Nababb'ib (3.5e Race)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: the bluez in the dungeon (talk)
Date Created: 27/06/2022
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Nababb'ib[edit]

Genies of the Material Plane, muddled from centuries of living outside the elemental planes.

Personality[edit]

Strong-willed and cunning, nababb'ib are business-minded creatures, which otherwise show any kind of behaviour and temperament, following diverse and personal objectives and inclinations, according to their nature and culture.

All of them are, in some way, almost obssessed by deals, laws and pacts in general, both in theory and practice.

Physical Description[edit]

Nababb'ib come in all shapes, heights and skin colour (they can literally be of any color). They share fundamental traits of desert-dwelling humanoids but have spread in any corner of the world, adopting physical traits and clothing customs of their own region.

They can resemble humans, elves, orcs, dwarves, halflings or anything inbetween, though often this traits are mixed and accompanied by additional details such as long noses, tusks, small horns or other protrusions, anomalous hair, strangely colored skin, patterned flesh, feathers, scents or smokes. Some of this traits may be traces back to some kind of specific genie ancestry, but most scholars deem that this isn't demonstrable.

Relations[edit]

They are considered intelligent, cunning, dishonest, decadent, elegant, peaceful, hard-working, successful and exploiter. Their neighbours have different opinion about them, depending on both their cultures.

Alignment[edit]

Though most of them are lawful, neutral and chaotic nababb'ib are not uncommon. They have a slight inclination for evil over goodness, but those are not unheard of too.

Lands[edit]

They have communities all over the world, and even beyond, though most are found in desert lands, or near them.

They build magnificent cities and surround themselves with beautiful buildings and monuments.

Religion[edit]

Traditionally they are not devout, but esch community is different from the next, and they may worship any kind of deities or supernatural forces, especially those that superintend to trickery, business and oratory.

Language[edit]

Alongside Common, each nababb'ib knows at least one language with strong magical or planar ties, an effect that follows their nature as dealers.

Names[edit]

Their naming convention is entirely dependent on the individual's culture of origin.

Racial Traits[edit]

  • +2 to any attribute: Each nababb'ib is different and may have innate skills or have honed one of their abilities better than the others.
  • Humanoid (Spiritfolk): Their strong ties with humanoids makes them less magical than true genies. 
  • Medium: As a Medium creature, a nababb'ib has no special bonuses or penalties due to its size.
  • Nababb'ib base land speed is 30 feet.  
  • Dealer's Trick: Masters of pactmaking, they have a lot of tricks up their sleeves. They gain a +2 racial bonus to Appraise, Bluff, Diplomacy and binding checks, and get Appraise as a class skill for all their classes. They can use this skill to assess the price of services. Once per day they can retry a binding check, skill check for making a pact, or any percentile roll for contacting and obtaining something from powerful beings, such as gods, for example in the context of divination magic. Once per day when making any kind of pact or deal they may infuse a spark of magic into it to know automatically if the pact is breached, fulfilled, or otherwise ends, regardless of distance and planar boundaries. This is a supernatural ability. 
  • Merchant's Will: They have a +2 to Sense Motive checks and against enchantments. Once per day, as a non-action or immediate action, they may increase it to a +4 on a single check. 
  • Make a Wish (Su): Three times per day, they may cast prestidigitation as a supernatural ability. When they gain 3 HD, once per day, as a standard action, they may produce a lesser wish, an effect that it's similar to a wish spell. Using this power is taxing on the body of the Nababb'ib and it suffers 1 point of damage per HD, which can't be prevented in any way. This damage bypasses any reduction, and it can't be healed magically. The wish may be used to produce the following effects:
  • Duplicate any spell of 1st level or lower, even if it’s of a prohibited school[1].
  • Undo the harmful effects of many spells, but not above a first level spell's effect.
  • Produce any other effect whose power level is in line with the above effects, such as a single creature gaining a +1 on its next attacks or taking a –1 penalty on its next saving throw.

Racial Options[edit]

Feats[edit]


Back to Main Page3.5e HomebrewRaces

the bluez in the dungeon's Homebrew (740 Articles)
the bluez in the dungeonv
  1. When a lesser wish duplicates a spell that has an XP cost, the nababb'ib must pay that cost or 50 XP, whichever is more. When a lesser wish spell duplicates a spell with a material component that costs more than 100 gp, it must provide that component
Facts about "Nababb'ib (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassBinder + and Warlock +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 Any Attribute +
RatingUndiscussed +
SizeMedium +
SubtypeSpiritfolk +
SummaryGenies of the Material Plane, muddled from centuries of living outside the elemental planes. +
TitleNababb'ib +
TypeHumanoid +