Cipher Stars
2012-06-06, 06:17 PM
Nereen
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/nereen.jpg
Non-elemental:
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/sample-b4afb7d18ef5243ebfbfd55a8088c050.jpg
Personality: Nereen are a diverse race, like humans nereen are very curious, inquisitive, and free spirited. All nereen have a fascination with magic to some degree. Nereen are forgetful, though they don't mean to be, so they often take notes of everything. New places, new people, a nereen will write about them all. While they are not all compulsively writing things down every second, its very common to see a nereen's library have a large section dedicated completely to their journals they keep as they live out their long lives until the day they die of unnatural causes or accident.
Nereen are very respectful of death, appreciative of how death looks the other way as they age. When a Nere dies, every nereen city or establishment within 200miles pays its respects in an hour of silence during the funeral service.
Nereen females are particularly regarded as special. There is only one female nereen for every fifty males. When a female dies, its considered a particularly sad day. The close families and friends usually spend the year in mourning in the city where she was buried. Notable males receive the same treatment. And notable females can have mourning ceremonies that last a decade. What is a decade to the ageless nereen compared to the lost life of one of their own?
The nereen culture is run by a matriarchy, as females are more intellectually inclined and trusted to make the best decisions for their people. They are many times more likely to retain leveled heads and seek options that have the most positive outcome, while male nereen are more likely to look for the most direct options that usually result in complications and loss.
Physical Description: Nereen females are small. Very short, but they are proportioned just as if they were a tall human. Just kicked down a scale.
Males are of normal height for a humanoid and are even considered tall. Many male nereen find themselves unable to mate due to their size difference (Male nereen are close to Large size, while some females can be on the small side of small, average Small at best), further limiting reproduction of the ageless race as there are so fewer females to begin with.
Nereen have skin tones of cool colors, blues, purples, and dark greens can be found among their species and its not uncommon for nereen to be born with alternate colored markings. Nereen hair colors vary from yellows, greens, blues, purples, pinks, and whites while they also possess a pair of horns of which the design appears different for everyone- as unique as fingerprints but never too large, female horns are usually pointed backwards and rarely useful in a fight, but male horns can grow large. Eye colors are most commonly very yellow or gold, but red and vibrant green colors are also common.
Unique descriptions for females:
Water: Water nereen tend to have softer, more malleable bodies. Water nereen therefore are the most commonly seen with young, or with mates. They are more likely to have a coloration closer to blue. They share most of the same characteristics of Nymphs, save for their coloration.
Fire: Fire nerreen tend to have warmer average body temperatures then normal and are more likely to have a coloration closer to red. They share many of the same characteristics with Succubi.
Air: Air nerreen are always lighter. After rolling weight, minus 20 from the result. They share many of the same characteristics of Elves.
Stone: Stone nereen have tougher bodies. They are less soft and squishy, the opposite of water nereen. They aren't as likely to find fitting mates.no pun intended. They share many of the same characteristics with Dryads.
Relations: Nereen keep to their own race most of the time, most other races don't often see a Nere. They are elven in nature, and identify best with other elves. Most races, however, are seen as more violent or unpredictable. So only individual nereen mingle at times, usually under disguise, to satisfy curiosity. Nereen literature is dominated by autobiographies of nereen who venture out and explore alternate cultures. The current best selling book is one about a nereen who entered drow society, and how they were so similar yet vastly different.
Alignment: Nereen are almost always neutral in their alignment, they take little stance in good vs evil or even law vs chaos. They make decisions based on the rule of the greater good. What ever costs the least amount of casualty is usually the way for a nere to go, regardless of the actual morality the action would fall under.
They don't have a moral mind set, and typically think that if it makes them happy, and it makes others happy, the action is definitely good. If it makes them unhappy, they wont do it unless it would make an appropriate amount of others happy. Nereen usually avoid any action that would harm others, but if harming one person would end the harm they caused to many others, a Nere judges the action to be good.
Nere Lands: Nereen live in their own plane that is heavily dominated by the four major elements. Their lands are truly magical. On the material plane, hippies usually hug nature. On Nerevass, the Nereen hug magic. Their cities are a perfect union between the artificial and the arcane. The elements support the cities and the cities support the elements.
Flora and Faunta aren't normally organic. Instead there are features that are reminiscent of material plane counterparts. Stone trees, fiery grass, water grouped together to form lakes that can look like a mountain or sheer cliff. The four elements equally take up their share of different features, even features of the other elements- such as a river of cloud or rapid air currents or clouds composed of bundled flames.
Religion: Nereen do not have a religion. They do not know what gods or goddesses are out there for them, and they do not know what happens when they die. Such is left to speculation. Common belief for the romantics is that the female and her mates bond together to become a new more powerful elemental being living somewhere in the female's elemental plane.
Language: There are four primary languages the nereen speak. All female nereen automatically learn the language of their element from birth. Cities that are primarily served by a specific element usually speak that elemental language. All nereen strive to learn all four languages as they age, until by the time they reach Maturation for their age they know all four enough to communicate with any of the four elementals.
Adventurers: Adventuring is natural for a nereen. Their curiosity, and urge to explore new places pushes them to explore. When they adventure, they usually keep a large reserve of plank books and writing utensils so they can log their journeys. An adventuring nere will do many things for the sake of doing them at least once. A nereen adventurer can find themselves hard pressed to say no to a new experience.
Nere Racial Traits:
Female: +4 to Int, Wis, or Cha, or +2 to two. -2 Str, -2 Con Male: +4 to Str, Dex, or Con, or +2 to two. -2 Wis, -2 Int
Nereen females are smaller, and are wiser, learn easier, and are enjoyable to be around. Nereen males are stronger built then most races, quicker, and more efficiently built.
Fey
Small/Medium: A male Nereen is Medium and has no benefit or penalty due to size. Females are small, and as a Small creature, a nereen gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Nere base land speed is 30 feet
Fueled by Magic: Nereen run off pure magical energy, they do not need to eat, sleep, breath, and are immune to sleep, fatigue, and exhaustion effects. They need only remain in one 15x15ft area for 4 hours to replenish abilities that usually take 8 hours of rest to reset. However, she is automatically exhausted in areas where there is no magic such as in an antimagic field. Nereen randomly stop aging when they reach physical maturity, that is, the age they can start to reproduce. It is rare to see a Nere who looks older then 30, while the youngest one can look is 12. Though its rare to see a Nere who stops aging at 12, thats just when the random age block kicks into effect. The male nereen don't start the random age block until 16.
(Female) Arcane Sight: The female nereen all have arcane sight, as the spell. This can be used to see in total darkness as if it was not there. However, when in magical darkness you are still blinded. Instead of seeing black, you just see whatever color the magical darkness appears to register as to your magic-sensing sight.
(Male) Detect Thoughts: Male nereen have the ability to detect the surface thoughts of others, as the detect thoughts spell. They can use this at will. But whenever it is active, they receive a -4 to will saves against mind-effecting effects and can be effected by any language dependant spell even if he would normally not be. If an enemy would be subject to your detect thoughts, if they succeed on their will save they automatically know someone tried to invade their mind, and know your location.
Spell Resistance: A Nere has spell resistance equal to 8+Class levels. This Spell resistance increases to 11+class levels at lvl 10, and to 15+ class levels at 20.
Weapon Proficiency: Nereen are proficient with daggers and shortbows, while males are proficient with shortswords and longbows.
(female) Arcane Bond: Nereen have a close connection to magic energies. They have a direct affinity towards one in particular that the Nereen refer to as their "Guide". At level one, choose a school of magic. You gain +2 to your caster level, and a +1 to the DC for all spells of that school.
(female) Elemental Bond: Nereen females are connected with a particular element. Using Elemental Bond is a free action to suppress or resume.
Females gain fast healing equal to their class levels when in their element (When at least 15ft off the ground for Air, when touching fire or in a burning room for fire, when underground for earth, and when submerged at least halfway in water for water).
