Necrani (Pathfinder Race)

From D&D Wiki

Revision as of 00:53, 8 July 2019 by Coaldstone (talk | contribs) (Removed bad category.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Necrani[edit]

Hailing from a far off realm with close ties to the Negative Energy Plane, the necrani are a race of humanoid beings that share similarities with humans but are warped and much different than the race that they resemble. Their racial homeland is a place of near-constant darkness with much of the fauna and flora being undead, having the common traits of such, or using the corpses of other creatures to aid in their survival.

As befitting this negatively-charged land, the necrani have many adaptations and differentiations from their Positively-charged likenesses. Through the centuries they have developed an innate sense for the undead, found ways to force those that refuse to die to take that last bite towards death, become almost immune to the effects of some undead's energy-draining abilities, and nurtured a racial ability to command and control the undead creatures that they have survived alongside of. This has come at a price, however. They are very, very sensitive to light and animals powered by positive energy instinctively hate them for their "unnatural" being. They have learned to survive in other realms and how to fend off attacks from the wild beasts that inhabit these areas as well.

Physical Description[edit]

At first glance, the necrani appear to have very little difference between males and females. Both are close to 5' 2" in height with lithe builds, very androgynous faces with very soft features, very pale skin, hair that seems to have colours that are unnatural to their human likenesses (Blues, reds, yellows, greens, purples, and other such colours are very common among the necrani ), and eyes with black sclera and white irises (though neon pink, neon green, and neon yellow are not unheard of, darker shades and black are very rare).

Necrani have a strange ability, they can cause their eyes to glow in one of 3 colours, with the first chosen at creation as the colour of the necran's soul and the other two accessible through feats. The colour of the Necran's glow doesn't have to match their eye colour and is an instinctual part of their Undead Sense. Whenever a necran senses undead their eyes immediately begin to glow with the chosen colour. They can turn this off or on with a free action at any time.

Necran females tend to have wider hips and darker coloured hair than the males as well as being very slightly taller with more obvious claws and pointed ears.

Necran males, on the other hand, have smaller hips and lighter coloured hair with "finned" ears and barely perceptible claws, however they also have slightly larger eyes and are more nimble with their hands.

Society[edit]

Necrotian cultures have a heavy respect for the state of undeath, seeing it as just another route through both life and death, but are very uncomfortable towards or sometimes even completely ignorant of the state of actual death, for such a thing rarely happened in their homeland. Despite their supposedly morose and terrifying background, the necrani are surprisingly cheery in contrast to their darkened and "unholy" reputation.

Relations[edit]

Most races view the Necrani with suspicion due to their negatively-charged nature.

Alignment and Religion[edit]

Most Necrani do not worship gods, viewing undeath as the best and most natural afterlife possible for them. Similarly, Necrani tend towards good but people of all alignments are found among them.

Necrani Racial Traits[edit]

  • +2 Dexterity, -4 Constitution, and +2 Charisma: Necrani are nimble and very likable, but are frail and easily harmed
  • Humanoid (Necrani)
  • Medium Size
  • Normal base land speed: 30 feet.
  • Resist Level Drain: Necrani take no penalty from energy-draining effects, though a necran can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a necran has accrued are removed without the need for any additional saving throws.
  • Unnatural: Necrani unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Necrani take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. An animal's starting attitude toward a necran is one step worse than normal.
  • Skill Bonus: Necrani have a +2 racial bonus on Disguise checks to pass for a human.
  • Constant Spell-Like Divination: Necrani can use detect undead as a constant spell-like ability (the caster level is equal to the necran's character level).
  • Natural Weapons: Necrani have two claw attacks that deal 1d4 damage. These are primary natural attacks.
  • Weapon Familiarity: Necrani are proficient with morningstars, scorpion whips, and khopeshi.
  • Carrion Sense: Necrani have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
  • Minesight: Necrani have darkvision 90 feet; however, they are automatically dazzled in bright light and take a -2 penalty on saving throws against effects with the light descriptor.
  • Negative Energy Affinity: A necran is alive, but is healed by negative energy and harmed by positive energy, as if she were an undead creature.
  • Light Blindness: Abrupt exposure to bright light blinds a necran for 1 round; on subsequent rounds, she is dazzled as long as she remains in the affected area.
  • Spell-Like Ability: At-Will — Bleed, Command Undead. Caster level is the necran's class level. The save DC is charisma-based.
  • Automatic Languages: Necrani begin play speaking Abyssal, Aklo, and Common. Necrani with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple1 Moderate2 Complex3
14 years +1d6 +2d6 +2d8
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Necrani Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 80 years 120 years +4d10 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: Necrani Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 9" +1d6 inches 112 lb. +1d8 × (2) lb.
Female 5' 0" +1d8 inches 114 lb. +1d8 × (2) lb.

Back to Main PagePathfinder HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: