Appyri (3.5e Race)

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Appyri[edit]

Introduction[edit]

Appyri (Pron: ah-pie-ree, singular: Appyre) are evolutionary descendants of vampires. No one knows how they "evolved", but it is said in their tradition that one particular vampire become a living being by becoming a martyr for someone she loved through burning on a stake. Her children have received this living gift, and also the need to feed on heat as opposed to blood, although bovine blood is an occasional treat.

Personality[edit]

Appyri are cunning, curious, and inventive, especially when it comes to precious stones. They are a race that have just come out of hiding and thus have a lot to learn about it. They do this mainly by observation and reading. Some may also go into tinkering.

Physical Description[edit]

Appyri are the same size as normal humans. They have smaller fangs than their evolutionary descendants, and their pale skin can have red to green coloring at the fingers and toes. Their hair can be of any metallic color except silver, and their eyes can be either be green or light blue, although those with tremendous magical aptitude can have yellow eyes.

Relations[edit]

Appyri are wary around other races as those races usually are afraid of their blood-sucking cousins. However, once another race is trusted, Appyri expect the same trust back. They are not that friendly towards lawful people, as they feel that "law" is much different than "true justice".

Alignment[edit]

Appyri are usually Neutral Good or Chaotic Good alignment. One can become Chaotic Evil when he/she loses the ability to absorb heat and thus begins to "devolve" into vampirism.

Lands[edit]

Any environment, but Appyri favor warm climate, as heat is "food" for them.

Religion[edit]

Appyri worshipers of the sun, as the sun is a source of life (heat) to them. Some, however, have little to no relations towards religion as they are too busy with intellectual things.

Language[edit]

Appyri can comprehend many languages depending on who is around them. They obviously know Common, but the most intellectual use very complex words.

Names[edit]

First names come from a language that is used in the area. Last name comes at near-adulthood when an appyre is acknowledged for a great feat.

Racial Traits[edit]

  • +4 Strength, +2 Dexterity, −6 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma: Appyri have half the Strength, Dexterity, and Charisma as their vampire relatives, but twice as much Intellect and Wisdom as they have more developed minds. They have a Constitution score, but they have a -6 penalty as their relatives have none.
  • Humanoid(Redeemed): Redeemed is the best way of describing the Appyri, as they were once undead but now they are living.
  • Medium: As Medium creatures, Appyri have no bonuses or penalties due to size.
  • Appyri base land speed is 30 feet.
  • Absorb Fire (Ex): Whenever a fire-based attack is used on an Appyre, he/she is healed for half the amount rolled instead of damaged. For instance, a fire-based attack with 4d6 damage will instead heal an Appyre for 1/2*4d6.
  • Energy Drain (Su): Living creatures hit by an Appyre’s slam attack gain a negative level. For each negative level bestowed, the appyre gains 5 temporary hit points. An appyre can use its Energy Drain ability once per round and only when unarmed.
  • Spider Climb (Ex): An appyre can climb sheer surfaces as though with a spider climb spell.
  • Fortitude Boost (Sp): An appyre can add a 1d10 boost to a Fortitude save once per turn.
  • Automatic Languages: Common. Bonus Languages: Any except secret languages (i.e. Druidic), Infernal, and Abyssal.
  • Favored Class: Rogue, Sorcerer, Fighter.
  • Feats: Appyri have Alertness, Studious, Sense Motive, and Improved Initiative.
  • Skills: Appyri have a +4 bonus to Bluff, Listen, Search, Sense Motive, and Spot.
  • Level Adjustment: +5

Other Information and Weaknesses[edit]

Appyri are weak against the cold. When hit with a cold-based attack, an appyre must take a DC 16 Fortitude check when hit with this type of attack. Upon failing this check, he/she will take an extra 2d6 damage.

When in a cold environment, an appyre must take a 16 DC Fortitude check each turn. Upon failing this check, he/she will take 1d4 damage.

When an appyre dies in a cold environment, a fire spell must be cast on him/her in order to be revived, treating the damage roll as a healing roll (I.E. a roll for a fire spell with 4d6 damage will heal her for 4d6 health).

Vital Statistics[edit]

Table: Appyre Random Starting Ages
Adulthood Simple Moderate Complex
100 years +4d6 +6d6 +10d6
Table: Appyre Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
200 years 300 years 400 years +5d% 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: Appyre Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 7” +2d8 100 lb. × (2d4) lb.
Female 4’ 5” +2d8 80 lb. × (2d4) lb.

Real-world name Origin[edit]

As a note, Appyre is a combination of "Apollo", the Greek sun god, and "vampyre", another spelling for vampire.



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