A nere in elemental form always has at least 10+1/2 their levels as energy resistance to that element.
Females gain the elemental type when in their elemental form.
Whenever a female is hit with the element they are vulnerable to, taking damage at least equal to half their character level in it, they are forced into their normal form for 1d6 rounds.
Water: Gain the [Water] Subtype. Your body appears to be made out of water. You gain a swim speed equal to your land speed, and can move in water without making checks. You can breath in water as well as in air. You become Vulnerable to Electric damage, as the charge fills your waters.
Fire: Gain the [Fire] Subtype. Your body appears to be made of condensed flame. You gain a climb speed equal to your land speed. You gain immunity to falling damage. But vulnerability to cold, which means you takes half again as much (+50%) damage as normal from cold, as the chill stifles your flame.
Air: Gain the [Air] Subtype. Your body appears to be made of gathered winds. You gain a fly speed equal to half your land speed with clumsy maneuverability. You become vulnerable to Acid damage, as corrosive fumes taint your winds.
Stone: Gain the [Earth] Subtype. Your body appears to be made of compact dirt, or smooth stone. You gain a burrowing speed equal to half your land speed. You become vulnerable to Fire damage, as you become molten like lava.
(Male) Uncanny Anatomy: Nereen males have bodies that are denser, and powerfully built. But while the females are more connected with arcane elements, the males are more connected with the flesh and as such don't have an elemental form- But their bodies themselves are more adapted to life.
Males have a 50% chance to ignore critical hits. Males are immune to disease, poison, ability damage.
(Male) Horns: A male nere has a pair of larger horns they can use to attack. The male nere can deal 1d6 damage with their horns, 1d12 if used on a charge.
Skill Bonuses: Nereen have a +2 racial bonus to spellcraft checks, +2 racial bonus to decipher script, and a +2 diplomacy bonus when dealing with elementals, +5 when dealing with an elemental of the same type as your elemental bond.
Automatic Languages: Common, Aquan, Terran, Ignan, Auran
Bonus Languages: Any, particularly Draconic, Dwarven, and Elven.
Favored Class: Sorcerer (Female), Males do not have a favored class.
Level Adjustment: +3
Nere Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
Special* |+4d12|+6d6|+10d12[/table]
A nere is considered an adult whenever he or she stops aging.
Nere Aging Effects
{table=head]Middle Age|Old Age|Venerable|Maximume Age
20 | 25 years| 30 years|+4d6 years[/table]
*Note. This is comparative aging. Each age looks just like a human at that age, but in the scale of when Nereen usually stop aging its considered Middle/Old/Venerable. So a Middle Age Nere is 20, and looks 20, but is considered "Middle age" by Nere standards. Old age is when the Nere hasn't stopped aging yet but time keeps on passing, they are considered old at 30 because most do not age that long before they become ageless. Venerable is when the Nere is long passed overdue to stop aging. Maximum Age is when the Nere is reaching the end of the random age block window. The most a Nere can age would be 54 years old.
This table has no benefits or penalties, except perhaps to Appearance if using the BoEF.
Nere random Height and Weight
{table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
Male| 6’11”|+2d6| 135 lb.|× (1d6) lb.
Female|2’9”|+2d6| 60 lb.|× (1d6) lb.[/table]
Nereen Racial Feats:
Great Horns:
prerequisite: Male Nere, BaB +3
Especially large horns protrude from your head. Your horns deal 1d10 base damage, and 2d10 on a charge.
Gender Trick:
prerequisite: Nereen race.
You can take either the Arcane Sight, if you are male, or the Detect Thoughts, if you are female.
Arcane Bond:
Prerequisite: Arcane Bond racial feature, caster level 10th
Your arcane bond is heightened. You can cast metamagic enhanced spells of your bonded school at -1 the increase to spell level.
Nere Nere Boost:
Prerequisite: Nereen race
You gain a +1 to one ability score that has already been increased by your racial ability modifier.
