Race Points: 15
Narmen are an ancient race that predates almost all others. Originally created to serve as the chosen warriors of Zovilla, the narmen have since fallen from grace though. The only surviving memebers of the race have spent the intervening years in isolation in their now flooded capital city of Yggdrasils studying the arcane arts.
Table: Random Starting AgesAdulthood | Intuitive | Self-Taught | Trained |
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15 years | +1d4 years (16 - 19 years) | +1d6 years (16 - 21 years) | +2d6 years (17 - 27 years) |
Table: AgingMiddle Age | Old | Venerable | Maximum Age |
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35 years | 53 years | 70 years | 70 + 3d20 years |
Table: Random Height and WeightGender | Base Height | Height Modifier | Base Weight | Weight Modifier |
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Male | 5' 11" | +2d12 in. (6' 1" - 7' 11") | 100 lbs. | +(2d12x3 lbs.) (106 - 172 lbs.) |
Female | 5' 5" | +2d12 in. (5' 7" - 7' 5") | 90 lbs. | +(2d12x3 lbs.) (96 - 162 lbs.) |
Physical Description: Taller than humans, elves, or orcs, Narmen stand at an average of 7 feet tall with a build similar to an elf who has spent too much time sitting at their desk. Narmen have coal black skin with a network of grey scars that vaguely resemble arcane runes, a remnant of their ancient powers. Due to their arcane modification, Narmen have lack all hair and possess a single long tusk jutting straight out of their mouth which they are quite familiar with not running into things, much to the perplexing of other races.
Society: Most narmen are citizens of the First Amospian Empire which has divided into a number of sects and created colonies across the world. Narmen society is organized into a strict hierarchy and narmen generally follow their higher ups unquestioningly and expect those below them to do the same.
Relations: Narmen generally see themselves as superior to other races though they are not cruel only patronizing. Narmen wish to uplift the world though they generally believe that the other races will never reach them. The other races find this behavior something of a nuissance but are not afraid to take advantage of their aid as the Narmen do possess knowledge that has been collected over their millenia of research that can be of significant use.
Alignment and Religion: Narmen are gnerally lawful and good and follow Zovilla but a growing number reject her teachings though most are still lawful.
-2 Strength, +2 Intelligence, +2 Charisma: Narmen have built up their mental acumen in order to better wield arcane magic but, between their goddess's curse and their pursuit of purely mental tasks, their strength has withered.
Medium: Narmen are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Narmen are humanoids with the alial and narman subtypes.
Normal Speed: Narmen have a base speed of 30 feet and a swim speed of 30 feet.
Darkvision: Narmen can see in the dark up to 60 feet.
Extra Long Breath: Narmen are used to spending long periods of time underwater despite breathing air and are thus magically adapted to not only hold their breath for exceptionally long periods of time but also are able to speak while underwater. Narmen are able to hold their breath for 15 rounds for each point of constitution they possess before risking drowning or suffocation. They can also cast spells with verbal components, say command words, and speak while underwater without issue.
Lightbringer: Narmen are immune to light based blind and dazzle and cast spells with the light descriptor at +2 caster levels.
Natural Attack: Narmen have a gore attack that deals 1d6 piercing damage.
Heavenborn: Narmen have a +2 to knowledge planes and cast spells with the good descriptor at +1 caster level.
Spell-like Abilities: Narmen can cast light at will and comprehend languages, detect magic, detect poison and read magic each once per day.
Languages: Narmen begin play speaking Narman. Narmen with high Intelligence scores can choose from the following languages: Abyssal, Aquan, Aztec, Celestial, Common, Donovian, Elven, Idgyptian, Infernal, Mayan, Undercommon, and Vandalusian.
Alial races have (generally suppressed) magical energy that infuses a specific part of their body. Though this energy may be present in the object before the creature's death, alial objects are non-magical until after the creature's death and only acquire their abilities if they are still part of the creature when they die. This body part must be hard like bone or a gemstone. This object can otherwise take many different forms.
Alial objects contain a significantly strong impression of the owner's identity. Whether or not the creature is deceased, alial objects can be used as a focus for any spell that requires identifying a creature, such as scrying, to perfectly identify the owner. The owner also receives no saves against such spells.
Alial objects can also be incorporated into specific type of magic items, granting bonuses but potentially changing their effect. Alial objects do not impart their weapon properties or spell modifiers unless stated otherwise or incorporated into an item that uses them.
Description
A narman's alial object takes the form of the tusk which protrudes from their mouth called an alidens. When removed, this tusk can be used as a one-handed melee weapon that deals 1d6 points of piercing damage and requires exotic weapon proficiency. The tusk receives its weapon properties as well, though an alial object only has the creature's weapon properties if it was part of the creature upon their death.
Weapon Properties +1 Bane-Evil-Outsiders
Spell Modifiers CL/DC Modifier | Spells |
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+2 | light spells |
+1 | good spells |
-1 | evil spells |
-2 | darkness spells |
World Anvil
This stat block goes with the
Amospia setting.