Morph Bark
2011-04-24, 09:24 AM
Earlier I made a human subrace (http://www.giantitp.com/forums/showthread.php?t=194582) that actually mechanically could basically say "F you!" to anything and be succesful in doing so (under a certain definition of "Fing you"). I decided to produce a more serious and expansive work covering the human race as presented in DnD 3.5, thus resulting in the work below. If anyone wants to help make it even greater, be my guest! There's tons of room to work with for both Cultural Focus and Mixed Blood, whether we'd use official material to base things off or the homebrew of people here.
Hence why I'm going to go ahead and stamp this thread as an "aid another" project, which means sort of that the nature of the project itself just begs the aid of others. :smallwink:
Human
—Medium Humanoid (human)
—Base speed of 30 ft
—Cultural Focus: Humans vary widely across cultures, depending on other races they interact with, their environment, the gods they worship and their level of technology. Pick one of the following.
Acidcursed: The Acidcursed were an advanced people, keen with alchemy, but they delved too greedily into its practices, and too deep... A mighty explosion as their greatest venture failed caused mutation in them, turning their skin green and eyes a neon yellow. Their natural weapons (including unarmed strike) deal 1 point of acid damage extra and if their Mixed Blood grants a kind of energy resistance, change it to acid resistance. Craft (alchemy) is always a maxed skill for them. Most of the Acidcursed are Evil. (Alternative fluff idea involves their souls being stolen and soaked in vitriol if that is more your thing.)
Blessed Ka: The Blessed Ka are a tribe of humans whose technology is at the level of the Bronze Age and who train all their children to fight and hunt. A Blessed Ka doesn’t suffer the penalties associated with bronze weapons (normally -1 to attack and damage) and instead suffers these penalties with steel weapons (or whichever metal ‘normal’ weapons are made of, but not silver, adamantine or cold iron weapons). They are automatically proficient with all simple weapons and Survival always has the maximum amount of ranks in it without needing skill points. They must take their first level in a base class with full BAB.
Canypsi: A Canypsus is a low-class human from the city-state of Ombal, which was cursed by a legendary witch to punish and kill its aristocracy. Its inhabitants have traits similar to lycanthropes and turn into dogs when the full moon is up. Control Shape is always a maxed skill for them and due to spending a lot of time in the form of a dog they have additional mental ability score modifiers: -2 Intelligence, +2 Wisdom, -2 Charisma. In both forms they have DR 1/silver. They do not possess a hybrid form. In dog form they gain Track as a bonus feat.
Costa Magi: The Costa Magi love the smell of salt in the air and claim it makes their magic better. They have a -2 penalty to one of their mental ability scores, but they all have a familiar and Spellcraft is always a maxed skill. They must take their first level in an arcane spellcasting class.
Eastern Barbarians: The Eastern Barbarians are dwellers of the jungle, hunter-gatherers who steal their weapons and armour from others in raids. Climb always is maxed skill for them. They have +2 Constitution and -2 Intelligence in addition to the bonuses and penalties from Mixed Blood, unless their Mixed Blood gives a Constitution bonus. They treat bolas as martial weapons and have low-light vision. They cannot take their first level in a spellcasting class other than Druid.
Fixers: The ones known as the "fixers" are a group of humans who are somewhat more technologically advanced than the rest, having invented and become proficient in the use of firearms and explosives. They can craft Renaissance era weapons (DMG 145) and the pistol and musket count as martial weapons for them. They have a +2 bonus on Craft (firearms), Craft (explosives) and Craft (alchemy).
Le Vite: The Vite are a spread-out culture who stick dearly to the rule that they should only marry other Vite, unless they turn from their heritage. They are a race of priests and therefore gain the domain power of one of the domains associated with the god they are a priest of (those who select the Sun domain's domain power gain the ability to turn undead 1/day). Their legends say they originally were the chosen race of an overgod, who killed himself in order to give them free will and whose body became many new gods.
