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Nevarra

Step 1: Concept
 Physical Appearance
o At a distance, the Nevarra look like strange, fat elves. Humanoid in shape and
face with rich chestnut skin and long pointed ears that, at rest, lie perpendicular
to the head with leathers up and inner surface pointing down. These ears move
and swivel similarly to horse ears. Each Nevarran’s skin is dappled with large
white patches and dark green stripes and spots, similar to the patterns on a large
jungle cat. These speckles allow them to camouflage underneath the foliage of
their trees or in thick grassland. The Nevarra also have bright green, yellow, or
blue eyes, with a reactive pupil that in bright light narrows to a cat-light slit.
These eyes have a reflective property also reminiscent of cats. In general, the
Nevarra are a very stocky, thickset race, as they use their own body fat reserves
to power their magics.
 History/Relations
o The Nevarra live deep in the forests, and are especially drawn to forests with
dangerous or supernatural reputations. They seek stands of Nevran trees, which
generally only grow where ties to the Fey Lands or other primeval planes wear
thin. The Nevarra originally hail from the Spirit Wilds, bordering along the
northern edge of Selra. They refer to the Spirit Wilds as the Great Forest, as the
heart of the Wilds encompasses vast stands of Nevran trees. They have since
spread out to inhabit other forests along Ezurin, but only set up permanent
residence near stands (or at the very least single instances) of Nevran trees.
o The Nevarra believe that they were created by spirits of nature itself, forged into
physical form by the great God of Balance. They also believe that when their
people die, their spirits take up residence inside of trees. In fact, the Nevarra
place their dead at the roots of the Nevran tree. These trees send out roots and
chutes that integrate themselves with a corpse (or unconscious being if it
remains still for long enough), leeching the nutrients from the body to feed itself.
Once a tree has feasted upon and completely enveloped a corpse, that body’s
face seems to manifest somewhere in the pattern of the bark on the tree. These
trees are then considered Spirit Trees to the Nevarra, who consult the trees in
their time of need. No other humanoid has ever seen Nevran trees respond to
the Nevarra, but Nevran trees detect as magic at all times, so it is unknown how
much truth lies behind these tales. A single Nevran tree generally holds the souls
of multiple members of the same family.
o The Nevarra have fought many skirmishes against humans, dwarves, and
goblinoid races, seeking to protect their stands of Nevran trees. In recent history
there has only been one great war concerning the Nevarran people, however,
when Selra attempted to expand to the north and deforest the Spirit Wilds. The
Nevarra were very aggressive and paranoid during this war, and assaulted the
Iron Kings to the West as well, as they were attempting to build a road through
the westernmost reaches of the Wilds. The dwarves however managed to work
out a diplomatic solution with the Nevarrans, in which they allowed a Nevarran
emissary plan out the road so that it did not harm any stands of Nevran trees. In
exchange, the dwarves helped the Nevarrans push back the Selran military. Selra
has never forgiven this slight, and the Iron Kings and Selra have kept very
tentative relations ever since.
o The Nevarra get along very well with elves, and decently with gnomes, halflings,
and other races that respect nature. They have a racial dislike towards humans,
half-orcs, and dwarves. They’re generally wary of goblinoids and half-elves. They
are quite aloof toward other races, and dislike interacting with most races in
general. Most Nevarrans are tolerant of other races, just distrustful.
o Nevarrans prefer magical classes, in particular druids and oracles. Wizards,
sorcerers and clerics are also common. Though their ungainly bodies are not
always well suited for stealth, some Nevarrans prefer a stealthy approach to life
and become rogues, rangers, inquisitors, or other dextrous classes.

Step 2: Racial Qualities


Type

Humanoid (nevarra, elf) 0 RP

Size

Medium 0 RP

Base Speed

Normal Speed (30 feet) 0 RP

Ability Score Modifier

Standard (+2 Con, +2 Wis, -2 Str) 0 RP

Language

Xenophobic (Elven, Navarran; Bonus: Common, Gnome, Orc, Goblin) 0 RP


Step 3: Racial Traits
Defense Racial Traits

Elven Immunities 2 RP

Members of this race are immune to magic sleep effects and gain a +2 racial bonus on
saving throws made against enchantment spells and effects.

Hardy 3 RP
Members of this race gain a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.

Feat and Skill Racial Traits

Camouflague 1 RP

Members of this race gain a +4 racial bonus on Stealth checks while within the forest
terrain.

Keen Senses 2 RP

Members of this race gain a +2 racial bonus on Perception checks.

Magically Attuned 1 RP

Members of this race use the Constitution stat instead of the Charisma for Use Magic
Device.

Magical Racial Traits

Body Magic 6 RP

A Nevarra who eats an amount of food equal to 15 gp/character level of processed food,
or 5 gp/character level of natural, grown or foraged foods, gains a magic repository. This magic
repository holds a number of spells levels equal to 1/3 the character’s level (minimum 1). Upon
character creation, the character must choose a spell-casting class. The character may cast spells from
this spell-casting class spontaneously but subtracts the level of any such spells from the magic
repository. These spells are cast at a CL = the character’s level, and do not require mundane
components, but do require any expensive material components. This may be the component itself, or a
rare food item of equivalent worth. A Nevarran spellcaster can also cast spells of his own class once his
own spells for the day are exhausted by taking an equivalent amount of Constitution and Strength
damage to the level of the spell he wishes to cast. This damage cannot be healed via magic, and must
either be healed naturally, or by consuming food per damage taken as described above, and completing
8 hours of rest. (Food need only be eaten in this way equal to the total amount of damage taken for one
statistic, as it will heal both statistics.) This additional casting is limited to spells he knows for
spontaneous casters, or spells he previously had prepared for prepared casters.
While under the effects of body magic, a Nevarran’s body weight doubles, his movement speed
reduces to a base 20 feet, and his mundane armor does not fit as well. This imparts a -1 penalty to AC,
and an additional -2 armor check penalty. Any armor enchanted with affects that allow it to shift to
match the size of the wearer negates this penalty (this is considered a polymorph effect for such
armors).

Offense Racial Traits

Hatred 1 RP

Members of this race gain a +1 racial bonus on attack rolls against creatures of the humanoid (human),
and humanoid (dwarf) subtype.

Senses Racial Traits

Low-Light Vision 1 RP

Members of this race see twice as far as a race with normal vision in conditions of dim light.

Weakness Racial Traits

Ravenous -3 RP

Members of this race need to eat 4x as much as a race with normal nutrition requirements. A member
of this race that does not eat this amount must begin to make starvation checks after one day without
food. In addition to normal starvation penalties, a member of this race also takes 1 Constitution damage
for each failed starvation save.

TOTAL RP 14 RP

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