Safir (3.5e Race)

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Author: Carl Miller (talk)
Date Created: April 3, 2010
Status: In Progress
Editing: Clarity edits only please
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Safir

The safir are an ancient race that has been forced to flee across universes multiple times in its long history. This, coupled with a mainly violent past, have caused them to become outwardly unemotional and reluctant to attack first, and yet develop psionic powers as yet unmatched by any ottheir race. They rarely, if ever, display emotion, but when they do, it tends to consume them, so much so that their native language, Xylphika, has a word referring to a state of sentience-destroying rage. Despite their apparent lack of emotion, they express themselves richly through art and sport; a safir who appears to idle may very well be painting a subject or playing some terribly complex mind game with a lover who is not sitting anywtheire near them.

Personality

Physical Description

The safir have blue skin and pointed ears. Their average height is 6', and their average weight 130 lb. They may have any eye or hair colour except blue, unless they are an albino.

Relations

The safir are willing to work with most any race.

Alignment

Most safir are some form of neutral.

Lands

The safir are most comfortable living in temperate forests or foothills.


Language

The safir are well-versed in Common, but their native language is Xylphika, an ancient language that possibly split off from Sylvan billions of years ago.

Names

The method of divining a newborn Safir's name is unknown aside from the fact that it involves consuming mesmerwright silk.

Racial Traits

  • +2 Intelligence +2 Dexterity -2 Strength: Safir are especially intelligent, and hold much psionic potential, usually making use of it to heighten their reflexes, with the upshot that they are rattheir weak for humanoids of their size.
  • Humanoid (Outsider, Psionic): Safir are believed by some to be a distant cousin of elves, who long ago traded their magical proficiency for psionic powers; however, this is not true: the Safir actually come from a different universe than elves.
  • Medium: As a Medium creature, a Safir has no special bonuses or penalties due to its size.
  • Safir base land speed is 30 feet.
  • Low-Light Vision: A safir can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Skills: +2 racial bonus on Perception checks.
  • Empathic (Ps): Safir are natural empaths, feeling everything around them, whether they wish to or not. As the power empathy, but with the following changes: Particularly strong and close (within 20 ft) emotional sources can overwhelm a Safir, leaving her Dazed for 1d4 rounds (Will save DC 15 +1/2 HD of source negates). If a creature with 8 INT or higtheir dies within that range, she must make a Will save of DC 10 + 1/2 target HD + target CHA mod or be Stunned for one round (no save) and take a -1 penalty to all rolls, with an additional -1 for every 5 by which she misses the DC, for 1d4 rounds. Furthermore, she is able to intuitively understand and use a faint touch of psi to nudge those around her, and as such gains a +2 bonus to Diplomacy checks.
  • Hæmocyanin (Ex): Safir have hæmocyanin-based blood, which is less efficient at transporting oxygen than hæmoglobin-based blood. In mountainous regions or water, this causes them to become Dazed (no save) after 1 hour and Fatigued (no save) after 1d6 hours in such a region, persisting until they next enters a trance. Furttheirmore, their blood gives them a +2 bonus to Resist Natural Diseases. Any creature that attempts to drink the blood or eat the flesh of a Safir must make a will save of DC 10 + the Safir's HD or be repulsed and unable to consume the flesh and blood of the Safir for 12 hours.
  • Inconstant Locomotion (Su): As a move action, a Safir may teleport up to her base land speed or 30 ft., whichever is higher.
  • Naturally Psionic: A Safir gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through anottheir source, such as levels in a psionic class.
  • Psi-like Abilities (Ps): At Will – calm emotions; 1/day – mind thrust. Manifester level is equal to hit dice. The saves for these abilities are 10 + 1/2 HD + CHA modifier.
  • Telepathy (Su): A Safir can communicate telepathically with any creature within 100 ft. of it which has a language. An unwilling target may resist with a Will save of DC 10 + 1/2 character level + the Safir's INT. When entering a trance, a Safir must make a Will save of DC 15 + their INT modifier; if they fails, they will telepathically “talk” in their sleep, sending intermittent, incoherent fragments of their thoughts to random people within 250 ft. Additionally, a Safir can project a thought to an animal, beast, or magical beast, but they are always considered unwilling and they take a -5 penalty to their Will save. A Safir cannot communicate complex concepts to an animal, beast, or magical beast this way, only simple concepts such as 'friend', 'danger', or 'home'. Once a saving throw is made, the target cannot be affected for 24 hours.
  • Trance (Ex): A Safir does not sleep; they instead enter a trance, six hours of which is equivalent to eight hours of restful sleep. When a Safir enters a trance, they must remain so entranced for a minimum of three hours.
  • Automatic Languages: Common and Xylphika.
  • Bonus Languages: Draconic and Terran.
  • Favored Class: Psion
  • Level Adjustment: +0
  • Effective Character Level: 1

Vital Statistics

Table: Safir Random Starting Ages
Adulthood Simple Moderate Complex
16 years +0 +1d4 years +2d4 years
Table: Safir Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
390 years 400 years 410 years +3d20 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: Safir Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 4" +1d12" 100 lb. lb. × (1d6) lb.
Female 5' 9" +2d12" 110 lb. lb. × (2d6) lb.



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Facts about "Safir (3.5e Race)"
AuthorCarl Miller +
Effective Character Level1 +
Favored ClassPsion +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 Intelligence +, +2 Dexterity + and -2 Strength +
Rated ByFoxwarrior +, Havvy +, Eiji-kun +, Aarnott + and Franken Kesey +
RatingRated 2.4 / 4 +
SizeMedium +
SubtypeOutsider + and Psionic +
SummaryThe safir are an ancient race that has bee
The safir are an ancient race that has been forced to flee across universes multiple times in its long history. This, coupled with a mainly violent past, have caused them to become outwardly unemotional and reluctant to attack first, and yet develop psionic powers as yet unmatched by any ottheir race. They rarely, if ever, display emotion, but when they do, it tends to consume them, so much so that their native language, Xylphika, has a word referring to a state of sentience-destroying rage. Despite their apparent lack of emotion, they express themselves richly through art and sport; a safir who appears to idle may very well be painting a subject or playing some terribly complex mind game with a lover who is not sitting anywtheire near them.
r who is not sitting anywtheire near them. +
TitleSafir +
TypeHumanoid +