Difference between revisions of "Uongo-mijusi (3.5e Race)"
m |
|||
Line 85: | Line 85: | ||
**Speed Heart Beat ([[SRD:Special Abilities Overview#Extraordinary|Ex]]) (3 [[Bio-Energy (3.5e Creature Ability)|bio-energy]] points per round): When uongo-mijusis reaches 3HD it can triple its heart beat. As a [[SRD:Swift Actions|swift action]], an uongo-mijusis can triple its heart beat. In doing so it gains: +4 speed bonus on [[SRD:Attack Roll|attack rolls]], a +2 dodge bonus to [[SRD:AC|AC]] and [[SRD:Saving Throw|Reflex]] saves, a +2 bonus on [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], [[SRD:Trip|trip]], and damage rolls. These effects stack with things like ''[[SRD:Haste|haste]]'' or rage; and can last for a number of rounds equal to the uongo-mijusis Con modifier/3. After timing out uongo-mijusis become [[SRD:Fatigued|fatigued]] for half the rounds that the heart beat increase was done (can pay an additional 2 [[Bio-Energy (3.5e Creature Ability)|bio-energy]] points to negate fatigue). This can only be done 2 times per day at 3HD (increasing to 3/day at 7HD, 4/day 10HD, & 5/day at 15HD). | **Speed Heart Beat ([[SRD:Special Abilities Overview#Extraordinary|Ex]]) (3 [[Bio-Energy (3.5e Creature Ability)|bio-energy]] points per round): When uongo-mijusis reaches 3HD it can triple its heart beat. As a [[SRD:Swift Actions|swift action]], an uongo-mijusis can triple its heart beat. In doing so it gains: +4 speed bonus on [[SRD:Attack Roll|attack rolls]], a +2 dodge bonus to [[SRD:AC|AC]] and [[SRD:Saving Throw|Reflex]] saves, a +2 bonus on [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], [[SRD:Trip|trip]], and damage rolls. These effects stack with things like ''[[SRD:Haste|haste]]'' or rage; and can last for a number of rounds equal to the uongo-mijusis Con modifier/3. After timing out uongo-mijusis become [[SRD:Fatigued|fatigued]] for half the rounds that the heart beat increase was done (can pay an additional 2 [[Bio-Energy (3.5e Creature Ability)|bio-energy]] points to negate fatigue). This can only be done 2 times per day at 3HD (increasing to 3/day at 7HD, 4/day 10HD, & 5/day at 15HD). | ||
**Slow Heart Beat ([[SRD:Special Abilities Overview#Extraordinary|Ex]]) (2 [[Bio-Energy (3.5e Creature Ability)|bio-energy]] points per round): When uongo-mijusis reaches 5HD it can halve its heart beat. As a [[SRD:Move Actions|move action]], an uongo-mijusis can halve its heart beat. In doing so it gains: [[SRD:Fast Healing|Fast Healing]] 10 (10 total); a +2 resistance bonus to [[SRD:Saving Throw|Fortitude]] saves; and one of the following kinds of [[SRD:Resistance to Energy|resistance to energy]]: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of [[SRD:Resistance to Energy|energy resistance]] is gained when the character is created. (this natural [[SRD:Resistance to Energy|energy resistance]] stacks with any future [[SRD:Resistance to Energy|energy resistance]] gained through other effects). But are effectively under the ''[[SRD:Slow|slow]]'' spell. This can last for a number of rounds equal to the uongo-mijusi Con modifier/3. This can only be done 1 time per day at 5HD (increasing to 2/day at 9HD, & 3/day at 12HD). | **Slow Heart Beat ([[SRD:Special Abilities Overview#Extraordinary|Ex]]) (2 [[Bio-Energy (3.5e Creature Ability)|bio-energy]] points per round): When uongo-mijusis reaches 5HD it can halve its heart beat. As a [[SRD:Move Actions|move action]], an uongo-mijusis can halve its heart beat. In doing so it gains: [[SRD:Fast Healing|Fast Healing]] 10 (10 total); a +2 resistance bonus to [[SRD:Saving Throw|Fortitude]] saves; and one of the following kinds of [[SRD:Resistance to Energy|resistance to energy]]: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of [[SRD:Resistance to Energy|energy resistance]] is gained when the character is created. (this natural [[SRD:Resistance to Energy|energy resistance]] stacks with any future [[SRD:Resistance to Energy|energy resistance]] gained through other effects). But are effectively under the ''[[SRD:Slow|slow]]'' spell. This can last for a number of rounds equal to the uongo-mijusi Con modifier/3. This can only be done 1 time per day at 5HD (increasing to 2/day at 9HD, & 3/day at 12HD). | ||
− | * + | + | * +4 racial bonus on [[SRD:Saving Throw|saving throws]] against [[Noo (3.5e Race)|Noo]], [[Uberich (3.5e Race)|Uberich]], and [[Zeitgeist (3.5e Race)|Zeitgeist]]. |
* +2 dodge bonus to [[SRD:Armor Class|Armor Class]] against monsters of the [[SRD:Ooze Type|ooze type]]. Any time a creature loses its [[SRD:Dexterity|Dexterity]] bonus (if any) to [[SRD:Armor Class|Armor Class]], such as when it’s caught [[SRD:Flat-Footed|flat-footed]], it loses its dodge bonus, too. | * +2 dodge bonus to [[SRD:Armor Class|Armor Class]] against monsters of the [[SRD:Ooze Type|ooze type]]. Any time a creature loses its [[SRD:Dexterity|Dexterity]] bonus (if any) to [[SRD:Armor Class|Armor Class]], such as when it’s caught [[SRD:Flat-Footed|flat-footed]], it loses its dodge bonus, too. | ||
* [[SRD:Speak Language Skill|Automatic Languages]]: Common, | * [[SRD:Speak Language Skill|Automatic Languages]]: Common, |
Revision as of 20:10, 6 March 2011
← Complete Xeno (3.5e Sourcebook)/Uongo-mijusi
← Nyota Mji (3.5e Environment)
← Teknolojia (3.5e Racial Paragon Class)
← Wasomi (3.5e Racial Paragon Class)
| |||||||||
Rate this article Discuss this article |
Contents
Uongo-mijusi
A reptilian looking race, with unique mental and physical altering capacity's. (games that don't allow the Bio-Energy (3.5e Creature Ability) (or a similar ability), can only be yearlings).
Personality
Physical Description
External Anatomy
Uongo-mijusis, are about 5' 6", and at first appear very reptilian, due their forked tongues, reptilian tail, and blue-scaled body's. But are in fact more mammalian than reptilian.
Internal Anatomy
Uongo-mijusi bodys are sleepless, and only need to meditate for 2 hours per day. When meditating, uongo-mijusi are blinded, and deafened. Spells and powers per day are reset after meditation. Uongo-mijusi can delay this, but become shaken after 24 hours without meditation, confused after 30 hours, and Nauseated after 36.
The only internal thing that emulates uongo-mijusis as reptilian, is the fact that they lay eggs. Usually having 3-5 eggs. Uongo-mijusi, will not give a second thought to eating straggling hatchlings.
To get out of tight spots, uongo-mijusis can speed up their hearts to 3 times its normal rate. They can also slow there heart beat down by half.
Relations
Check out their society page, for relations with other species and classes.
Lands
Uongo-mijusi were birthed from a far distant planet, that was mostly composed of rain forests, and high mountains - or at least that's what the archaic data suggests.
Uongo-mijusi were once slaves to the vile Zeigeist (3.5e Race)'s. A massive blue slug-like creatures, who destroyed the uongo-mijusi culture, and life - imposing their own type of utilitarianism (the greatest good, for the greatest [and most powerful]). The zeitgeist's insatiable greed, became their undoing.
