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{{author
 
{{author
 
|author_name=Leziad
 
|author_name=Leziad
|date_created=8 Jun, 2008
+
|adopter=Ganteka Future
|status=Work In Progress
+
|date_created=8 June 2008
  +
|date_adopted=8 June 2010
  +
|status=Updated
 
}}
 
}}
   
=Sandmen=
+
==Sandmen==
   
[[Summary::Earth elementals made of sand.]]
+
[[Summary::Earth elementals born on the [[SRD:Material Plane|Material Plane]] who wander wastelands and deserts.]]
   
==Racial Traits==
+
===Personality===
   
* {{Property Link|Racial Ability Adjustments|SRD:Dexterity|-2 Dexterity}}, {{Property Link|Racial Ability Adjustments|SRD:Constitution|+2 Constitution}}, {{Property Link|Racial Ability Adjustments|SRD:Intelligence|+2 Intelligence}}, {{Property Link|Racial Ability Adjustments|SRD:Charisma|-4 Charisma}}: Sandmans are intelligent and hard but are clumsy and uncharismatic.
+
They are a wholly dour lot. Sandman, while not generally moody or expressive in their emotional capacity, are capable of the same rages and joys associated with mortal folk. Their subtle sense of self affords them little self-reflection. Without much concern for their own existential fate, they tend to take risks without knowing it or caring of the consequences.
* {{Property Link|Type|SRD:Elemental Type|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 elemental 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.
 
* {{Property Link|Size|SRD:Medium|Medium}}: As medium-sized creatures, sandmen do not get any size bonuses nor penalties.
 
* Sandman [[base land speed]] is 20 feet, however it increases to 30 feet in sandy areas.
 
* Flesh of Sand ([[SRD:Special Abilities Overview#Extraordinary|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 ([[SRD:Special Abilities Overview#Extraordinary|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 ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): +2 Natural AC
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common.
 
* [[SRD:Bonus Languages|Bonus Languages]]: Any (other than secret languages such as [[SRD:Druid|Druidic]]).
 
* [[SRD:Favored Class|Favored Class]]: [[Favored Class::Any]]
 
* [[Level Adjustment]]: +[[Level Adjustment::0]]
 
* [[ECL|Effective Character Level]]: [[Effective Character Level::1]]
 
