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Nalbrezu Character Creation
The Nalbrezu have wiry elven frames and skin tones ranging from tan to black, often with a brownish tinge. Their ears have been cut and shaped for centuries for disguises; now the pointed flesh rarely extends more than an inch beyond the average for humans. While their eyes remain almond-shaped, Nalbrezu can make them seem elsewise and often manipulate their eye color. Their hair and eye colors commonly run from light brown to black, although frequent breeding with other races has graced them with a wide variety of other colors. Tones that are easily manipulated with makeup and alchemical paints are favored over extremes.

Nalbrezu are surrounded by different languages from birth and are taught not only grammar, but also accents and idioms. Many of them are gifted mimics and can reproduce a variety accents not just for elven, but for any other tongue they speak. Their home dialect is peppered with words from both Abyssal and Infernal and has absorbed idioms and curse words from many other languages. While the basics of Drow Sign Language are taught to all Nalbrezu before they even learn to speak, the advanced signs require a Dexterity of 15 or higher to perform correctly.

  • +2 Dexterity, +2 Charisma, –2 Constitution: Nalbrezu are nimble and manipulative.
  • Elf: Drow are humanoids with the elf subtype.
  • Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Drow have a base speed of 30 feet.
  • Darkvision: Drow can see in the dark up to 120 feet.
  • Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
  • Gift of Tongues: Nalbrezu gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
  • Poison Use: Nalbrezu are skilled in the use of poison and never risk accidentally poisoning themselves.
  • Energy Resistance: Nalbrezu have energy resistance 5 versus two of the following energy types: acid, cold, electricity, or fire.
  • Spell-Like Abilities: A Nalbrezu can cast message, vanish, and detect thoughts, once each per day, using his total character level as his caster level.
  • Vengeance-Bound (Su): Once per character level, a Nalbrezu character must assuage the spirits of vengeance by aiding someone else’s quest to have a wrong against them righted. This is a geas-like, compulsion effect that can be enforced by the GM or initiated by the character. This effort can be as simple as killing an offender or as complicated as amassing evidence to free someone in a court of law. Full and direct participation is key, not necessarily success, and while they can accept any payment offered, the character cannot ask for remuneration. Refusal to participate in a vengeance quest results in a -1 penalty to all skill checks for that level, although accepting an additional vengeance quest will resolve the condition. Courts and Houses can be formally petitioned for these quests at any time. Nalbrezu are not required to avenge those who they have wronged or demons of any kind. They are also exempt from targeting Nalbrezu at the behest of non-Nalbrezu.
  • Languages: Drow begin play speaking Elven and Undercommon. Nalbrezu with high Intelligence scores can choose any language from a race they have infiltrated before (with GM approval) but favor the following: Abyssal, Aklo, Celestial, Common, Draconic, Drow Sign Language, Infernal, or Orc.

Alternate Racial Traits
A starting Nalbrezu character can benefit from alternate racial abilities from up to two of the categories below. Feats or blessings can allow for more traits to be taken later, but these options must be earned or developed over time and are beyond the ken of novice drow. Consult your GM before selecting any of these options.


In place of Gift of Tongues, Nalbrezu can develop one of the following traits:

  • Emissary: Once per day, many Nalbrezu can roll twice when making a Bluff or Diplomacy check and take the better roll.
  • Quick Reactions: Some Nalbrezu receive Improved Initiative as a bonus feat.
  • Stalker: Perception and Stealth are always class skills for some Nalbrezu.

Instead of Drow Immunities, Nalbrezu can benefit from one of the following traits:

  • Nimble Attacks: A few Nalbrezu receive Weapon Finesse as a bonus feat.
  • Silent Hunter: Rare Nalbrezu reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
  • Spell Resistance: Some Nalbrezu possess spell resistance equal to 6 plus their class levels.

Instead of the given Spell-Like Abilities, Nalbrezu can manifest one of the following traits:

  • Alternate Spell-Like Abilities: Instead of message, Nalbrezu can manifest daze or ghost sound. Rather than vanish, Nalbrezu can use comprehend languages or disguise self. And in place of detect thoughts, Nalbrezu can choose whispering wind or hidden knowledge. One choice can be made per spell level but once decided upon, the results are permanent. Regardless, each ability can only be used once each per day, using total character level as the caster level.
  • Lucky, Greater: A few Nalbrezu gain a +2 racial bonus on all saving throws.
  • Skilled: A number of Nalbrezu gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Instead of Darkvision, Nalbrezu can rely on one of the following traits:

  • Fiendish Resistance: Some Nalbrezu gain two of the following: cold resistance 5, electricity resistance 5, or fire resistance 5. This ability does not stack with natural Nalbrezu energy resistance bonuses.
  • Poison Resistance: Some Nalbrezu gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
  • See in Darkness: A few Nalbrezu can see perfectly in darkness of any kind, including that created by spells such as deeper darkness, within a range of 60 feet.

See Also