Zaprat (3.5e Race)

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Author: Eiji-kun (talk)
Date Created: 5-23-21
Status: Complete
Editing: Clarity edits only please
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Zaprat[edit]

Zaprats are electricity conducting rodent-men with long tails and large ears. They lived in the thunder-wrought plains and canyons found on the border between the material and the quasi-elemental plane of lightning. Most creatures in this place had adapted for underground life to protect themselves from the thunderstorms, but their progenitors found that by braving the weather, they would avoid predation and thus they began to thrive. Now awakened to proper sapience, their civilization has begun to spill into places less wracked by storm.

Personality[edit]

Zaprats (pronounced "za-prats") are said to be fearless. This is a lie, but they are not easily startled as they have spent their lives surrounded by the unexpected riot of bright flashes and pealing thunder. Cool under pressure, they are determined and focused at whatever they put their mind towards. For many the simple pleasures of eating and comfort are enough, while others express their desires through battle lust.

Physical Description[edit]

Zaprats evolved from rodents and still maintain these hamster-like features, with furred bodies with large ears, thick frames packed with surprising muscle and bulk for a small sized creature, and long whip-like tails which end in metallic knobs. This acts as a grounding wire, as zaprats contain a large amount of copper in their bodies and possess natural electrical channels for safely manipulating, and being struck by, electrical discharges. Spots are common, especially on their checks as a sort of freckle. In their youth, their fur tends to be lighter and their freckles more vibrant warm hues, often blonde and red. As they age their fur browns and freckles darken to black. Some sport extra hair along their heads, but many merely have normal fur coating.

Relations[edit]

Zaprats generally seek to have peaceful relations with new arrivals, knowing that a poor impression may lead to a potential rival or predator. Having been prey once, they know the power of weaponized diplomacy to disarm a hostile before they ever become so.

Alignment[edit]

Zaprats vary in alignment, slightly tilted towards chaos and goodness.

Lands[edit]

Zaprats originally hailed from strange lands bordering elemental planes, but now can be found in many plains, forest, and canyon territories. They tend to prefer places that continue to have stormy weather.

Religion[edit]

Zaprats once had a religion focused around temperamental sky gods and dangerous cave demons from below, but this is an ancient religion few practiced. Now they adopt the gods of other lands.

Language[edit]

Zaprats speak Common and Auran.

Names[edit]

Zaprat names are often short, loud, and sharp in tone.

Racial Traits[edit]

  • +2 Con: Strong for their size, their biggest trait is actually their durability. A lifetime of shocks built up physical resistances.
  • Humanoid (Anthro): These short thick humanoids are rodent like, not unlike a large hamster. 
  • Small: As a Small creature, a zaprat gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Zaprat base land speed is 30 feet.  
  • Charge Up (Ex): A zaprat can empower an electrical attack with its own energy as a swift action by consuming the use of its thundershock ability (see below). For 1 round attacks that deal electric damage deals an additional +1 electric damage per die. This puts thundershock (and thus this ability) on cooldown for 1d4 rounds. 
  • Quickness (Ex): A zaprat can use its internal energy to quicken its movement as a swift action by consuming the use of its thundershock ability (see below). For 1 round its movement speeds increase by +10 ft. This increases to +20 ft at 6 HD, and +30 ft at 9 HD. This puts thundershock (and thus this ability) on cooldown for 1d4 rounds. 
  • Thundershock (Su): A zaprat is capable of releasing bursts of electrical energy as a standard action out to Close range (25 ft + 5 ft/2 HD), dealing 1d6 points of electric damage per 2 HD (minimum 1d6) in a 5 ft square. Creatures get a Reflex save for half damage, DC 10 + 1/2 HD + their Constitution modifier. This counts as a breath weapon, and has a cooldown of 1d4 rounds. 
  • Resistances (Ex): Zaprats have electricity resistance 5.
  • Automatic Languages: Common, Auran
  • Bonus Languages: Any (except secret languages)
  • Favored Class: Ranger or Sorcerer
  • Level Adjustment: +0
  • Effective Character Level: 1


Vital Statistics[edit]

Table: Zaprat Random Starting Ages
Adulthood Simple Moderate Complex
8 years +1d4 +1d6 +2d4
Table: Zaprat Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
30 years 50 years 70 years +1d20 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: Zaprat Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2' 2" +2d4 60 lb. × (1) lb.
Female 2' 0" +2d4 55 lb. × (1) lb.



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Facts about "Zaprat (3.5e Race)"
AuthorEiji-kun +
Effective Character Level1 +
Favored ClassRanger + and Sorcerer +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 Con +
RatingUndiscussed +
SizeSmall +
SubtypeAnthro +
SummaryZaprats are electricity conducting rodent-men with long tails and large ears. +
TitleZaprat +
TypeHumanoid +