Northern Barbarians: The Northern Barbarians are a tough lot, living in the cold wilderness. They gain a +4 racial bonus on Fortitude saves made to resist the effects of cold weather and Survival always is maxed skill for them. They have +2 Strength and -2 Dexterity in addition to the bonuses and penalties from Mixed Blood. They cannot take their first level in a spellcasting class other than Druid.
Parrumite: Parrumites are rowdy lot who love nothing more than sailing. It is said that they descend from people who had gotten mad at sea as passengers and who turned everything into ships once back on land. Parrumites possess the secret to the creation of airships and guard it closely and casually. They always have max ranks in Profession (sailor) and get a +2 bonus on other ship-related checks (such as Craft (shipbuilding)). Parrumites always get a 25% discount when buying ships.
Pugnatarian: The city of Pugna drives a strict regime and the bearing of arms is forbidden within its walls by regular citizens. Sadly, this strict regime is absolutely necessary, as its inhabitants can be incredibly rowdy. They substract half their character level from the penalty given by fighting with improvised weapons (rounded up, thus negating the penalty from level 7 onwards). Furthermore, they start with 2 "brawl points" that they can use to enhance their fighting with improvised weapons. A brawl point can be invested in a wielded improvised weapon to increase its crit range or multiplier by 1 (to a max of 18-20 or x4) or give a +1 bonus to attack or damage (to a max of +5 each). These brawl points can be reallocated as a swift action.
Southern Barbarians: The Southern Barbarians are hardy traders, living in the desert wilderness and oft mistrusted for their loose definitions of property. They gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather and Sense Motive always is maxed skill for them. They have -2 Dexterity and +2 Constitution in addition to the bonuses and penalties from Mixed Blood, unless their Mixed Blood gives a Constitution bonus. They cannot take their first level in a spellcasting class other than Druid.
Yendou: The Yendou are a honourable mountain-dwelling people who have turned combat into a quick-paced national sport. Kusari-gama and katana are martial weapons for them. Iaijutsu Focus is always a maxed skill for them and they must take their first level in monk, ninja, paladin or samurai.
—Mixed Blood: Very few humans are of pure blood due to the amount they mingle with other races. Because of this, some humans have the nimbleness of an elf, the hardiness of a dwarf, the strength of a giant or the magics of an elemental. Pick one of the following.
Purebloods
Pureblood:
Once per day, when hit by an attack, after the damage is rolled, a Pureblood may make a save (either Fortitude, Reflex or Will) and substitute the result for their AC. If the attack roll is lower than the result, the damage is negated.
Quasi-Lycanthrope
Bat blood: Humans with a trickle of bat lycanthrope blood gain +4 Dexterity, -2 Intelligence, -2 Charisma and +1 natural armor. Three times per day, for one round, the bat blood can gain blindsense out to 40 ft by making a DC 20 Concentration check. This ability is useable as a free action. If the check fails, no daily use is expended.
Bear blood: Humans with a trickle of bear lycanthrope blood gain +2 Strength, -2 Intelligence, -2 Charisma. Three times per day, for one round, the bear blood can use a shifting ability similar to a lycanthrope's. This grants it an additional +2 Strength and the bear blood grows a pair of claws that deal 1d4 plus half Strength modifier damage. This ability is useable as a free action.
Boar blood:
Croc blood:
Rat blood:
Shark blood:
Tiger blood:
Wolf blood:
Half-Humanoids
Aquatic blood: Humans with mermaid ancestry or blood ties with other aquatic races gain +2 Strength, -2 Dexterity and the aquatic subtype. They can breathe underwater, have a Swim speed of 30 ft and a +8 bonus to Swim checks on which they can take 10, even if endangered or distracted.
Change blood: Humans with doppelganger ancestry gain +2 Bluff and an extra language at 1st level. Speak Language is always a class skill for them and they can use disguise self as a supernatural ability 1/encounter, except it does not affect what they are wearing.
Dwarven blood: Humans with dwarven blood are sturdy-built fellows. They have +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Furthermore, they have a +1 bonus on saves against spells and spell-like abilities - which increases by 1 for every 5 levels they have, as well as darkvision out to 60 ft.
