Viera (3.5e Ivalice Race)

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Viera[edit]

Personality[edit]

Viera are reclusive and live their lives in the wood and distrust outsiders. Even those who are viera but not part of their society are considered outsiders and not of their wood. They are so unforgiving on this matter that they are willing to cast out family members and declare them outsiders once they have made the decision to leave their territory. Free viera are considered to be outsiders in the human world and often avoid the lawful authorities, as they are also not quite accepted in that world either.


Physical Description[edit]

The Viera have rabbit-like features, including long ears and supple limbs. Due to their long feet, Viera wear stilettos most of the time. The Viera also have a heightened sense of smell, which can put them at a disadvantage against some of Ivalice's smellier monsters. The Viera are very sensitive to mist. If they are exposed to too much mist, they will go into a frenzy, known simply as a mist frenzy. When experiencing a mist frenzy, a Viera can literally tear apart metal shackles and kill armored humes with unarmed blows.

The Viera's ears not only allow them to hear over great distances, they also allow them to listen to the voices of the spirit world. They can put this ability to great use, either to communicate with the world around them, or to summon monsters from other worlds. Furthermore, the Viera have approximately three times the lifespan of Humes; they can be more than 50 years old and still be in their prime.

Viera have superb eyesight compared to that of Humes. It is said that they can spot their prey from as far as 10 km (6.22 miles) distance. Not to forget their sense of hearing, this allows them to tell the difference in footsteps which comes in handy if they are being hunted themselves.

Viera have light-colored hair. As with the Bangaa, the Viera are divided into two sub-branches; the light-skinned Veena Viera and the dark-skinned Rava Viera. Another sub-branch called the Feol Viera exists in Final Fantasy XII: Revenant Wings. Though those who chose to live among Humes often color their hair in shades of brown or black.

Relations[edit]

Viera have no particular warm feelings toward any races, not even their own if they are not part of their society in the woods. They are haughty and consider themselves closer to the natural world and also consider humans to be trespassers and encroachers who bring pollution and rebellion where they go.

Alignment[edit]

Lawful Alignments for those still bound to the wood, and chaotic for free viera. There is a tendancy toward neutrality with no particular lean toward good or evil.

Lands[edit]

The Viera live deep within the woods; male and female Viera live separately from each other and only make contact and communication when the need arises, though this may not be necessary due to their lifespan which is three times that of Humes. Viera have superb eyesight compared to that of Humes. It is said that they can spot their prey from as far as 10 km (6.22 miles) distance. Not to forget their sense of hearing, this allows them to tell the difference in footsteps which comes in handy if they are being hunted themselves. All Viera allies, with the exception of Fran, are weak to Earth.

In Eruyt Village there are two jobs that the viera can do. They are Salve-Maker and Wood-Warder. Those who wish to become Salve-Makers must complete a rite of passage: catching the Vorpal Bunny which appears every seven years. Its tail is used to create Vision Dust.

Having lost their ancient homelands to war over 450 years ago, some of them began to question their way of life and went off to live among the Humes. This went against their law, referred to as the "Green Word", which forbids contact with the world outside. According to Jote, Fran's sister and the leader of the Viera who remained in Eruyt Village, once a Viera breaks this law, they are considered Viera no more and are regarded as outcasts. They are shown to be able to communicate with "the Wood", meaning that the Golmore Jungle might be an actual living entity. An outcast's senses eventually become dimmed, and they become unable to hear the wood, like Fran. Whether a Viera can regain the ability to communicate with the wood is unknown.

Religion[edit]

Viera believe in an animistic faith bound to the wood where they came from and perform rites of invocation summoning the wood's intervention, believing it to be holy on its own.

Language[edit]

They speak Sylvan and Common


Racial Traits[edit]

  • +2 Dexterity, −2 Constitution: The viera are very agile but are limber and frail due to their thin physique.
  • Humanoid (Viera)
  • Medium: As Medium creatures, viera have no special bonuses or penalties due to their size.
  • Viera base land speed is 40 feet.
  • Low-Light Vision: A viera can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus to Listen, Search, and Spot checks.
  • Spirit-Sense (Su): Vieras gain a additional +4 racial bonus to Listen, Search and Spot checks made to hear, find, or see a spirit. This bonus stacks with the normal racial bonus granted by being a viera.
  • Green Word: The viera live as one with nature and it grants them their powers. If a viera every leaves their wooded home they only gain one-half of the bonus from their Spirit Sense racial ability and they suffer a -4 penalty to Will saves to resist the effects of the Mist Rage. These penalties can be removed once the viera has returned to the woods and repented for their misdeeds.
  • Mist Sensitive (Su): Viera are sensitive to magical auras and feel the presence or absence of magical auras, but can not pin point or see the auras. When a viera is within 60 feet of a powerful aura that is to strong to handle (caster level at least 5 levels higher that the viera's HD), she must attempt a Will save DC (10 + the caster level of the aura − her character level) or enter a Mist Rage. This Will save must be made every minute that the viera stays within 60 feet of the magical aura. The viera is always immune to any magical effect that originated from them or that they posses, such as a spell they cast or an item that they are wielding.
  • Mist Rage (Su): While in this state, the viera gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but she takes a –2 penalty to Armor Class. A viera cannot use Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. Mist Rage lasts for as long as the viera is in range of the aura. If her Mist Rage lasted longer than a number of rounds equal to 1/4 her character level + her Constitution modifier, she becomes fatigued (−2 penalty to Strength, −2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter or one minute after, which ever is shorter.
  • Weapon Proficiency: Viera receive the Martial Weapon Proficiency feats for the rapier, longbow (including composite longbow), shortbow (including composite shortbow), light crossbow, and heavy crossbow as bonus feats.
  • Automatic Language: Common and Viera. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Ranger. A multiclass viera's ranger class does not count when determining whether he takes an experience point penalty for multiclassing.

Vital Statistics[edit]

Table: Viera Random Starting Ages
Adulthood Simple Moderate Complex
45 years +1d20 +2d20 +4d20
Table: Viera Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
110 years 185 years 250 years +1d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Viera Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d10 85 lb. × (1d4) lb.
Female 4' 10" +2d10 85 lb. × (1d4) lb.

Magical Auras[edit]

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). The aura strength is dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.


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