HALF-NOMOS
On rare occasions, powerful nomos beings form relationships with mortal creatures. The result of these unions are the half-nomos. Nomos never undertake these relationships casually, and half-nomos are often created to further the purpose of law. Most half-nomos pursue these goals relentlessly throughout their life.
Appearance
No matter the form, a half-nomos is always classically beautiful, having perfectly proportioned features, an ordered manner, or some other sign of their lawful nature.
Creating a Half-Nomos
“Half-nomos” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonchaotic alignment (referred to hereafter as the base creature).
A half-nomos uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-nomos are normally native outsiders.
Speed: A half-nomos has insectile wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-nomos retains all the special attacks of the base creature and also gains the following special abilities.
Smite Chaos (Su): Once per day a half-nomos can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a chaotic foe.
Spell-Like Abilities: A half-nomos with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
| HD |
Abilities |
| 1–2 |
Command 3/day, status |
| 3–4 |
Detect chaos 3/day |
| 5–6 |
Suggestion |
| 7–8 |
Order’s wrath 3/day |
| 9–10 |
Command, greater |
| 11–12 |
Dictum |
| 13–14 |
Shield of law 3/day |
| 15–16 |
Repulsion 3/day |
| 17–18 |
Summon monster IX (nomos only) |
| 19–20 |
Regenerate |
Special Qualities: A half-nomos has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to disease and polymorphing.
—Resistance to electricity 10, fire 10, and sonic 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-nomos’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as follows: Str +4, Con +4, Int +4, Wis +2, Cha +4.
Skills: A half-nomos gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the half-nomos gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always neutral.
Level Adjustment: Same as base creature +4.
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