Homebrew Chaos Nephilim (3.5e Racial Template) Species Details

Chaos Nephilim are half-celestial beings who have been inundated with the powers of the plane of Chaos.


Chaos Nephilim have a +8 Level Adjustment

Chaos Nephilim (3.5e Racial Template) Traits

Chaos Nephilim have access to a few racial traits as a result of their celestial heritage.

Bloodline Effects

Non-Spellcasters: +2 to STR, DEX, CON, and CHA. You gain an aura corresponding with your alignment (ie. aura of good) if neutral you put off an aura of power (see below). You gain a aura corresponding to your element of choice (chosen during character creation and cannot be changed as it is in your blood. see below) that deals 1d6+1/2HD to everyone within 5 foot of you. While in this form you gain wings and a fly speed equal to twice your movement speed with good mobility. You also gain a +10 to intimidation.

Spellcasters: +8 to whatever stat correlates to your spells, if cross classed this is divided this number evenly rounded up. You gain an aura corresponding with your alignment if neutral you put off an aura of power (see below). You gain a aura corresponding to your element of choice (chosen during character creation and cannot be changed as it is in your blood. see below) that deals 1d6+1/2HD damage unlike non spell casters you can manipulate your aura to reach distances as a 40 foot line, 15 foot cone or a 5 foot aura. While in this form you gain wings and a fly speed equal to twice your movement speed with good mobility. You also gain a +10 to intimidation.

 
  • for classes that us both spells and melee combat choose one of the above when activating bloodline.
  • all numerical values above a doubled if the nephilii destroys there tongue.

 

Elements

Fire (fire), Ice(cold), Acid(acid), shadow(necro), Electric(Electric), sonic(sonic). As a neutral nephilii you may choose two however only one can be used at a time.

 

Aura of Power

Chaos Nephilim can be detected by all forms of detection magic, it is not good nor evil. if a person uses a detect spell and they are have 5-9HD less than the nephilii they become shaken, 10-19HD less they become frightened 20+less they they become helpless. These status effect last until the aura of power ends.

Spell Resistance (Su)

Chaos Nephiliim have Spell Resistance equal to twice their Level plus their Charisma modifier. and are naturally resistance to spells granting them a 12+cha modifier as SR. However spell casting nephilii's blood become infused with there magic granting them additional SR equal to 1/2 there spell caster levels (Max 35 SR for the spellcaster bonus)

Heritage

How a Chaos Nephilim was raised left an impact upon their skillsets. If raised by humans: bonus feat. Elves: +2 bonuse listen, search, and spot checks. Dwarves: they gain stonecunning. Gnomes: add +1DC to spells. Halflings: 1/day reroll any one d20 roll. (These are base races if you chose to go a more unique route, talk it over with your DM and come to a agreement).

  1. A Chaos Nephiliim's dense muscle grant them a natural armor bonus of 2+2 per 5HD.

Feats

Chaos Nephilim start with the following feats: Alertness, Cleave, Great Fortitude, Improved Initiative and Power Attack

Misc. Features

Chaos Nephilim have access to the Uncanny Dodge feature, and can use Control Shape as a class skill regardless of chosen class. Chaos Nephilim can also wield their fists as well as any other weapon they wield and are considered proficient in unarmed strikes. Their unarmed strikes are treated as good or evil-aligned for the purpose of overcoming damage reduction (Depending on their alignment.) Neutral aligned Chaos Nephilim can choose which alignment their fists can overcome.

Ability Score Increase

Your Strength, Dexterity, and Charisma increase by 6, your Constitution and Wisdom increase by 4 and your Intelligence increases by 2.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Alternate Form (Su)

The Nephilii can assume a form akin to their heritage. This is triggered predominantly through severely angering a Nephilii in battle. 1 (+1 / 6 ranks in Control Shape) time(s) per day the Nephilii assumes a form described with the following characteristics: size increases to large, temporarily gains a subtype(Fire, Cold, Light, or Shadow, chosen at time of creation, cannot be changed afterwards) and an aura of the element which manifests as its element cloaking the figure (1d6 damage of element if grappled, does not harm the Nephilii nor his possessions), their base land speed improves by 10 feet OR they sprout black(Chaos), grey (neutral) or white(Good) feathered wings which allow for flight distance of base land speed at Good Manuverability (Chosen at time of creation, cannot be changed afterwards). The form can be maintained for 5 rounds. Afterwards the Nephilii reverts to normal.

Outsider Bloodline (Su)

Though they look human they are far from it. for 2+HD rounds per day they nephilii can tap into there life force. to do so requiters the nephilii to bleed and taste there own blood if they have taken damage in combat they can simply us that blood. however if they have not been damaged, or damaged in a way that would not cause blood to flow they must damage them self, as a standered action they take 1d4 damage, or as a bonus action they can chose to take 2d4 damage instead. however the nephilii can also do something more drastic by destroying there tongue allowing them to reactivate bloodline even if they have used all there rounds for the day. double the bonuses from there bloodline form. this is a swift action and inflicts 3d4 damage per round even after bloodline ends (nothing can stop this damage until bloodline ends) during this bloodline spell casters can ignore V components. there tongue takes 2d6-1/2con (min 24 hours) day(s) to heal. because this is a racial ability any amount of damage to the tongue can be healed this way even if not self inflicted..

Languages

You can speak and read all languages, and are capable of writing Common, Abyssal, Celestial, and Infernal 

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