Zeigist's had created large colony's in the mijusi (name during there enslavement) home solar system. Continuously pushing the bounds of civility...but that was not enough. They started selling mijusi to other solar systems, bending all any natives to their will. And in the possess came across the Noo (3.5e Race)...
What happened to the doomed solar system is just theory - for few escaped. It is known that the zeigist's and noo had a very strong relationship. And that the ethos involved manifest destiny. But the rest is very murky. Some story's say, that they were creating a galaxy destroyer, and it backfired; others say, they were working on an ultimate mind implant/ or mind control, that was destroyed by rebels - but destroyed the mijusi home world; and others yet, say that a group of galactic conspirators brought about the alliances demise.
What ever happened to the hapless solar system, still remains a mystery. But it is know that a small constituency of mijusi were able to escape the doom, lead by a bold rebel named douglass. Mijusi have since called themselves Uongo-mijusi, and have come to call there star ship cities home.
Alignment
Most uongo-mijusi, are Lawful Good, as to protect themselves during their meditation. But, as to blend into a society, they have been known to be Chaotic or Evil.
Language
While uongo-mijusis do not have a native language, they emanate emotions through different odours. While this makes them terrible poker players, it also plays as a type of body language.
Racial Traits
- -4 Strength, +2 Constitution, +2 Wisdom, -4 Charisma: Uongo-mijusis have a great power over there body, and mind, but have replaced strength, and unsocial habits for it.
- Outsider (Psionic, Xenotheric): Uongo-mijusi do not need to sleep, but need to breath and eat.
- Medium:
- Uongo-mijusi base land speed is 30 feet:
- Naturally Psionic: Uongo-mijusis gain 2 bonus power point 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.
- Partial Scent: Uongo-mijusis have a partial scent ability. An uongo-mijusi can detect opponents by scent within 10 feet. If the opponent is upwind, the range increases to 20 feet; if downwind, it drops to 5 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When an uongo-mijusis detects a scent, the exact location of the source is not re vealed—only its presence somewhere within range. The uongo-mijusis can take a move action to note the direction of the scent. Whenever the uongo-mijusi come within 5 feet of the source, the uongo-mijusi can pinpoints the source’s location.
- +2 racial bonus on Autohypnosis checks.
- Bio-Energy (Ex): The Uongo-mijusi metabolism is capable of yielding large amounts of biological energy that can be used for different purposes. Unlike other xenotheric creature's, Uongo-mijusi bio-energy pool can hold a maximum amount of charges equal to 7 plus the Xenotheric creature's Constitution modifier (minimum 1), and recharges at a rate of 2 charges per minute, or double the amount they would normally receive if higher then that(such as if they had have Improved Bio-Energy Regeneration). These charges may be expended to facilitate certain special powers. Some of these powers are exclusive to specific Xenotheric species, whereas others can be accessed through various Xenotheric feats.
- Fast Healing 5 (Ex) (1 bio-energy points per round): gains 5 hit points per round (stacks with other fast healing effects).
- Speed Heart Beat (Ex) (3 bio-energy points per round): When uongo-mijusis reaches 3HD it can triple its heart beat. As a swift action, an uongo-mijusis can triple its heart beat. In doing so it gains: +4 speed bonus on attack rolls, a +2 dodge bonus to AC and Reflex saves, a +2 bonus on bull rush, grapple, overrun, trip, and damage rolls. These effects stack with things like haste or rage; and can last for a number of rounds equal to the uongo-mijusis Con modifier/3. After timing out uongo-mijusis become fatigued for half the rounds that the heart beat increase was done (can pay an additional 2 bio-energy points to negate fatigue). This can only be done 2 times per day at 3HD (increasing to 3/day at 7HD, 4/day 10HD, & 5/day at 15HD).