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/nereen.jpg
Non-elemental:
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/sample-b4afb7d18ef5243ebfbfd55a8088c050.jpg
Personality: Nereen are a diverse race, like humans nereen are very curious, inquisitive, and free spirited. All nereen have a fascination with magic to some degree. Nereen are forgetful, though they don't mean to be, so they often take notes of everything. New places, new people, a nereen will write about them all. While they are not all compulsively writing things down every second, its very common to see a nereen's library have a large section dedicated completely to their journals they keep as they live out their long lives until the day they die of unnatural causes or accident.
Nereen are very respectful of death, appreciative of how death looks the other way as they age. When a Nere dies, every nereen city or establishment within 200miles pays its respects in an hour of silence during the funeral service.
Nereen females are particularly regarded as special. There is only one female nereen for every fifty males. When a female dies, its considered a particularly sad day. The close families and friends usually spend the year in mourning in the city where she was buried. Notable males receive the same treatment. And notable females can have mourning ceremonies that last a decade. What is a decade to the ageless nereen compared to the lost life of one of their own?
The nereen culture is run by a matriarchy, as females are more intellectually inclined and trusted to make the best decisions for their people. They are many times more likely to retain leveled heads and seek options that have the most positive outcome, while male nereen are more likely to look for the most direct options that usually result in complications and loss.
Physical Description: Nereen females are small. Very short, but they are proportioned just as if they were a tall human. Just kicked down a scale.
Males are of normal height for a humanoid and are even considered tall. Many male nereen find themselves unable to mate due to their size difference (Male nereen are close to Large size, while some females can be on the small side of small, average Small at best), further limiting reproduction of the ageless race as there are so fewer females to begin with.
Nereen have skin tones of cool colors, blues, purples, and dark greens can be found among their species and its not uncommon for nereen to be born with alternate colored markings. Nereen hair colors vary from yellows, greens, blues, purples, pinks, and whites while they also possess a pair of horns of which the design appears different for everyone- as unique as fingerprints but never too large, female horns are usually pointed backwards and rarely useful in a fight, but male horns can grow large. Eye colors are most commonly very yellow or gold, but red and vibrant green colors are also common.
Unique descriptions for females:
Water: Water nereen tend to have softer, more malleable bodies. Water nereen therefore are the most commonly seen with young, or with mates. They are more likely to have a coloration closer to blue. They share most of the same characteristics of Nymphs, save for their coloration.
Fire: Fire nerreen tend to have warmer average body temperatures then normal and are more likely to have a coloration closer to red. They share many of the same characteristics with Succubi.
Air: Air nerreen are always lighter. After rolling weight, minus 20 from the result. They share many of the same characteristics of Elves.
Stone: Stone nereen have tougher bodies. They are less soft and squishy, the opposite of water nereen. They aren't as likely to find fitting mates.no pun intended. They share many of the same characteristics with Dryads.
Relations: Nereen keep to their own race most of the time, most other races don't often see a Nere. They are elven in nature, and identify best with other elves. Most races, however, are seen as more violent or unpredictable. So only individual nereen mingle at times, usually under disguise, to satisfy curiosity. Nereen literature is dominated by autobiographies of nereen who venture out and explore alternate cultures. The current best selling book is one about a nereen who entered drow society, and how they were so similar yet vastly different.
Alignment: Nereen are almost always neutral in their alignment, they take little stance in good vs evil or even law vs chaos. They make decisions based on the rule of the greater good. What ever costs the least amount of casualty is usually the way for a nere to go, regardless of the actual morality the action would fall under.
They don't have a moral mind set, and typically think that if it makes them happy, and it makes others happy, the action is definitely good. If it makes them unhappy, they wont do it unless it would make an appropriate amount of others happy. Nereen usually avoid any action that would harm others, but if harming one person would end the harm they caused to many others, a Nere judges the action to be good.