   
==Variant Racial Traits==
+
===Physical Description===
   
* [[SRD:Dexterity|-2 Dexterity]], [[SRD:Constitution|+2 Constitution]], [[SRD:Intelligence|+2 Intelligence]], [[SRD:Charisma|-4 Charisma]]: Sandmen are hardy and intelligent but also uncoordinated and lacking in personality and social skills.
+
Much like most [[SRD:Elemental Type|elementals]], sandmen form a humanoid shape, and as you may have guessed, they are made of sand. Their bodies are surprisingly stable and cohesive, contrary to the typical perception that they would leave a trail of sand wherever they went, blowing away in the wind or washing away in water. Though, this is not entirely without merit, as a wounded sandman bleeds sand just as wounded orc bleeds blood.
* [[SRD:Elemental Type|Elemental]] ([[SRD:Earth Subtype|Earth]]): [[SRD:Elemental Type|Elementals]] do not eat, sleep, or breathe. Sandmen have a strong connection to the [[SRD:Material Plane|Material Plane]] and can be [[SRD:Raise Dead|raised]], [[SRD:Reincarnate|reincarnated]], or [[SRD:Resurrection|resurrected]] just as other living creatures can be. Sandmen are native to the [[SRD:Material Plane|Material Plane]].
+
* [[SRD:Medium|Medium]]: As [[SRD:Medium|medium]]-sized creatures, sandmen have no special bonuses or penalties due to their size.
+
A typical adult sandmen stands just under six feet in height and weighs in at about four-hundred pounds. While not entirely unheard of for elementals, and not helped by their common name, there are female sandmen. Female sandmen are a bit shorter and lighter than their counterparts.
  +
  +
Most sandmen have vague humanoid features, with male sandmen often appearing more masculine and females appearing more feminine in shape. Their faces are often simplistic in detail, as being formed of sand grants them a uniform texture to their bodies. The shades of their sands vary, carrying the tone of the lands from which they spawned from. Their appearances shift and twist as they move, as the individual grains of sand that form them roll throughout their features. A quick-moving sandman may appear to lose shape to his structure as his sands flow.
  +
  +
Sandmen carry whatever gear with them they might need. In the wild, this often means nothing more than a weapon at hand, since they lack a need for food and personal discomfort is fairly meaningless to them.
  +
  +
===Relations===
  +
  +
Sandmen are rarely integrated into humanoid cultures and are generally more accepted among fey creatures. Though, on occasion, when their populations are large enough or their territories overlap enough, sandmen and humanoid settlements intermingle, and while most sandmen are wild and initially dislike crowded cities and cramped buildings, they get over it quickly. Though, they still rarely ever find a sense of belonging among such cultures and readily abandon such lifestyles when given the opportunity.
  +
  +
Sandmen have a difficult time making friends, partly because they have little need for friends, and partly because they're rather dull like that.
  +
  +
In some locals, where sandmen and humanoids have mixed for long enough, new generations of sandmen are raised around other creatures and tend to act more "humanoid".
  +
  +
While it is often repulsive to humanoids, sandmen have no qualms about incest. With low population density, the typical pairings of sandmen are brother and sister couplings. Breeding is quite non-humanoid, and closer to a magical ritual. The pair buries themselves in a sandy area, entwined for an entire day. At the end of the ritual, their elemental essences gather and form a new sandman from the surrounding sands, and part of their own. Each partner takes 6 points of [[SRD:Constitution|Constitution]] [[SRD:Ability Burn|ability burn]]. The couple care for the young elemental together, which often is unable to form much of a discernible shape on its own, and won't fully mature for fifteen years.
  +
  +
===Alignment===
  +
  +
Being elementals, they have an inclination toward being neutrally aligned, mostly out of a lack of ambition, motivation and care for the world at large. Sandmen are a rather varied group and hail from many places and backgrounds, and may be of any alignment.
  +
  +
===Lands===
  +
  +
Some are spawned within great desserts, while others are formed from desolate and scorched wastelands. Sandmen may be born on beaches, raised from the sun-warmed and wave-washed sands or from the sediment at the bottom of a great underground river. Being born of the [[SRD:Material Plane|Material Plane]], they lack a few traits typical of most [[SRD:Earth Elemental|earth elementals]]. While they may call any land their home, they tend to remain near to the place from which they were born of. Whether this is out of some sort of inborn connection to that area of earth or the lack of reason to travel abroad is unclear. Sandmen may be found in most any particularly non-hostile environment, and often gather in small colonies ranging from roughly four to twenty members.
  +
  +
===Religion===
  +
  +
Sandmen have little culture to support religion, and still little need for it in general. Occasionally, some groups will find reason to worship and pray, and often, it is to deities with earthen portfolios or the [[SRD:Earth Domain|Earth]] domain or other gods who watch over their particular terrain of choice.
  +
  +
===Language===
  +
  +
Sandmen naturally speak Terran. The language is ingrained into them. They also teach their young to speak Common, as it is often essential in avoiding unnecessary confrontations with humanoid races who fear them as monsters or enemies.
  +
  +
===Names===
  +
  +
Sandmen generally name their young ones after various concepts common to the Terran language, but not necessarily relating to the earth or land itself, no more than humans might name their children "Meatandskeleton" in Common. Culturally common names among sandmen may also be long-used bastardizations of Terran words, even to the point where their original meaning is lost. A sandman typically only has one name, though might take name of where he came from (or the name of where his community lives) as a surname.
  +
  +
===Racial Traits===
  +
  +
* {{Property Link|Racial Ability Adjustments|SRD:Constitution|+2 Constitution}}, {{Property Link|Racial Ability Adjustments|SRD:Charisma|-2 Charisma}}: Sandmen are hardy but lacking in personality and social skills. As an option, upon character creation, you may take [[SRD:Dexterity|-2 Dexterity]] and [[SRD:Intelligence|+2 Intelligence]] in addition to the normal sandman racial ability modifiers as some sandmen display a greater intelligence but lack of mobility and grace.
  +
* {{Property Link|Type|SRD:Elemental Type|Elemental}} ({{Property Link|Subtype|SRD:Earth Subtype|Earth}}): [[SRD:Elemental Type|Elementals]] do not eat, sleep, or breathe. Sandmen have a strong connection to the [[SRD:Material Plane|Material Plane]] and can be [[SRD:Raise Dead|raised]], [[SRD:Reincarnate|reincarnated]], or [[SRD:Resurrection|resurrected]] just as other living creatures can be. Sandmen are native to the [[SRD:Material Plane|Material Plane]].
  +
* {{Property Link|Size|SRD:Medium|Medium}}: As [[SRD:Medium|medium]]-sized creatures, sandmen have no special bonuses or penalties due to their size.
 
