Nasmaran Species in Nerele | World Anvil

Nasmaran (Naz-mar-an)

Appearance


   

Demeanor


   

Backgrounds


The Nasmaran are an animal-kin race of jackal headed humanoids. An old, but dying race, the Nasmaran keep mostly to the last bastions of a once mighty empire on the western edge of the Namen desert. The Nasmaran are suffering from an onslaught of attacks by desert dwelling monsters, agricultural failure, and disease.  

Adventures


   

Racial Traits


Ability Score Adjustments
+2 Dex, +2 Wis, -2 Con; Nasmaran are nimble, fleet, and perceptive people, but their years of famine and draught have led to a decrease in their physical wellbeing.   Size
Medium: Nasmaran are Medium creatures and thus have no bonuses or penalties due to their size.   Type
Humanoid (Nasmaran, beastblood)   Other Racial Traits
Speed: Nasmaran have a base speed of 30 feet.
Low light vision: A Nasmaran can see twice as far in poor illumination as normal beings.
Bite: Nasmeren have the ability to bite in combat. This is a light attack that deals 1d3 damage.
Desert sands and shadows: A Nasmaran always finds comfortable footing on sand and in shadow. A Nasmaran character may ignore the effects of difficult terrain on sandy (or sand-like) surfaces, or while traversing the shadow realm.
Shadow Magic:
Nasmaran add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Nasmaran with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day— Penumbra, Shadow Weapon, Shadow Trap
Shadow Soul: Stealth and Spellcraft are treated as class skills for Nasmeren. They gain a +2 racial bonus to these skills.
Shadow Blending: Attacks made against Nasmaran while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.
Shadow Stride: A Nasmaran can briefly step into the shadow plane and transit between shadowy locations to emerge a distance away. As a standard action, a Nasmaran may step into a shadowy area and emerge in another shadowy area within their natural movement, or twice as far as a full round action. When the Nasmaran exits the shadows, they are flat footed until their next action.
Shadow Breath: A Nasmaran may draw upon their connection to the shadows and exude a cone of Shadow to attack their foes. This is a supernatural breath weapon which deals 1d6 Cold (shadow) damage to creatures in a 15ft cone. Creatures caught in the cone attack must make a Ref save (DC10+1/2 the user's character level + the user's Wisdom modifier), those who succeed at the save take no damage from the attack. This ability may be recharged as if it were a low magic spell.
Light Weakness: Though not fully beings of the shadows, a Nasmaran's connection to the Shadow realm comes with costs. A Nasmaran is weak against light based attacks, taking 1 additional damage per dice of damage delt; or suffering a -2 to saves against "light" spells which do not deal damage. Additionally, a Nasmaran must make a fort saving throw against any light based spell, or become dazzled for 1 round per level of the spell.   Languages:
Nasmeren and Common  

Alternate Racial Traits


Shadow Power: Some Nasmaran channel more esoteric power from the shadows, changing their magic into psionic fueled powers of fear.
Nasmeren with a Wisdom score of 11 or higher also gain the following power-like abilities (the caster level is equal to the user’s character level): 1/day— Unearthly Terror, Untouchable Aura, Slumber
 

Favored Class Options



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