Nere Lands: Nereen live in their own plane that is heavily dominated by the four major elements. Their lands are truly magical. On the material plane, hippies usually hug nature. On Nerevass, the Nereen hug magic. Their cities are a perfect union between the artificial and the arcane. The elements support the cities and the cities support the elements.
Flora and Faunta aren't normally organic. Instead there are features that are reminiscent of material plane counterparts. Stone trees, fiery grass, water grouped together to form lakes that can look like a mountain or sheer cliff. The four elements equally take up their share of different features, even features of the other elements- such as a river of cloud or rapid air currents or clouds composed of bundled flames.
Religion: Nereen do not have a religion. They do not know what gods or goddesses are out there for them, and they do not know what happens when they die. Such is left to speculation. Common belief for the romantics is that the female and her mates bond together to become a new more powerful elemental being living somewhere in the female's elemental plane.
Language: There are four primary languages the nereen speak. All female nereen automatically learn the language of their element from birth. Cities that are primarily served by a specific element usually speak that elemental language. All nereen strive to learn all four languages as they age, until by the time they reach Maturation for their age they know all four enough to communicate with any of the four elementals.
Adventurers: Adventuring is natural for a nereen. Their curiosity, and urge to explore new places pushes them to explore. When they adventure, they usually keep a large reserve of plank books and writing utensils so they can log their journeys. An adventuring nere will do many things for the sake of doing them at least once. A nereen adventurer can find themselves hard pressed to say no to a new experience.
Nere Racial Traits:
Female: +4 to Int, Wis, or Cha, or +2 to two. -2 Str, -2 Con Male: +4 to Str, Dex, or Con, or +2 to two. -2 Wis, -2 Int
Nereen females are smaller, and are wiser, learn easier, and are enjoyable to be around. Nereen males are stronger built then most races, quicker, and more efficiently built.
Fey
Small/Medium: A male Nereen is Medium and has no benefit or penalty due to size. Females are small, and as a Small creature, a nereen gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Nere base land speed is 30 feet
Fueled by Magic: Nereen run off pure magical energy, they do not need to eat, sleep, breath, and are immune to sleep, fatigue, and exhaustion effects. They need only remain in one 15x15ft area for 4 hours to replenish abilities that usually take 8 hours of rest to reset. However, she is automatically exhausted in areas where there is no magic such as in an antimagic field. Nereen randomly stop aging when they reach physical maturity, that is, the age they can start to reproduce. It is rare to see a Nere who looks older then 30, while the youngest one can look is 12. Though its rare to see a Nere who stops aging at 12, thats just when the random age block kicks into effect. The male nereen don't start the random age block until 16.
(Female) Arcane Sight: The female nereen all have arcane sight, as the spell. This can be used to see in total darkness as if it was not there. However, when in magical darkness you are still blinded. Instead of seeing black, you just see whatever color the magical darkness appears to register as to your magic-sensing sight.
(Male) Detect Thoughts: Male nereen have the ability to detect the surface thoughts of others, as the detect thoughts spell. They can use this at will. But whenever it is active, they receive a -4 to will saves against mind-effecting effects and can be effected by any language dependant spell even if he would normally not be. If an enemy would be subject to your detect thoughts, if they succeed on their will save they automatically know someone tried to invade their mind, and know your location.
Spell Resistance: A Nere has spell resistance equal to 8+Class levels. This Spell resistance increases to 11+class levels at lvl 10, and to 15+ class levels at 20.
Weapon Proficiency: Nereen are proficient with daggers and shortbows, while males are proficient with shortswords and longbows.
(female) Arcane Bond: Nereen have a close connection to magic energies. They have a direct affinity towards one in particular that the Nereen refer to as their "Guide". At level one, choose a school of magic. You gain +2 to your caster level, and a +1 to the DC for all spells of that school.
(female) Elemental Bond: Nereen females are connected with a particular element. Using Elemental Bond is a free action to suppress or resume.
Females gain fast healing equal to their class levels when in their element (When at least 15ft off the ground for Air, when touching fire or in a burning room for fire, when underground for earth, and when submerged at least halfway in water for water).
