Xerojinn (3.5e Race)

Xerojinn
Summary::Ancient explorers of the desert, the wandering merchants of the xerojinn were sometimes confused with some manner of genie. They are in fact humans who have just adapted to the harsh desert climates.

Personality
The xenojinn culture is a mercantile, nomadic one. They emphasize interactions with others, but are otherwise insular in their own going ones, keeping other beings at arms reach, "just business". This neutral state of being has served them well, for as cultures around them have risen and fallen with the passing of the ages, xerojinn culture remains much the same rich in oral tradition and behavior. This is not to say their culture is stagnant, as they are accepting of the change around them, but they take the long term view of taking in the good, rejecting the bad, and seeing how things progress with time. It makes others think them to be "cautious".

Physical Description
Xerojinn are humans who have adapted to the harsh deserts of their world. Their skin tends to range from dark to a Persian olive hue, hair dark and long. They tend to be tall, gaunt, and wide feet. Unlike most humans, their reticulating membrane (the "2nd eyelid") has not degraded and can and often does cover the eye during sandstorms. This eyelid ranged from dull white of pitch glossy black or gold, though it still lets light through regardless of color. They also differ from normal humans in their skin, which is not only dry and light on hair but in times of extreme heat visibly "cracks" and seems to harden into a chalky scales. This is natural and painless, but gives them the appearance of crackled statues of flesh-colored clay and unnerves those not used to their being. These cracks seal and heal naturally as temperatures decrease.

Internally, xerojinn differ a bit greater. Their digestive systems are highly efficient, working of minimal food and drink to the point where many are convinced they do not eat nor drink. The truth is they eat and drink plenty, but digest over an impossibly long period of time. It is also believed they consume some other, unknown "essence" of what they eat but this has not been proven as the source of the additional energy they seem to draw from their meals. What is known is that their skin is extremely hygroscopic, allowing them to draw liquid from the environment. This is both boon and bane, as they have become "weak to water" when given in excess. They can literally suffer from water poisoning and die if submerged or exposed to mass amounts of water for extended periods of time. High humidity is not as fatal but known to be "extremely discomforting".

Relations
The xerojinn try and establish business relations to all that are willing, but rarely indulge in pleasantries beyond what is needed. How societies have reacted to these offers have varies, from beneficial angels of the desert and a sign of good times, to suspicious gypsies and greedy con artists. The reactions are all over the place.

Alignment
Xerojinn can be any alignment, but their culture has a strong trend towards neutrality.

Lands
The xerojinn live in the deserts where its nice and dry. You never find a xerojinn willingly traveling over the oceans or in humid lands due to the danger this poses to their lives. Even so, the live of a xerojinn takes them all over the world and some of the youth may grow interested on the tales they hear beyond the great deserts, so it is not unheard of for xerojinn to join adventurous parties in search for tales of excitement and legend.

Religion
The xerojinn religion is a mysterious one, consisting of a pantheon of gods under many names. Regardless what they are called, they all seem to have certain themes: A god of Travel, a God of Death, a God of Protection, a God of Disaster, and Gods of the Sun and Winds alike.

Language
Xerojinn speak common, as it is the language of trade.

Names
Xerojinn have human names, though often with arabic flair.

Racial Traits
Racial Ability Adjustments::None Xerojinn are no better or worse at anything than humans are.
 * Type::Humanoid (Subtype::Human): Xerojinn are human, even if their skin and biology is a bit off.
 * Xerojinn base land speed is 30 feet.
 * Bonus Feat : Xenojinn gain one extra feat at first level.
 * Dry : Xenojinn are immune to dessication damage (including the damage from horrid wilting).
 * Merchant Lore : Xenojinn have an ability functionally identical to bardic knowledge, using their character level as their bard level. Merchant lore only deals with items, be they items in a shop or ancient relics found in a tomb.  Merchant lore can determine properties and aspects about its item as if making the appropriate knowledge check, or appraising the item.  Merchant lore counts as bardic knowledge for any feats, skill bonuses, and other properties.
 * Sandwalker : Xenojinn never treat sand or loose gravel as difficult terrain.
 * Second Eyelid : Xenojinn are immune to dazzling and blindness.
 * Xerocole Biology : Xenojinn are adapted for the desert, and eat and drink at a very slow rate. A day's worth of food and drink lasts them a month.  They also are immune to the effects of ambient heat no matter how hot it gets.  This does not grant them any protection against direct fire damage such as from a bonfire, or the effects of lava or greater.    Finally their ability to survive on little water becomes a downside if submerged in, or subjected to constant water (such as in a rainstorm).  They take 1d6 points of nonlethal damage a round until they pass out, then take lethal damage until they are rescued or perish.  If they are completely submerged, it rises to 10d6 damage a round.  Xerojinn avoid rainstorms like the plague.  They are under no threat from small amounts of water, only excess.
 * Automatic Languages: Common.
 * Bonus Languages: Any.
 * Favored Class: Favored Class::Any
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Effective Character Level: Effective Character Level::1