Carpathian (3.5e Race)
Carpathian[edit]
Personality[edit]
Their personalities vary but are very similar to humans. The males appear to be more "old fashioned" in many ways due to their long lives. But the females appear to be more energetic and more liberal. Normally peaceful they can become very hostile due to certain conditions during their younger life.
Physical Description[edit]
The race known as the Carpathians are fairly secluded, Normally in the Carpathian mountains from which they derive their name. They usually live among humans in order to stay hidden from being found. However, their traits make them more Hematophic in nature. Other traits include higher strength, dexterity, constitution, intelligence, and wisdom. Having a keen sense of intuition over time they are actually born quite below average in intelligence. But since they age much slower than humans they excel in almost everything due to experience and time. As well as being almost paralyzed during the day due to the weakness it causes them. Forcing them to be active starting at dusk and growing less impacted as the night grows darker. But if ever stuck in sunlight they will suffer severe burns and eventually if left too long will perish. Thus many live in areas with clouds or tall landscapes to allow safety during the day. Carpathians also have a few more traits of a mystical nature. But their biggest trait appears to be what some would call a vampire. This term only refers to those that have become lost and hollow. Feeding to kill instead of feeding for nourishment. Once they cross this line they become trapped in that mentality for the rest of their lives. The second downside is usually caused by a lack of finding a mate. If after 10 years they do not find a suitable mate their bodies change. Leaving them unable to perceive color and emotion. The females however seem to be uneffected by this trait.
Carpathians height is between 5ft and 7ft, weight average 140 to 200, skin color usually paler than a human, eye color any, and also usually have long hair.
Relations[edit]
Usually quiet in public and well-mannered. Usually only showing their personalities in private.
Alignment[edit]
Any between Lawful good and Chaotic Neutral. They cannot be evil. (LG)Lawful Good (NG)Neutral Good (CG)Chaotic Good (N)True Neutral (CN)Chaotic Neutral
Lands[edit]
Most of their race lives in the Carpathian mountains and spend their time in areas that receive less sunlight. Normally they are in nature settings with animals when not with humans.
Religion[edit]
Pegan religions, usually dealing with Mother Earth. Chauntea(NG) Silvanus(N) Mielikki(NG)
Language[edit]
Common, Carpathian, and most human languages.
Names[edit]
Andrei (Andrew), Constantin (Constantine), Cristian (Christian), Daniel/Dan (Daniel/Dan), Gheorghe/George (George), Traian (Trajan), Titus, Marius, Octavian, Ovidiu (Ovid), Aurel (Aurelius), Cornel (Cornelius),Mihai (Mihai Viteazu), Mircea (Mircea cel Bătrân), Vlad (Vlad Țepeș),
Racial Traits[edit]
- 1d10 Hit Die
- Strength +4 Dexterity +7 Constitution +5 Intelligence +5 Wisdom +6 Charisma +2 For : Carpathians are Stronger than most people by far, Unbelievably agile, have strong health but still able to receive fatal wounds, highly intelligent, very wise due to long life and just likable enough to talk with others but not to draw attention.
- Humanoid: Mostly human but physically stronger and much faster.
- Medium: +0
- Carpathian base land speed is 40 feet: They are more agile than any human.
- Carpathian Blood letting(Ex): - The carpathians can give their blood willingly to another creature or person to heal them. This ability provides 2HP per 1HP the Carpathian gives.
- SRD:Psionic Fly(Ex): - The character can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using fly requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of fly can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
- SRD:Psionic Levitate(Ex): - Levitate allows the character to move him or herself, another creature, or an object up and down as the character wishes. The manifester can mentally move up or down up to 20 feet each round; doing so is a move-equivalent action. The character can push or pull themselves along surfaces (generally at half its base speed).
- SRD:Psionic Darkvision(Ex): - The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
- SRD:Psionic True Seeing(Ex): - You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
- Mind's Eye (3.5e Feat)(Ex): - Gain an additional +2 to Will saves against the effects of illusions and enchantments.
Special: This additional modifier stacks with Iron Will.
- SRD:Comprehend Languages(Ex): - You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
- SRD:Read Thoughts(Ex): - You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject. Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
- Blood Bond(Ex): - a Carpathian can make provide a small amount of blood to another person or creature. Doing so will allow them to share a mental link that can span up to 100 miles. This effect is permanent. However, if chosen the effect to share thoughts can be muddled for privacy. This ability can not be taken by force.
- Blood Oath(Ex): - A Carpathian can exchange blood willingly 3 times to a willing participant. Once provided the person will undergo the process of being changed into a Carpathian. This process takes a week and is extremely painful. Also, the change cannot be stopped once started. If the person is unable to endure the change they will die.
- Blood Curse(Ex): - All Carpathians have a blood curse that affects them only during the day. This manifests as fatigue during the morning hours. As the day progresses the fatigue reaches its peak during mid-day. Then starts to fade as the day progresses. During the morning you receive 1/2 your Dex Bonuses and take a -5 to attack rolls. Also during mid-day, you lose your Dex bonus entirely and become flat-footed as well as a -15 to attack rolls. If touched by direct sunlight you start to burn on that spot and take 1d6 + 1d4 per level. During mid-day, the Carpathian can only take partial action or block.
- Carpathian Meld(Ex): - A Carpathian has a racial bonus on Bluff and Disguise checks. They also have the SRD:Change Shape ability, a Carpathian gets an additional +8 circumstance bonus on Disguise and Bluff checks. If they can read an opponent’s mind, they get a further +2 circumstance bonus on Bluff and Disguise checks.
- Automatic Languages: Common, Elven and Carpathian Bonus Languages: any
- Favored Class: Druid or Ranger
- Level Adjustment: 2
Vital Statistics[edit]
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
150 years | +years | +years | +years |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
570 years years | 800 years years | 900 years years | +1000 years years | |
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 5ft’ 60 in” | +1d12 | 140 lb lb. | × (1d4 lb) lb. |
Female | 4ft’ 48 in” | +1d10 | 130 lb lb. | × (1d4 lb) lb. |
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