A nere in elemental form always has at least 10+1/2 their levels as energy resistance to that element.
Females gain the elemental type when in their elemental form.
Whenever a female is hit with the element they are vulnerable to, taking damage at least equal to half their character level in it, they are forced into their normal form for 1d6 rounds.
Water: Gain the [Water] Subtype. Your body appears to be made out of water. You gain a swim speed equal to your land speed, and can move in water without making checks. You can breath in water as well as in air. You become Vulnerable to Electric damage, as the charge fills your waters.
Fire: Gain the [Fire] Subtype. Your body appears to be made of condensed flame. You gain a climb speed equal to your land speed. You gain immunity to falling damage. But vulnerability to cold, which means you takes half again as much (+50%) damage as normal from cold, as the chill stifles your flame.
Air: Gain the [Air] Subtype. Your body appears to be made of gathered winds. You gain a fly speed equal to half your land speed with clumsy maneuverability. You become vulnerable to Acid damage, as corrosive fumes taint your winds.
Stone: Gain the [Earth] Subtype. Your body appears to be made of compact dirt, or smooth stone. You gain a burrowing speed equal to half your land speed. You become vulnerable to Fire damage, as you become molten like lava.
(Male) Uncanny Anatomy: Nereen males have bodies that are denser, and powerfully built. But while the females are more connected with arcane elements, the males are more connected with the flesh and as such don't have an elemental form- But their bodies themselves are more adapted to life.
Males have a 50% chance to ignore critical hits. Males are immune to disease, poison, ability damage.
(Male) Horns: A male nere has a pair of larger horns they can use to attack. The male nere can deal 1d6 damage with their horns, 1d12 if used on a charge.
Skill Bonuses: Nereen have a +2 racial bonus to spellcraft checks, +2 racial bonus to decipher script, and a +2 diplomacy bonus when dealing with elementals, +5 when dealing with an elemental of the same type as your elemental bond.
Automatic Languages: Common, Aquan, Terran, Ignan, Auran
Bonus Languages: Any, particularly Draconic, Dwarven, and Elven.
Favored Class: Sorcerer (Female), Males do not have a favored class.
Level Adjustment: +3
Nere Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
Special* |+4d12|+6d6|+10d12[/table]
A nere is considered an adult whenever he or she stops aging.
Nere Aging Effects
{table=head]Middle Age|Old Age|Venerable|Maximume Age
20 | 25 years| 30 years|+4d6 years[/table]
*Note. This is comparative aging. Each age looks just like a human at that age, but in the scale of when Nereen usually stop aging its considered Middle/Old/Venerable. So a Middle Age Nere is 20, and looks 20, but is considered "Middle age" by Nere standards. Old age is when the Nere hasn't stopped aging yet but time keeps on passing, they are considered old at 30 because most do not age that long before they become ageless. Venerable is when the Nere is long passed overdue to stop aging. Maximum Age is when the Nere is reaching the end of the random age block window. The most a Nere can age would be 54 years old.
This table has no benefits or penalties, except perhaps to Appearance if using the BoEF.
Nere random Height and Weight
{table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
Male| 6’11”|+2d6| 135 lb.|× (1d6) lb.
Female|2’9”|+2d6| 60 lb.|× (1d6) lb.[/table]
Nereen Racial Feats:
Great Horns:
prerequisite: Male Nere, BaB +3
Especially large horns protrude from your head. Your horns deal 1d10 base damage, and 2d10 on a charge.
Gender Trick:
prerequisite: Nereen race.
You can take either the Arcane Sight, if you are male, or the Detect Thoughts, if you are female.
Arcane Bond:
Prerequisite: Arcane Bond racial feature, caster level 10th
Your arcane bond is heightened. You can cast metamagic enhanced spells of your bonded school at -1 the increase to spell level.
Nere Nere Boost:
Prerequisite: Nereen race
You gain a +1 to one ability score that has already been increased by your racial ability modifier.