- Slow Heart Beat (Ex) (2 bio-energy points per round): When uongo-mijusis reaches 5HD it can halve its heart beat. As a move action, an uongo-mijusis can halve its heart beat. In doing so it gains: Fast Healing 10 (10 total); a +2 resistance bonus to Fortitude saves; and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (this natural energy resistance stacks with any future energy resistance gained through other effects). But are effectively under the slow spell. This can last for a number of rounds equal to the uongo-mijusi Con modifier/3. This can only be done 1 time per day at 5HD (increasing to 2/day at 9HD, & 3/day at 12HD).
- +4 racial bonus on saving throws against Noo, Uberich, and Zeitgeist.
- +2 dodge bonus to Armor Class against monsters of the ooze type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- Automatic Languages: Common,
- Bonus Languages: Any except secret
- Level Adjustment: +2
- Effective Character Level: 3
Vital Statistics
Adulthood | Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|---|
100 years | 300 years | 700 years | 1200 years | +10d10+50 years | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 4’ 10” | +2d10 | 120 lb. | × (2d4) lb. |
Female | 4’ 5” | +2d10 | 85 lb. | × (2d4) lb. |
Yearlings
After two weeks hatchlings become yearlings. After one year, since hatching, the yearling becomes a full fledged uongo-mijusi. Emerging from a cocoon like structure. A character can never be both in its life span.
(This acts as a variant for game without bioenergy)
Personality
antsy and always on the move
Physical Description
Yearlings look, in many ways, like kobolds, in fact it takes a DC 17 Knowledge(xenotechnology, or local) to tell the difference.
Relations
Yearlings fear full grown uongo-mijusi, quikly learning how to blend in with kobolds - as a form of protection.
Racial Traits
- +4 Dexterity: Yearlings know how to run, and hid!
- Outsider Type (Goblinoid, Xenoblooded): Yearlings sleep as normal humanoids
- Small: As small creatures, yearlings gain a +1 size bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks and a −4 penalty on grapple checks. Their lifting and carrying limits ¾ those of Medium characters.
- Yearling base land speed is 40 feet: A yearling’s land speed is faster than the norm for his size by +20 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the yearling’s speed because of any load carried or armor worn.
- Yearling Sprint (Ex): Yearlings gain the Run feat. In addition, a yearling can continue running without need to make Constitution checks for tiring. Yearlings gain an additional +4 racial bonus on Jump checks made with a running start.
- Hard to Catch (Ex): Yearlings gain a +4 racial bonus on Escape Artist skill checks.
- Partial Scent: Yearlings have a partial scent ability. A yearling can detect opponents by scent within 10 feet. If the opponent is upwind, the range increases to 20 feet; if downwind, it drops to 5 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a yearling detects a scent, the exact location of the source is not re vealed—only its presence somewhere within range. The yearlings can take a move action to note the direction of the scent. Whenever the yearling come within 5 feet of the source, the yearling can pinpoints the source’s location.
- Automatic Languages: Common, Draconic
- Bonus Languages: Any except secret
- Level Adjustment: +0
- Effective Character Level: 1
Back to Main Page → 3.5e Homebrew → Races
Author | Franken Kesey + |
Effective Character Level | 3 + and 1 + |
Favored Class | Wilder +, Wasomi +, Teknolojia +, Soulknife +, Psychic Warrior +, Marksman +, Psion +, Barbarian +, Rogue + and Ranger + |
Identifier | 3.5e Race + |
Level Adjustment | 2 + and 0 + |
Racial Ability Adjustments | -4 Strength +, +2 Constitution +, +2 Wisdom +, -4 Charisma + and +4 Dexterity + |
Rating | Unrated + |
Size | Medium + and Small + |
Subtype | Psionic +, Xenotheric +, Goblinoid + and Xenoblooded + |
Summary | A reptilian looking race, with unique mental and physical altering capacity's. (games that don't allow the Bio-Energy (3.5e Creature Ability) (or a similar ability), can only be yearlings). + |
Title | Uongo-mijusi + |
Type | Outsider + |