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View Full Version : new 3.5 base race (PEACH)



Crafty Cultist
2009-08-04, 02:01 PM
Tell me what you think:

En-zula
the En-zula are a human subrace who, due to a necromantic ritual, draw life from negative energy

Physical descripion: En-zula appear mostly human, though pale and wiry.
Their hair is blood red, bright green, electric blue, or a similarly vibrant colour. The "whites" of their eyes are pitch black and their pupils are pure white, with a purple or yellow iris. They often tattoo paterns onto their skin

Personality: En-zula beleive others see them as abominations and are thus highly suspicious of others. they are very determined- once they set their sights on a goal, they will stop at nothing to acomplish it, even if it takes years

En-zula traits
*Humanoid(human subtype)
*Medium size
*Void soul: En-zula are healed by negative energy and damaged by positive energy
*Drain resistance: anyone targeting an En-zula with an energy drain effect must make a caster level(or hit dice) check DC11+the En-zula's character level to succeed. An En-zula automatical succeeds their fortitude save to remove a negative level after 24 hours
*+2 racial bonus on intimidate checks: En-zula are naturaly unsettling
*Darkened spirit: En-zula gain a +2 bonus on charisma based checks made against undead and an En-zula who becomes undead gains +2 turn resistance
*Favoured class: cleric. En-zula clerics usually draw power from the negative energy plane itself(destruction, death and evil domains)
level adjustment:+0

The Dark Fiddler
2009-08-04, 02:09 PM
*Drain resistance: anyone targeting an En-zula with an energy drain effect must make a caster level(or hit dice) check DC11+the En-zula's character level to succeed.

I like the flavor, but the check with a base DC of 11 seems a bit odd, as they're usually 10. Not necessarily bad, but just something I noted.

Crafty Cultist
2009-08-04, 02:12 PM
I based the DC on drow spell resistance

gabado
2009-08-05, 12:12 AM
An En-zula automatical succeeds their fortitude save to resist negative energy

doesn't that mean that they are auto immune to such spells as mummify or dessicate, as those spells are necromancy spells that allow a saving throw?

isn't that a little over powered for a 0 level adjustment race that they get immunity to over half of the necromancy spells?

PairO'Dice Lost
2009-08-05, 08:32 AM
doesn't that mean that they are auto immune to such spells as mummify or dessicate, as those spells are necromancy spells that allow a saving throw?

isn't that a little over powered for a 0 level adjustment race that they get immunity to over half of the necromancy spells?

"Negative Energy" doesn't mean "Necromancy," though. Unless a spell has the [Death] descriptor or deals negative energy damage, I wouldn't classify it as a negative energy spell; mummify and desiccate should affect them just fine.

Crafty Cultist
2009-08-05, 03:57 PM
doesn't that mean that they are auto immune to such spells as mummify or dessicate, as those spells are necromancy spells that allow a saving throw?

sorry. i mean the save to remove a negative level after 24 hours

fixed it now