Bestan, Nesran (Pathfinder Race)
Work In Progress |
Nesran (Black Spire Tribe)[edit]
When the civilized Onamin drove their primal kin out of their valley, they at first attempted to follow them and eradicate them all, but they were stopped by the Nesran. The Nesran are a warlike tribe, well known for their raids on other Bestan tribes, old-worlder settlements, and even the Onamin of Teostera. On these raids they take both prisoners and supplies. Starvation is a problem for Nesran as food is scarce within the electromagnetic field they call home. They eat whatever they can steal from others, and in particularly desperate times they have been known to resort to cannibalism.
The center of the Nesran tribe is Black Spire, a massive outcropping of raw magnetite. Their patron deity, a powerful lightning demon named Nesra Azok, charges the magnetite, creating an enormous electromagnetic field extending nearly a mile around the spire itself. The Nesran have learned to live within this field and are able to resist and even use the ambient electrical charge. They are not completely immune to the field’s ill effects, however. Immune deficiencies and mental retardation are common among Nesran, and the average lifespan of a Nesran is only 35 years, even though they reach maturity at 16.
Physical Description[edit]
Nesran are large and powerful looking, even for Bestan. They have pale skin and no hair, as they are unable to grow any. They are capable of naturally holding an electric charge, and while charged sparks can be seen between their fingers, jaws, and between their skin and any metal they touch.
Society[edit]
The Nesran are a brutal and savage tribe. Their demonic patron demands offerings of blood and death, and the Nesran make constant war against those around them, taking enemy soldiers and civilians alike to sacrifice. They also steal food and other supplies on these raids, as most plants and animals have difficulty living within their electromagnetic field, making it hard to get food on their own. Nesran have no problems with the destruction and pain they cause, arguing that their patron deserves these things for the protection he gives them. The mental deficiencies caused by the region in which they live leave them mostly unable to comprehend all of the problems their patron causes them.
Relations[edit]
Nesran have a mutual hatred of just about every other race, including the old world races. Nesran do have a respect for orcs, gnolls, and other monstrous races due to their similarities, but that won’t stop Nesran from killing them just the same as they would any other species.
Alignment and Religion[edit]
Nesran deny the gods, worshiping their demonic patron as a god instead. Adhering strictly to their patron’s philosophy, most Nesran are chaotic evil. Nesran clerics who follow Nesra Azok the lightning demon may choose from the Air, Chaos, Destruction, Evil, and War domains. Nesra Azok’s favored weapon is the earth breaker. Nesra Azok demands the souls of his followers, and under certain circumstances they gain the Soul-Pledged trait. (see below.)
Adventurers[edit]
Most Nesran encountered outside Black Spire’s EM field are there on a raid for supplies, sacrificial victims, or both. Very rarely a Nesran is intelligent enough to understand the damage their patron is doing to their race and will leave more permanently. Such Nesran generally become wanderers since other races tend to assume they are just the same as their destructive kin. Nesran adventurers tend toward martial classes like fighter and especially barbarian to make the best use of their physical bonuses, though some choose to become druids, rangers, and clerics. Nesran wizards and sorcerors are almost unheard of.
Regional Trait: Supercharged Electromagnetic Field[edit]
While most electromagnetic fields are little more than interesting oddities, a supercharged EM field can prove a serious hazard to explorers. Compasses do not function within such a field, nor does any other method of determining magnetic north, including magical methods; these will simply point to the center of the field instead. Metal objects weigh twice as much inside a supercharged EM field, and conduct ambient electricity. Metal armor deals 1d4 electric damage to its wearer each turn inside this field, and metal weapons deal 1 electric damage per turn to their owner when wielded, though they also deal 1 extra point of electric damage per hit to enemies. Weather within a supercharged EM field has a 50% chance of including lightning storms - either dry or rainy - on any given day.
Nesran Racial Traits[edit]
- +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma: Nesran are physical powerhouses, but are mentally stunted.
- Humanoid (bestan): Nesran are humanoids with the bestan subtype.
- Medium: Nesran have no bonuses or penalties based on their size.
- Normal base land speed: 30 feet.
- Intimidating: Nesran are brutish and savage, and gain a +2 racial bonus to Intimidate checks.
- Electric Resistance: Nesran have Electric Resist 5.
- Immune Deficiency: Nesran receive a -4 penalty on all saving throws against non-magical diseases and poisons. Nesran encountered as NPCs have a 25% chance to already be infected with a random non-magical disease.
- Natural Charge: Nesran are capable of holding an electric charge within their bodies. While charged, they deal +1 electric damage on natural attacks, unarmed attacks, and attacks with metal melee weapons. This charge will fade away after 24 hours spent outside a supercharged electromagnetic field, but will return if they enter a suitable field, or if they take 1 point of electric damage from any source. (Damage blocked by their electric resistance does not count.) This is a supernatural ability.
- Discharge: A charged Nesran is capable of releasing their stored energy in a powerful blast. Creatures in a 20' line from the Nesran take electric damage equal to 1d4 + the Nesran's Constitution modifier. A successful Reflex save halves this damage. The save DC is equal to 10 + 1/2 the Nesran's level, + the Nesran's Constitution modifier. After discharging, the Nesran enters a temporary non-conductive state and can not regain his charge for 1d4+1 rounds. This is a supernatural ability.
- Soul-Pledged: Nesran are marked from the moment of their birth. When they die, their soul is claimed by their demonic patron. They can only be resurrected if Nesra Azok allows it, or by a casting of wish or miracle. This trait can not be removed except through use of the atonement spell or through the direct intervention of a deity.
- Automatic Languages: Nesran automatically speak Nesran.
Alternate Racial Traits[edit]
Favored Class Options[edit]
Vital Statistics[edit]
Adulthood | Simple1 | Moderate2 | Complex3 | |
---|---|---|---|---|
years | + | + | + | |
|
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
years | years | years | + years | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | ' " | + | lb. | × () lb. |
Female | ' " | + | lb. | × () lb. |
Back to Main Page → Pathfinder Homebrew → Races
[[Category:<!-race's type-> Type]]
[[Category:<!-race's subtype; or remove line-> Subtype]]
[[Category:<!-race's size-> Size]]