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Nagpa Racial Info/Progressionby Jamie Baty
These horrid, vulture-like creatures are dangerous creatures to deal with. Possessing tremendous knowledge in their withered bodies, dealing with them can be a deal with the devil.
Personality: Nagpa are at the very least unpleasant creatures to deal with, at worst corrupt and evil beings thinking only of themselves. They are often anti-social and are wholly unable to express emotions. They are often arrogant and rude, considering everyone else beneath them. Even those that are not outright evil are manipulative and have a strong sense of superiority, often attempting to dominate those around them.
The nagpa are quick to say they are merely serious creatures not given to frivolity and possessing large quantities of cynicism and world-weariness. The result is the same however- no-one likes being around them.
Because of their reincarnation at death, nagpa, during their daily kariwa meditation, focus on their past lives for knowledge and wisdom. Nagpa are extremely learned, and love knowledge- the more arcane and obscure the better. They amass great libraries of books, scrolls and manuscripts on every topic imaginable. They will go to great lengths to acquire knowledge, and have no fear of delving into the black arts, necromancy, forbidden tomes, and other ancient, best left alone, knowledge.
Interestingly, many nagpa become builders and engineers, and have created some of the wondrous architecture of the Known World. They often do this disguised in order to keep a workforce around. They often design and oversee the construction of their own isolated lairs- using undead or slaves to perform the labour.
Nagpa do not like combat and will avoid it if possible. They will use their spell-like abilities in preference to any other attack method.
Physical Description: A nagpa resembles a humanoid form except its head is like vulture-like and its body is dry and withered like someone very old. It is surrounded by a strange odour of bird droppings, mustiness, dust, and spoiled alchemical things.
They usually wear attire appropriate to wizards or sorcerers, but never armour. Most nagpa carry a staff.
Relations: Nagpa do not get along well with any species. Nagpa needing to go into settled lands will usually go in disguise. Between their personalities, smell, appearance and their having no problem animating the dead to serve them, or enslaving any unfortunate victim that happens into their lairs, they are usually driven out if discovered. However, very few individuals know of their existence, and those that do are often targets of the nagpa.
Alignment: Nagpa are almost always chaotic. Many tend to neutral or evil. Very few are good.
Nagpa Lands: There are no nagpa lands, as such. They may be found in any and every part of Mystara, but are rarely found in great numbers. Nagpa are usually found near crypts and mausoleums, or other very out of the way places. Some nagpa can be found on the flying city of Serraine.
Religion: Nagpa are not a religious race, in fact they think that the Immortals did some shoddy work on Mystara. Coupled with the possible cause of their condition being due to an Immortal's curse, they don't seem to be enthused about religion. Rarely, as an intellectual exercise more than from any true devout feeling, a nagpa may become a cleric. Those that don't follow a specific Immortal choose two of the following domains: Chaos, Knowledge or Magic.
Language: Nagpa speak their own language, Nag, and Common. Nag is a rough language filled of squaws, caws, and shrieks. The language is hard to speak quietly and is harsh on the ears
definitely not something well-suited for whispering or polite conversation. Nagpa also are drawn to Draconic, Ignan, and Infernal. However, nagpa are fascinated by languages and often know many languages, both ancient and modern.
Names: Nagpa names are somewhat fantastic, and often sound slightly malignant. Some carry epithets, but they do not use surnames.
Male Names: Baraith, De'Ath, Heydrach, Horrobin, Schamman, Vulturnus
Female Names: Karriona, Sofforine
Adventurers: Nagpa adventurers tend to be motivated by two things: the quest for knowledge, and the destruction of those that know to much about their race. To facilitate either of these ends, nagpa will disguise themselves, or bargain their services in exchange for help. Nagpa rarely will be honest about anything they are doing, keeping their motives to themselves as much as feasibly possible. Any nagpa that adventures with other races will keep any agreements as long as it is convenient to do so. Once their goals are achieved, a nagpa will likely turn on the party.
Nagpa Racial Traits:
• -4 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Charisma.
• A nagpa's base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A nagpa begins with nine levels of monstrous humanoid, which provides 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort+3, Ref+6, Will+6.
• Racial Skills: A nagpa's monstrous humanoid levels give it skill points equal to 12 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Concentration, Decipher Script, Gather Information, Knowledge (Any).
• Racial Feats: A nagpa's monstrous humanoid levels give it four feats.
• Weapon proficiency: A nagpa is proficient with all simple weapons.
• +4 natural armour bonus.
• Natural Weapons: Bite (1d6).
• Corruption (Su): 3/day - A nagpa can subject any object within 60 feet to a burst of negative energy. This burst instantly decays, corrupts or rots the item into an unusable state. Magical and attended objects receive a Will Save vs DC 17 to avoid the effect. Objects must weigh no more than 10 lb per level of the nagpa. Good nagpas may not use this ability. The save DC is Intelligence based.
