Sandman (3.5e Race)
From D&D Wiki
Revision as of 07:23, 15 October 2018 by SgtLionBot (talk | contribs) (Bot: Automated text replacement (-([a-z]) ([a-z]) +\1 \2))
Sandmans
Racial Traits
- −2 Dexterity, +2 Constitution, +2 Intelligence, −4 Charisma: Sandmans are intelligent and hard but are clumsy and uncharismatic.
- Elemental (Living Elemental): A living elemental isn't subject to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, energy drain, nausea, or sickening. A living construct can use the run action, but doing so will tire it out.
- A living elemental has some life process that are subject to failure and the creature is vulnerable to critical hits, nonlethal damage, ability damage, ability drain, death effects, and necromancy effects. The low level of biological activity in a living elemental's body leaves it susceptible to effects that require Fortitude saves unless the effect is one that is listed in the previous paragraph.
As a living elemental it cannot heal damage on its own unless it also has the fast healing special quality. It is possible, however, to repair damage to a living elemental through the Craft Construct feat (see Part Two). The various cure wounds spells from the Player's Handbook work on living elemental, but only at half effect; roll the spell's effect as usual, but divide the amount of healing in half, rounded down. The repair damage spells from Complete Arcane have full effect on a living elemental. Living elemental heal damage on rest.
- 25% Fortification is a 25% chance to avoid critical hits or sneak attack if struck with one.
- Size: Medium: As medium creatures sandmans do not get any bonus nor penalty.
- Sandman base land speed is 20 ft, however it increase to 30 in sandy area.
- Flesh of Sand (Ex): The sandman is immune to electricity, but takes extra damage from earth type spells. In additional certain spells such as move earth have additional negative effects (see Clay Golem, or Stone, or whichever it is).
- Sand Regeneration (Ex): If in contact with Sands, a sandman got a regeneration of 1 point however all healing effect magical or mundane are negated except on rest.
- Sand Skin (Ex): +2 Natural AC
- Automatic Languages: Common. Bonus Languages: Any (except secret language).
- Favored Class: Any.
- Level Adjustment: +0
Variant Racial Traits
- −2 Dexterity, +2 Constitution, +2 Intelligence, −4 Charisma: Sandmen are hardy and intelligent but also uncoordinated and lacking in personality and social skills.
- Elemental (Earth): Elementals do not eat, sleep, or breathe. Sandmen have a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Sandmen are native to the Material Plane.
- Medium: As Medium creatures, sandmen have no special bonuses or penalties due to their size.
- Sandman base land speed is 20 feet. However they gain a +10 foot enhancement bonus to speed in sandy areas.
- Immunity to disease, nausea, paralysis, poison, sleep effects, sickening and stunning.
- Turn Resistance (Ex): A sandman is less easily affected by clerics or paladins who seek control over earth elementals. When resolving a turn, rebuke, command, or bolster attempt, add 2 to the sandman’s Hit Dice total.
- Slow Healing (Ex): A sandman has a natural healing rate half as fast as other common races. They heal only 1 hit point per level for a full 8 hours of rest.
- Light Fortification (Ex): Sandmen have a 25% chance to avoid critical hits and sneak attacks.
- A transmute rock to mud or stone to flesh spell instead slows a sandman (as the slow spell) for 1d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
- Damage Reduction (Ex): A sandman gains Damage Reduction 1/Bludgeoning. This Damage Reduction increases again by 1 at 3 HD, 6 HD and so on as the sandman gains more Hit Dice.
- Automatic Languages: Common and Terran. Bonus Languages: Any (except secret languages such as Druidic).
- Favored Class: Any.
- Level Adjustment: +0
Vital Statistics
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
15 years | +1d4 | +1d6 | +2d6 |
Middle Age | Old | Venerable | Maximum Age | |
---|---|---|---|---|
35 years | 53 years | 70 years | None | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 4’ 10” | +2d10 | 360 lb. | × (2d4) lb. |
Female | 4’ 5” | +2d10 | 255 lb. | × (2d4) lb. |
Back to Main Page → 3.5e Homebrew → Races