Elf blood: Humans with elven blood are a skinny bunch who gain +2 Intelligence, -2 Constitution and low-light vision. They have a +2 bonus on Listen, Search and Spot checks.
Giant blood: Humans with giant blood gain -2 Dexterity and the Powerful Build ability.
Gnome blood: Humans with gnome blood gain -2 Wisdom, +2 Charisma and can use minor image as a spell-like ability 1/day. They have a +2 racial bonus on saves against illusions and a +2 bonus on Listen checks.
Goblin blood: Humans with goblin blood gain +2 Dexterity, -2 Charisma and +2 Hide, Move Silently and Ride.
Halfling blood: Humans with the blood of Halflings gain -2 Strength, +2 Dexterity and the Slight Build ability (detailed here (https://www.wizards.com/default.asp?x=dnd/we/20060420a)).
Orc blood: Humans with orc blood gain +2 Strength, -2 Intelligence, -2 Charisma and darkvision out to 60 ft. At the start of each encounter, an orc-blooded human gains a +2 bonus to Strength for 1 round.
Troll blood: Humans with troll blood gain +2 Constitution, -2 Charisma and darkvision out to 60 ft. They heal 1 nonlethal damage per HD every 10 minutes and 1 lethal damage per HD ever hour. Every time they are hurt by acid or fire, they take 1 extra damage.
Other Types
Dragon blood: Humans with dragon blood gain -2 Dexterity, +2 Constitution and low-light vision. They have a breath weapon that deals 1d6 points of damage per 2 HD of theirs in a 30 ft line. The damage is either acid, cold, electricity or fire (chosen at character creation and never changed, Acidcursed can only choose acid) and it is useable once every 1d4+1 rounds. They have the dragonblood subtype.
Feytouched: Humans with fey blood gain -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma, low-light vision and charm person as a spell-like ability useable 1/day.
Vampir's Dhampir: Humans with vampiric ancestry, called dhampirs, gain -2 Constitution and +2 Charisma. They have a +2 bonus on Handle Animal checks when dealing with bats, rats or wolves of any kind and may use Handle Animal to improve the attitude of those creatures towards them in a way just like with Diplomacy. Furthermore, they can drain the blood of living creatures as a standard action (for unwilling targets they must succeed on a grapple check while already grappling the target). This deals 1 point of Constitution damage and grants the dhampir 5 temporary hit points for 1 hour. Furthermore, they have a +2 bonus on Strength- and Dexterity-based ability checks and skill checks for 1 round thereafter. The bonus increases by 2 for every additional Constitution damage dealt if the ability is used again successfully in the next round and for every round thereafter and the duration increases by 1, to a maximum bonus of 2 plus half the dhampir's character level and a maximum duration of 1 + dhampir's Constitution modifier rounds. Dhampirs are almost always only children, except in the rare case of multuplets.
Transitional Planes (These all have the planetouched subtype.)
Shadowtouched: Humans with a bloodline traced back to the Plane of Shadow gain a +4 bonus to Hide checks and can turn their shadow into a solid creature 1/day for a number of rounds equal to their level. (Use Shadow stats, but with only 1 HD, minus the incorporeal subtype and its touch dealing 1d8 negative energy damage instead. Its base land speed is 60 ft and it cannot fly. It has a +10 bonus on Jump checks and a Strength score of 10.)
Elemental Planes (These all have the planetouched subtype.)
Ash blood: Humans with a bloodline traced back to the Plane of Ash gain +2 Wisdom, -2 Charisma and are immune to the effects of non-magical cold. As an immediate action 1/day, they may completely negate the effects of a single [Fire] spell or fire-based supernatural attack. This requires a level check against the attacker - a natural 20 is an automatic success and a 1 is an automatic failure. A fine layer of ash will fall in the area the spell or attack would have otherwise affected. This functions as a spell-like ability.
Dust blood: Humans with a bloodline traced back to the Plane of Dust gain +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma and are immune to disintegrating effects or effects that would turn them into dust. They can use obscuring dust as a spell-like ability 1/day, which functions the same way as a obscuring mist spell, except that it is made of dust.