• Create Flames (Sp): 3/day - A nagpa can cause any object of up to 10 lb per caster level within 60 feet to burst into flames for 1d3 rounds. Magical and attended objects receive a DC 17 Will save to avoid the effect. Each round, the flames cause 2d6 fire damage. Anyone in contact with the object may make a Reflex Save vs DC 17 for half damage. The save DC is Intelligence based.
• Armour Aversion (Ex): A nagpa cannot wear armour of any type. A nagpa wearing armour is considered helpless.
• Immortal's Curse (Ex): A nagpa does not truly die. If killed, it is reincarnated immediately as a new nagpa, with no memory of its prior lives. The newly reincarnated nagpa appears 2d100 miles from the location of its death.
• Kariwa (Su): Each day, the nagpa must meditate for 1/2 hour at some point in the afternoon. If this is not done, the following morning the nagpa must make a Will save vs DC 12 or fall asleep for 1d4 hours. The nagpa cannot be awakened. If the save is made and the nagpa again misses kariwa, the next morning's Will save DC increases by +2. This DC increase is cumulative for each day's kariwa missed.
In addition, a nagpa that goes without kariwa risks going insane (as per the insanity spell). The Will save DC is 12, with a +2 DC increase for each day missed.
• Locate Creature (Su): A nagpa automatically knows if any creature within 100 miles is talking about it or any other nagpa, sensing the creature's direction as the locate creature spell.
• Magical Nature (Ex): A nagpa has a +2 racial bonus to all saving throws.
• Spell Resistance (Ex): A nagpa has spell resistance equal to 6 + its Monstrous Humanoid HD. Any class levels do not increase its SR.
• Spell-like Abilities (Ex): 3/day: darkness, hold person (affects lawful creatures only), silent image; 1/ week: animate dead. CL 9, the save DCs are Intelligence based.
• A nagpa has a +2 racial bonus to all Knowledge skills it possesses ranks in. *All nagpa receive a -4 penalty to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks made against Humanoids, Monstrous Humanoids and Fey.
• Automatic Languages: Nag and Common. Bonus Languages: Draconic, Ignan and Infernal
• Favoured Class: Wizard.
• Level Adjustment of +4.
Nagpa Racial Progression
The table below gives an optional level progression for nagpa players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the nagpa will be the same as if created normally. The optional advanced progression continues to develop nagpa abilities rather than class abilities.
Table: Nagpa Racial Progression
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special 1st 1d8 +1 +0 +2 +2 (2+ Int Mod) x4 -4 Str, -2 Con, +4 Int; Darkvision 60ft; +1 Natural AC bonus; Bite (1d4);1/day: darkness; Armour Aversion; Immortal's Curse; Kariwa; -4 penalty to all Bluff, Diplomacy, Gather Information, and Intimidate skill checks made against Humanoids, Monstrous Humanoids and Fey; Starting Feat. 2nd 2d8 +2 +0 +3 +3 2+ Int Mod 1/day: hold person (affects lawful creatures only) 3rd 2d8 +2 +0 +3 +3 --- 1/day: silent image 4th 3d8 +3 +1 +3 +3 2+ Int Mod +2 Natural AC bonus; Feat 5th 4d8 +4 +1 +4 +4 2+ Int Mod +2 Dex; 3/day: darkness
4d8 +4 +1 +4 +4 --- Magical Nature +1; +1 racial bonus to all Knowledge skills it possesses ranks in. 7th 5d8 +5 +1 +4 +4 2+ Int Mod Bite (1d6); SR (6 + HD) 8th 6d8 +6 +2 +5 +5 2+ Int Mod +3 Natural AC bonus; 3/day: hold person (affects lawful creatures only), Feat 9th 6d8 +6 +2 +5 +5 --- +2 Cha; Create Flames 10th 7d8 +7 +2 +5 +5 2+ Int Mod 3/day: silent image, Locate Creature 11th 8d8 +8 +2 +6 +6 2+ Int Mod Corruption 12th 8d8 +8 +2 +6 +6 --- 1/week: animate dead; +2 racial bonus to all Knowledge skills it possesses ranks in. 13th 9d8 +9 +3 +6 +6 2+ Int Mod +4 Natural AC bonus; Magical Nature +2; Feat Below are levels for advanced progression 14th 10d8 +10 +3 +7 +7 2+ Int Mod 1/day: polymorph (self only) 15th 11d8 +11 +3 +7 +7 2+ Int Mod +6 Natural AC bonus; Magical nature +3 16th 12d8 +12 +4 +8 +8 2+ Int Mod 1/day: animate dead 17th 13d8 +13 +4 +8 +8 2+ Int Mod +6 Natural AC bonus; Magical nature +4; Summon Homunculus or Tabi
Advanced Nagpa Abilities
Summon Homunculus or Tabi (Sp): At 13HD, the nagpa may summon an appropriate homunculus or tabi to be its servant. This servant is treated as if it was a familiar (the nagpa gains the benefits as well as penalties of a familiar), and the nagpa may summon one even if it current possesses another familiar due to class abilities. The nagpa may summon only one homunculus or tabi at a time, and it remains with the nagpa until killed or dismissed.