skills: His outsider levels give him skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. His class skills are:
 * Xealman base land speed is 20 feet:
 * Racial Hit Dice: A xealman begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2 (as fighter), and base saving throw bonuses of Fortitude +2, Reflex +2, and Will +2.
 * Racial Skills: His outsider levels give him skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. His class skills are:
 * Racial Hit Dice: A xealman begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2 (as fighter), and base saving throw bonuses of Fortitude +2, Reflex +2, and Will +2.
 * Racial Skills: His outsider levels give him skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. His class skills are:
 * Feats: A xealman’s outsider levels give him one extra feat.
 * Healer :
 * At 3HD - Cure Moderate Wounds 1/day (every 3HD past 3rd (6th, 9th, etc.) it can be used an additional time.)
 * At 5HD - Cure Serious Wounds 1/day (every 3HD past 5th (8th, 11th, etc.) it can be used an additional time.)
 * At 7HD - Mass Cure Light Wounds 1/day (every 3HD past 7th (10th, 13th, etc.) it can be used an additional time.)
 * At 9HD - two 3rd level cleric spell becomes racial spells that may be used once per day for every 5HD.
 * Immunity to disease, paralysis, poison and death effects.
 * Automatic Languages: Abyssal, Celestial, Common, and Infernal.
 * Bonus Languages: Any (except secret)
 * Favored Class: Favored Class::Any
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::2
 * Effective Character Level: Effective Character Level::2

Vital Statistics
An xealman cannot die from old age.