* Sandman [[base land speed]] is 20 feet. However they gain a +10 foot enhancement bonus to speed in sandy areas.
 
* Sandman [[base land speed]] is 20 feet. However they gain a +10 foot enhancement bonus to speed in sandy areas.
  +
* Sandman [[SRD:Movement, Position, and Distance#Burrow|burrow]] at 5 feet in sandy areas. A burrowing sandman does not leave behind a usable tunnel. A ''[[SRD:Move Earth|move earth]]'' spell cast on an area containing a burrowing sandman flings him back 30 feet, [[SRD:Slow|slowing]] him (as the ''[[SRD:Slow|slow]]'' spell) for 1 [[SRD:Round|round]] unless he succeeds on a [[SRD:Saving Throw|Fortitude save]].
  +
* [[SRD:Darkvision|Darkvision]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]) out to 60 feet.
 
* Immunity to [[SRD:Disease|disease]], [[SRD:Nauseated|nausea]], [[SRD:Paralyzed|paralysis]], [[SRD:Poison|poison]], [[SRD:Sleep Effect|sleep effects]], [[SRD:Sickened|sickening]] and [[SRD:Stunned|stunning]].
 
* Immunity to [[SRD:Disease|disease]], [[SRD:Nauseated|nausea]], [[SRD:Paralyzed|paralysis]], [[SRD:Poison|poison]], [[SRD:Sleep Effect|sleep effects]], [[SRD:Sickened|sickening]] and [[SRD:Stunned|stunning]].
* [[SRD:Turn Resistance|Turn Resistance]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A sandman is less easily affected by [[SRD:Cleric|cleric]]s or [[SRD:Paladin|paladin]]s who seek control over [[SRD:Earth Elemental|earth elementals]]. When resolving a turn, rebuke, command, or bolster attempt, add 2 to the sandman’s [[SRD:Hit Dice|Hit Dice]] total.
+
* [[SRD:Turn Resistance|Turn Resistance]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A sandman is less easily affected by [[SRD:Cleric|clerics]] or [[SRD:Paladin|paladins]] who seek control over [[SRD:Earth Elemental|earth elementals]]. When resolving a turn, rebuke, command, or bolster attempt, add 2 to the sandman’s [[SRD:Hit Dice|Hit Dice]] total.
* Slow Healing ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A sandman has a natural [[SRD:Healing|healing]] rate half as fast as other common races. They heal only 1 hit point per level for a full 8 hours of rest.
+
* Slow Healing ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A sandman has a natural [[SRD:Healing|healing]] rate half as fast as other common races. They heal only 1 hit point per 2 [[SRD:Hit Dice|Hit Dice]] for a full 8 hours of rest.
* [[SRD:Fortification|Light Fortification]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Sandmen have a 25% chance to avoid critical hits and sneak attacks.
+
* [[SRD:Fortification|Light Fortification]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Sandmen have a 25% chance to avoid precision-based damage, such as that from critical hits and sneak attacks. Their bodies lack the specialization common to most living creatures.
* A ''[[SRD:Transmute Rock to Mud|transmute rock to mud]]'' or ''[[SRD:Stone to Flesh|stone to flesh]]'' spell instead [[SRD:Slow|slows]] a sandman (as the ''[[SRD:Slow|slow]]'' spell) for 1d6 rounds, with no [[SRD:Saving Throw|saving throw]], while ''[[SRD:Transmute Mud to Rock|transmute mud to rock]]'' heals all of its lost [[SRD:Hit Points|hit points]].
+
* A ''[[SRD:Transmute Rock to Mud|transmute rock to mud]]'' or ''[[SRD:Stone to Flesh|stone to flesh]]'' spell instead [[SRD:Slow|slows]] a sandman (as the ''[[SRD:Slow|slow]]'' spell) for 1d6 rounds, with no [[SRD:Saving Throw|saving throw]], while ''[[SRD:Transmute Mud to Rock|transmute mud to rock]]'' heals all of his lost [[SRD:Hit Points|hit points]].
 
