Zerzari
Ability Modifiers +4 Constitution, -2 Dexterity
Hit Points 5
Size and Type
Zerzari are Medium outsiders with the earth, elemental, fire, native subtypes, but do not gain normal elemental immunities.Cold Vulnerability
Zerzari are incredibly affected by cold weather or attacks, and have vulnerability to that damage, taking half against as much damage (+50%) when they take cold damage. If a cold affect does not deal damage, the Zerzari instead takes a -4 penalty to saves against it. Lastly, if the Zerzari is dealt cold damage, it is staggered for 1 round.Elemental Vitality
Zerzari are immune to poison, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against bleed, paralysis, sleep effects, and stunning unless those effects specify they affect elementals. Additionally, Zerzari cannot be flanked. They do not need to sleep or drink, but must consume elemental earth equaling half their weight each day. Due to this, the cost of food for a Zerzari is increased by 10% (minimum 1 credit).Glowing Body
Zerzari constantly shed bright light to a range of 10 feet, and dim light to an additional 10 feet. Due to this, they take a -2 racial penalty to Stealth.Heat Resistance
Zerzari have resist fire 5 + one half their level.Natural Weapons
Zerzari’s bodies are incredibly hot. They can deal 1d3 fire damage with unarmed strikes and the attack doesn’t count as archaic. Zerzari gain a special version of the weapon specialization feat with this unarmed strike at 3rd level, allowing them to add 1-1/2x their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).Zerzari Movement
Zerzari hover about 4 to 6 feet off the ground at all times, even while unconscious. Due to this, they ignore ground-based hazards and difficult terrain that cannot reach them. They have a base speed of 25 feet. They can use this hover in order to move over the top of liquids as well, and can willingly stop hovering at any time.Zerzari Senses
Zerzari have blindsight (heat) to a range of 60 feet and can sense through (smoke).Alternate Ability Scores
Some rare Zerzari adapt differently, whether due to living offworld or for other reasons, and they grant the listed ability adjustments instead of the standard adjustments of +4 Constitution, -2 Dexterity.Techseeker
Those zerzari who travel offworld in an attempt to find new and interesting technology often develop a quickly growing fondness for this technology and have ability adjustment of +2 Constitution, +2 Intelligence, -2 Dexterity.
Born from the magma zones of Zerza in the Origin System, these odd beings of stone and heat inhabit both the surface and the subterranean tunnels of the world, relishing in the extreme heat.
Playing This Race
You Likely…- See other worlds as a potential fuel source, imperfect and cold.
- Believe other races are too fearful of extreme heat and simply do not see the beauty in large flames.
- Feel as though traveling too far from home or a large star is not only dangerous, but potentially suicidal.
- Think that those who do not have the raw strength and durability of an elemental are little more than frail children.
- Have difficulty seeing you as a living, thinking creature.
- Believe accomodating your sense of comfort is more danger than it’s worth.
- Think you to be a fire hazard simply for existing.
- See you as a danger to all around you.
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