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View Full Version : Reworked Nezumi (3.5 race) {move please}



boomwolf
2011-05-18, 07:35 PM
EEER...WRONG PLACE, MOVE PLEASE?


I have never liked the oriental adventures Nezumi...
They have pitiful flavor, and crunch that makes no sense neither in consideration to the flavor, nor the fact they are rats.
Combine the "shadowlands" trait when most people don't have shadowlands, and you see they become quite a troublesome race, both by fluff and crunch.

Rats are born to be a mass. they are born to cooperate, nothing in oriental adventures reminds of that.
Furthermore, rats are small, dexterous and rather tricky, not healthy. (altough quite resistant to poison and sickness is true)

So this is a work of a new Nezumi race, featuring some good old scavenger rat awesomeness, because they have so much potential to be a fun and flavorful race on their own, if you dare make them less human then oriental adventures have.


Nezumi

http://www.wizards.com/magic/images/mtgcom/fcpics/features/235_NezumiGuy.jpg

Personality: The Nezumi are natural schemer, always looking of a way to gain advantage over others. they lurk around, always looking for an opportunity to promote themselves, and more often then not lack tact or politeness, mostly due to not understanding them. the Nezumi natural lifestyle offers little space for courtly behavior, and they tend to speak their mind, and act as they see fit, regardless of what others might think of it.
The Nezumi, as a whole, have an innate social need and as such are highly loyal to whoever they consider their "pack" (whether by blood or not), a natural Nezumi pack has a social hierarchy, yet non is dominant over the other, but more of a cycle of individuals, each generally listens to some, and some listens to him.

Physical Description: Nezumi look like large bipedal rat, while they are not very small while fully erect (averaging about 4 feet tall and 70 pounds) they have a relatively bent shape that forbids them from standing firm.
Nezumi have long snouts, pink ears, and pronounced incisors, like ordinary rodents. Their bodies are covered with rough fur, ranging in shade from white through gray and brown to black, sometimes solid and sometimes patterned. Fur patterns tend to run in families, their eyes are mostly red or yellow, with rare occasions of black or white coloration.
The nezumi have five-fingered hands, opposable thumbs, and claw-like hands, Their long tails are mostly hairless and have the same pink coloration as their ears and palms. Their legs are bent like those of rats and have only four toes.
As natural scavengers Nezumi often make clothing jewelery and even weapons and armor of what most would consider random junk, making them often appear awkward in the eyes of others.

Relations: Nezumi as a whole avoid direct relations with other cultures, however they tend to dwell inside major settelments of other races as a great source of treasure (or junk, depending on perspective)
The innate scavenging nature of Nezumi often leads them to bad terms with high sense of property, as Nezumi often see nothing wrong with going through garbage and even taking from the dead ("they don't need it any more")
The reseblence of Nezumi to wererats naturally does not help them be more welcomed, as many connect the evil of the lycanthropes to the Nezumi.

Alignment: Nezumi are scattered though all alignments, the ones with strong family ties tend to be slightly more lawful though, and ones without families (or worthy replacement) often descend into chaotic behavior.

Nezumi Lands: Nezumi are scavenger nomads, and as such they have nothing you can call "Nezumi Lands", a given pack might settle in any place it finds comfort and supplies, and will leave when they begin to run out, usually the place of comfort is inside the city of others, and they leave when the locals get too upset of their presence.

Religion: While most Nezumi are not very religious they tend to honor mostly Fharlanghn and Olidammara, evil Nezumi tend to follow Nerull instead though.

Language: The native nezumi language is a chittering combination of barks, squeaks, and clicks, bearing a strong resemblance to the noises of common rodents. It has its own script, but it is rarely used except to leave warnings or directions for other packs. Nezumi usually learn to speak Common, though they punctuate it with clicks and squeaks and a peculiar stuttering repetition.

Names: A Nezumi is born with no name, he earns it though his life by either unique appearance traits, rare behavior, or notable actions and decisions he made. the name is usually given by the pack, in similar fashion to nicknames of most species, rarely a Nezumi names himself.
For example: a black eyed Nezumi who has sworn loyalty to a human may be called "Ink eyes the manservant", while a white-fur diviner can be called "White Seer".

Adventurers: The Nezumi are natural to adventuring, being both nomadic and scavenging its almost a logical step to take for them. they average Nezumi adventurer is led by either a desire to experience as much as possible, or plain greed driven by his scavenging instincts.

Nezumi Racial Traits

# +2 Dexterity, -2 Strength. Nezumi are nimble, but lack physical strength.
# Small: As a Small creature, a Nezumi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
# Nezumi base land speed is 20 feet.
# Low-light Vision : Nezumi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions .
+2 racial bonus on Hide and Move
#Great Ally (Ex): Nezumi excel at teamwork. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a Nezumi applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a Nezumi gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
# Improvisation (Ex) Nezumi are adapted to use various items not in their intended ways, as such the penalty for using improvised weapon or armor by a Nezumi is half.
# +2 racial bonus on saving throws against poison and disease: Nezumi are resistant to illness and toxins.
#Automatic Languages: Nezumi, Common
#Favored Class: Rouge

boomwolf
2011-05-18, 07:37 PM
-Reserved for paragon class, racial feats, etc...-