Sandman (3.5e Race)

Sandmans


Racial Traits

  • 2 Dexterity, +2 Constitution, +2 Intelligence, 4 Charisma: Sandmans are intelligent and hard but are clumsy and uncharismatic.
  • Elemental (Living Elemental): A living elemental isn't subject to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, energy drain, nausea, or sickening. A living construct can use the run action, but doing so will tire it out.
  • A living elemental has some life process that are subject to failure and the creature is vulnerable to critical hits, nonlethal damage, ability damage, ability drain, death effects, and necromancy effects. The low level of biological activity in a living elemental's body leaves it susceptible to effects that require Fortitude saves unless the effect is one that is listed in the previous paragraph.

As a living elemental it cannot heal damage on its own unless it also has the fast healing special quality. It is possible, however, to repair damage to a living elemental through the Craft Construct feat (see Part Two). The various cure wounds spells from the Player's Handbook work on living elemental, but only at half effect; roll the spell's effect as usual, but divide the amount of healing in half, rounded down. The repair damage spells from Complete Arcane have full effect on a living elemental. Living elemental heal damage on rest.

  • 25% Fortification is a 25% chance to avoid critical hits or sneak attack if struck with one.
  • Size: Medium: As medium creatures sandmans do not get any bonus nor penalty.
  • Sandman base land speed is 20 ft, however it increase to 30 in sandy area.
  • Flesh of Sand (Ex): The sandman is immune to electricity, but takes extra damage from earth type spells. In additional certain spells such as move earth have additional negative effects (see Clay Golem, or Stone, or whichever it is).
  • Sand Regeneration (Ex): If in contact with Sands, a sandman got a regeneration of 1 point however all healing effect magical or mundane are negated except on rest.
  • Sand Skin (Ex): +2 Natural AC
  • Automatic Languages: Common. Bonus Languages: Any (except secret language).
  • Favored Class: Any.
  • Level Adjustment: +0

Variant Racial Traits

Vital Statistics

Table: Sandman Random Starting Ages
AdulthoodSimpleModerateComplex
15 years+1d4+1d6+2d6
Table: Sandman Aging Effects1
Middle AgeOldVenerableMaximum Age
35 years53 years70 yearsNone
  1. Sandmen receive no bonuses or penalties with aging.
Table: Sandman Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male4’ 10”+2d10360 lb.× (2d4) lb.
Female4’ 5”+2d10255 lb.× (2d4) lb.



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