* [[SRD:Damage Reduction|Damage Reduction]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A sandman gains [[SRD:Damage Reduction|Damage Reduction]] 1/Bludgeoning. This [[SRD:Damage Reduction|Damage Reduction]] increases again by 1 at 3 [[SRD:Hit Dice (Creature Statistic)|HD]], 6 [[SRD:Hit Dice (Creature Statistic)|HD]] and so on as the sandman gains more [[SRD:Hit Dice (Creature Statistic)|Hit Dice]].
 
* [[SRD:Damage Reduction|Damage Reduction]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A sandman gains [[SRD:Damage Reduction|Damage Reduction]] 1/Bludgeoning. This [[SRD:Damage Reduction|Damage Reduction]] increases again by 1 at 3 [[SRD:Hit Dice (Creature Statistic)|HD]], 6 [[SRD:Hit Dice (Creature Statistic)|HD]] and so on as the sandman gains more [[SRD:Hit Dice (Creature Statistic)|Hit Dice]].
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common, Terran.
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common, Terran.
 
* [[SRD:Bonus Languages|Bonus Languages]]: Any (other than secret languages such as [[SRD:Druid|Druidic]]).
 
* [[SRD:Bonus Languages|Bonus Languages]]: Any (other than secret languages such as [[SRD:Druid|Druidic]]).
* [[SRD:Favored Class|Favored Class]]: Any
+
* [[SRD:Favored Class|Favored Class]]: [[Favored Class::Any]]
* [[Level Adjustment]]: +0
+
* [[Level Adjustment]]: +[[Level Adjustment::0]]
* [[ECL|Effective Character Level]]: 1
+
* [[ECL|Effective Character Level]]: [[Effective Character Level::1]]
   
 
==Vital Statistics==
 
==Vital Statistics==
   
{{Random Starting Ages
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{| class="d20" cellspacing="0" cellpadding="0"
|race=Sandman
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|+ Table: Sandman Random Starting Ages
|base=15
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|- style="white-space: nowrap;"
|simp=1d4
+
! Adulthood || Simple || Moderate || Complex
|moder=1d6
+
|- style="white-space: nowrap;"
|comp=2d6
+
| 15 years || +1d4 || +1d6 || +2d6
}}
+
|}
   
 
{| class="d20" cellspacing="0" cellpadding="0"
 
{| class="d20" cellspacing="0" cellpadding="0"
Line 46: Line 48:
 
! Middle Age || Old || Venerable || Maximum Age
 
! Middle Age || Old || Venerable || Maximum Age
 
|- style="white-space: nowrap;"
 
|- style="white-space: nowrap;"
| 35 years || 53 years || 70 years || None
+
| 35 years || 53 years || 70 years || Indefinite
 
|- style="white-space: nowrap;"
 
|- style="white-space: nowrap;"
 
| colspan="5" class="foot" |
 
| colspan="5" class="foot" |
Line 52: Line 54:
 
|}
 
|}
   
{{Random Heights and Weights
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{| class="d20" cellspacing="0" cellpadding="0"
|race=Sandman
+
|-
|mbaseft=4
+
|+ Table: Sandman Random Height and Weight
|mbasein=10
+
|- style="white-space: nowrap;"
|mmodin=2d10
+
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier
|mbaselb=360
+
|- style="white-space: nowrap;"
|mmodlb=2d4
+
| style="text-align: left;" | Male || 4' 10" || +2d10 || 360 lb. || × (2d4) lb.
|fbaseft=4
+
|- style="white-space: nowrap;"
|fbasein=5
+
| style="text-align: left;" | Female || 4' 5" || +2d10 || 255 lb. || × (2d4) lb.
|fmodin=2d10
+
|}
|fbaselb=255
 
|fmodlb=2d4
 
}}
 
   
   

Latest revision as of 20:21, June 8, 2010

Adopted By
Ganteka Future (talk)
Original Creator: Leziad
Date Adopted: 8 June 2010
Status: Updated
Editing: Please feel free to edit constructively!


SandmenEdit

[[Summary::Earth elementals born on the Material Plane who wander wastelands and deserts.]]

PersonalityEdit

They are a wholly dour lot. Sandman, while not generally moody or expressive in their emotional capacity, are capable of the same rages and joys associated with mortal folk. Their subtle sense of self affords them little self-reflection. Without much concern for their own existential fate, they tend to take risks without knowing it or caring of the consequences.

