Nosedeenian

**Nosedeenian** **(24 RP)**

**Type (3 RP):** Outsider (Native)

**Ability Scores (0 RP):** +4 Dex, +2 Cha, -2 Str, -2 Wis

**Size (4 RP):** Tiny, gaining a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity.

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

**Languages (-1 RP):** Nosedeenians begin play speaking Nosedeenian. Nosedeenians with high Int may select Common,

**Glow:** Nosedeenians constantly give off light, as per the spell. Unlike most outsiders, they do not possess darkvision.

**Static Discharge (1 RP):** Once per day as a swift action, a Nosedeenian can call on the electric power in its body to shroud its arms in electricity. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electric damage. This lasts for 1 round per character level. The Nosedeenian may end this effect early as a free action.

**Greater Swarming (3 RP):** Up to four Nosedeenians may occupy the same space at the same time. If two Nosedeenians that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. For every additional Nosedeenian in the same square targeting the same foe, they gain an additional +1 flanking bonus to their attack roll. Since they are tiny sized creatures with this property, up to 16 Nosedeenians may occupy a single 5-ft square (as 4 typical tiny creatures may occupy a single 5-ft square, and each can share their space with three others).

**Lesser Division (6 RP):** Nosedeenians can divide into multiple identical copies of themselves. They can make one copy per level, and may be created with a standard action. All the copies share a single pool of resources. You must sacrifice your own HP to create these copies (max 1 hp/hd) and they are immediately shunted back to you if killed, no matter the distance. You do not regain these hit points if returned to you in this way. Additionally, they have no magical capabilities of their own and do not possess the same items as you. They do NOT count as separate creatures for the purposes of teamwork feats​

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**Flight (4 RP):** Nosedeenians have a fly speed of 30 feet with clumsy maneuverability.​

**Electronic Travel (6 RP):** Nosedeenians may cast Dimension Door at will, but they must begin and end their turn adjacent to some form of technology or electricity source equal to or larger than themselves. Once they reach 10 hit dice, they may Transport Via Technology (as transport via plants, but with the previous stipulations instead) once per day. They may do so an additional time per day at 15 and 20 HD.

**Dead Cell (-9 RP):** Nosedeenians take 100% more (double) damage from both fire and cold damage, and are exceptionally difficult to return to life. Those who attempt to return a Nosedeenian to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the creature's Hit Dice. If this check fails, the spell fails and the caster can’t return the Nosedeenian to life for the next 24 hours (though the caster can try again after this period).

**Rechargable (7 RP):** Nosedeenians are immune to electric damage and gain fast healing 2 for 1 round any time they take electricity damage.

**Frightful (-1 RP):** Nosedeenians are easily scared, and take a -2 penalty to all saves against fear effects.

### Half-Breed Rules:

Dominant: Lose Electronic Travel (-6 RP)

Non-Dominant: Gain Static Discharge, Greater Swarming, and Electricity resistance 5 (+5 RP)