Difference between revisions of "Safir (3.5e Race)"

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* Blood of the Dreamshorn {{Ex}}: 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.
 
* Blood of the Dreamshorn {{Ex}}: 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 {{Ex}}: Safir are natural empaths, constantly in touch with the emotions of others. They have a constant ''[[SRD:Empathy|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.
 
* Empathic {{Ex}}: Safir are natural empaths, constantly in touch with the emotions of others. They have a constant ''[[SRD:Empathy|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 (Ex): A safir can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of her ''mindlink''. 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 [[SRD:Multiweapon Fighting|Multiweapon Fighting]] instead of [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]]. They can also take [[SRD:Multiattack|Multiattack]].
 
* Multiple Arms: Safir have four arms, so they can take [[SRD:Multiweapon Fighting|Multiweapon Fighting]] instead of [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]]. They can also take [[SRD:Multiattack|Multiattack]].
 
* Naturally Psionic: Safir gain 1 extra power point per character level, regardless of whether they choose a psionic class.
 
* Naturally Psionic: Safir gain 1 extra power point per character level, regardless of whether they choose a psionic class.

Revision as of 22:36, 9 April 2014

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Author: Halian (talk)
Date Created: April 3, 2010
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Safir

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

  • +2 Intelligence, -2 Constitution
  • Humanoid (Psionic, Safir)
  • Medium: As a Medium creature, a Safir has no special bonuses or penalties due to its size.
  • Safir base land speed is 30 feet.
  • Low-Light Vision: A safir 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.
  • +2 racial bonus on Listen, Search, and Spot checks.
  • Blood of the Dreamshorn (Ex): 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 (Ex): 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 (Ex): A safir can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of her mindlink. 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 1 extra power point per character level, regardless of whether they choose a psionic class.
  • Psi-Like Abilities: Mindlink 1/day. This ability is like the psionic power manifested by a wilder of 1/2 the safir's Hit Dice (minimum 1st level).
  • Trance (Ex): 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: Psion
  • Level Adjustment: +1
  • Effective Character Level: 2

Vital Statistics

Table: Safir Random Starting Ages
Adulthood Simple Moderate Complex
16 years +0 years +0 years +1d4 years
Table: Safir Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
400 years 420 years 440 years +3d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Safir Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 9" +1d10" 110 lb. × (1d6) lb.
Female 5' 7" +1d20" 130 lb. × (2d6) lb.

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Facts about "Safir (3.5e Race)"
AuthorHalian +
Effective Character Level2 +
Favored ClassPsion +
Identifier3.5e Race +
Level Adjustment1 +
Racial Ability Adjustments+2 Intelligence + and -2 Constitution +
Rated ByFoxwarrior +, Havvy +, Eiji-kun +, Aarnott + and Franken Kesey +
RatingRated 2.4 / 4 +
SizeMedium +
SubtypePsionic + and Safir +
SummaryThe safir are a race of azure-blooded, naturally psionic, four-armed elflike beings. +
TitleSafir +
TypeHumanoid +