Physical DescriptionEdit

Much like most elementals, sandmen form a humanoid shape, and as you may have guessed, they are made of sand. Their bodies are surprisingly stable and cohesive, contrary to the typical perception that they would leave a trail of sand wherever they went, blowing away in the wind or washing away in water. Though, this is not entirely without merit, as a wounded sandman bleeds sand just as wounded orc bleeds blood.

A typical adult sandmen stands just under six feet in height and weighs in at about four-hundred pounds. While not entirely unheard of for elementals, and not helped by their common name, there are female sandmen. Female sandmen are a bit shorter and lighter than their counterparts.

Most sandmen have vague humanoid features, with male sandmen often appearing more masculine and females appearing more feminine in shape. Their faces are often simplistic in detail, as being formed of sand grants them a uniform texture to their bodies. The shades of their sands vary, carrying the tone of the lands from which they spawned from. Their appearances shift and twist as they move, as the individual grains of sand that form them roll throughout their features. A quick-moving sandman may appear to lose shape to his structure as his sands flow.

Sandmen carry whatever gear with them they might need. In the wild, this often means nothing more than a weapon at hand, since they lack a need for food and personal discomfort is fairly meaningless to them.

RelationsEdit

Sandmen are rarely integrated into humanoid cultures and are generally more accepted among fey creatures. Though, on occasion, when their populations are large enough or their territories overlap enough, sandmen and humanoid settlements intermingle, and while most sandmen are wild and initially dislike crowded cities and cramped buildings, they get over it quickly. Though, they still rarely ever find a sense of belonging among such cultures and readily abandon such lifestyles when given the opportunity.

Sandmen have a difficult time making friends, partly because they have little need for friends, and partly because they're rather dull like that.

In some locals, where sandmen and humanoids have mixed for long enough, new generations of sandmen are raised around other creatures and tend to act more "humanoid".

While it is often repulsive to humanoids, sandmen have no qualms about incest. With low population density, the typical pairings of sandmen are brother and sister couplings. Breeding is quite non-humanoid, and closer to a magical ritual. The pair buries themselves in a sandy area, entwined for an entire day. At the end of the ritual, their elemental essences gather and form a new sandman from the surrounding sands, and part of their own. Each partner takes 6 points of Constitution ability burn. The couple care for the young elemental together, which often is unable to form much of a discernible shape on its own, and won't fully mature for fifteen years.

AlignmentEdit

Being elementals, they have an inclination toward being neutrally aligned, mostly out of a lack of ambition, motivation and care for the world at large. Sandmen are a rather varied group and hail from many places and backgrounds, and may be of any alignment.

LandsEdit

Some are spawned within great desserts, while others are formed from desolate and scorched wastelands. Sandmen may be born on beaches, raised from the sun-warmed and wave-washed sands or from the sediment at the bottom of a great underground river. Being born of the Material Plane, they lack a few traits typical of most earth elementals. While they may call any land their home, they tend to remain near to the place from which they were born of. Whether this is out of some sort of inborn connection to that area of earth or the lack of reason to travel abroad is unclear. Sandmen may be found in most any particularly non-hostile environment, and often gather in small colonies ranging from roughly four to twenty members.

ReligionEdit

Sandmen have little culture to support religion, and still little need for it in general. Occasionally, some groups will find reason to worship and pray, and often, it is to deities with earthen portfolios or the Earth domain or other gods who watch over their particular terrain of choice.

LanguageEdit

Sandmen naturally speak Terran. The language is ingrained into them. They also teach their young to speak Common, as it is often essential in avoiding unnecessary confrontations with humanoid races who fear them as monsters or enemies.

NamesEdit

Sandmen generally name their young ones after various concepts common to the Terran language, but not necessarily relating to the earth or land itself, no more than humans might name their children "Meatandskeleton" in Common. Culturally common names among sandmen may also be long-used bastardizations of Terran words, even to the point where their original meaning is lost. A sandman typically only has one name, though might take name of where he came from (or the name of where his community lives) as a surname.

Racial TraitsEdit

Vital StatisticsEdit

Table: Sandman Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Sandman Aging Effects1
Middle Age Old Venerable Maximum Age
35 years 53 years 70 years Indefinite
  1. Sandmen receive no bonuses or penalties with aging.
Table: Sandman Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d10 360 lb. × (2d4) lb.
Female 4' 5" +2d10 255 lb. × (2d4) lb.



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