Nenneth

**Nenneth (40 RP)**

*Nenneth are obsessed with tinkering and optimization of everything they can get their hands on, which has lead to them constantly experimenting on themselves. They are most known for adding additional limbs to their bodies and modifying the ones they have to be more maneuverable. As a result, they are wildly intelligent and incredibly flexible, able to work using their hands, feet, and even tails. This is not without its drawbacks, however. The extra limbs and increased brainpower require a larger amount of calories to sustain their bodies, and their constant modifications to their bodies make their immune systems weaker.*

*\*Note: Members of the Nenneth race are few and far between, but examples of them (or their Half-offspring) can be found across many types of media. The Mask Maker in Hollow Knight, General Grievous in Star Wars, the Kollektor in Mortal Kombat, and Kamaji in Spirited away are all potential examples of Nenneth.*

**Type (0 RP):** Humanoid (Nenneth)

**Ability Scores (6 RP):** +4 Dex, +4 Int

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft. base speed

**Languages (0 RP):** Nenneth begin play speaking Common and Nenneth. Nenneth with high Int may select .

**See in Darkness (3 RP):** Nenneth can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

**Prehensile Tail (2 RP):** Nenneth have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

**Multi-Limbed (8 RP):** Nenneth possess four arms, allowing them to wield up to four weapons. Only one hand is their primary hand.

**Prehensile Feet (6 RP)**: A Nenneth's feet are considered free hands and can be used to retrieve items on their person as a swift action or to maintain a grapple. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

**Experimentation (5 RP):** Nenneth select a single Alchemist Discovery that has no prerequisites. They count as Alchemists of a level equal to half their HD for the purposes of qualifying for Discoveries, and may take the Extra Discovery feat.

**Body Modification (5 RP)** Nenneth gain a pool of 2 evolution points at first level, and gain a single additional point at every odd level. Nenneth may take the extra evolution feat for themselves, with an effective summoner level equal to half their HD.

**Limb Extension (5 RP):** Nenneth have a 10 ft reach and can cast Long Arm and Longstrider at will.

**All-Around Vision (4 RP):** Nenneth have extra eyes all around their heads, granting them a +4 racial bonus on Perception checks and making them immune to flanking.

**Flexible Bonus Feat (4 RP)**: Nenneth select one extra feat at 1st level.

**Focused Study (4 RP)**: At 1st, 8th, and 16th level, Nenneth gain Skill Focus in a skill of their choice as a bonus feat.

**Own Two Feet (-1 RP)** Nenneth are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

**Gluttonous (-3 RP):** The race takes a -2 penalty on saves against ingested poisons and saving throws made to resist eating. Additionally, they must eat 4 times as much as normal for a creature of their size or 4 times as often to stave off the effects of hunger. When an member of the race is presented with food they must make a will saving throw to not eat everything presented to them, even taking the time to stop whatever they're doing to consume whatever is before them. This requires a will saving throw equal to the craft check made to create the food (Usually 10-15 for normal food items, 16-20 for exquisite cuisine, 21-30 for gourmet food, and 30+ for divine and nearly flawless delicious meals). If the creature fails it's save it must eat as much as it can of the meal (Though if in a dangerous situation it can still defend it's self or fight to keep it's meal safe).

**Sensitive Breath (-1 RP):** Nenneth take a –2 penalty on saving throws against disease and inhaled poisons.

**Shattered Soul (-1 RP):** Nenneth who are killed are exceptionally difficult to return to life. Those who attempt to return a Nenneth to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the member's Hit Dice. If this check fails, the spell fails and the caster can’t return the member of this race to life for the next 24 hours (though the caster can try again after this period).

**Heavy (-1 RP):** Nenneth are very heavy. They sink twice as fast in all liquids and fall twice as fast (meaning they take fall damage as if they fell twice as far).

**Light Blindness (–2 RP):** Abrupt exposure to bright light blinds Nenneth for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Cold Vulnerability (-4 RP):** Nenneth take 100% more (double) from cold damage.

### Half-Breed Rules:

Dominant: Lose Prehensile Feet, All-around vision, Limb Extension, Shattered Soul, Heavy, and Light Blindness, see in Darkness becomes dark vision 60 ft (-13 RP)

Non-Dominant: Gain Four Arms, Experimentation, and Gluttony (requiring twice as much food rather than x4) (+11 RP)