Earth blood: Humans with a bloodline traced back to the Plane of Earth gain +2 Constitution, -2 Wisdom. They have a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and can use pass without a trace as a spell-like ability 1/day.
Fire blood: Humans with a bloodline traced back to the Plane of Fire gain +2 Intelligence, -2 Charisma. They have Fire Resistance equal to their HD and they can alter the illuminating power of any fire within 10 ft to either nothing (quenching the fire) or doubling its normal radius; this is an at-will ability.
Ice blood: Humans with a bloodline traced back to the Plane of Fire gain -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. They have Cold Resistance equal to their HD and can walk on ice without the need to make Balance checks. They can use frost as a spell-like ability 1/day, which functions exactly as grease, except that it is a layer of ice.
Magma blood Humans with a bloodline traced back to the Plane of Magma gain +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, Fire Resistance equal to their HD and heat metal as a spell-like ability useable 1/day.
Mineraltouched: Humans with a bloodline traced back to the Plane of Mineral gain +2 Strength, -2 Dexterity and are immune to petrification. They can use stone shape as a spell-like ability 1/day.
Negatouched: Humans with a bloodline traced back to the Plane of Negative Energy gain +2 Strength, -2 Constitution, +4 to Hide and can use chill touch as a spell-like ability 1/day. They receive the Tomb-Tainted Soul feat for free. Negatouched are immune to energy drain, but recieve a -2 racial penalty on Fortitude saves.
Ooze blood: Humans with a bloodline traced back to the Plane of Ooze gain +4 Constitution, -4 Charisma and can use grease as a spell-like ability 1/day. When using this spell-like ability, they can choose to make it acidic, which causes 1d4 points of acid damage per round to those who slip and fall in it as long as they lie in it. Ooze bloods are immune to this acid and they are immune to any non-magical acid.
Positouched: Humans with a bloodline traced back to the Plane of Positive Energy gain +2 Constitution, -2 Wisdom and they can use cure light wounds as a spell-like ability 1/day. They naturally heal twice as fast as normal people, but take a -2 penalty on saves against necromancy and negative energy spells and effects.
Radiant blood: Humans with a bloodline traced back to the Plane of Radiance gain -2 Strength, -2 Constitution, +2 Intelligence and +2 Charisma. Due to glowing skin they have a -4 penalty to Hide, which can become -6 if a lot of skin is exposed. They are immune to blindness and the effects of non-magical heat and fire. They can use color spray as a spell-like ability 1/day.
Salt blood: Humans with a bloodline traced back to the Plane of Salt gain -2 Dexterity, +2 Wisdom and can use destroy water as a spell-like ability 1/day, which is the reverse of create water. They are immune to dehydration effects.
Smoke blood: Humans with a bloodline traced back to the Plane of Smoke gain -2 Strength, +2 Dexterity, +2 Intelligence, -2 Charisma and are immune to smoke effects. They can use obscuring smoke as a spell-like ability 1/day, which functions the same way as a obscuring mist spell, except that it is made of smoke.
Steam blood: Humans with a bloodline traced back to the Plane of Steam gain +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma and can use obscuring mist as a spell-like ability 1/day. Concealment caused by mist or fog is decreased by one step for them if it is within 15 ft.
Storm blood: Humans with a bloodline traced back to the Plane of Lightning gain -2 Strength, +2 Dexterity. They have Electricity Resistance equal to their HD and can use shocking grasp as a spell-like ability 1/day.
Vacuumbreath: Humans with a bloodline traced back to the Plane of Salt gain -2 Strength, +2 Constitution. They do not need to breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Lastly, they can use silence as a spell-like ability 1/day.
Water blood: Humans with a bloodline traced back to the Plane of Water gain +2 Constitution, -2 Charisma. They can breathe underwater, have a Swim speed of 30 ft and a +8 bonus to Swim checks on which they can take 10, even if endangered or distracted. They can use create water as a spell-like ability 1/day.
Wind blood: Humans with a bloodline traced back to the Plane of Air gain +2 Dexterity, -2 Wisdom. They do not need to breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Lastly, they can use levitate as a spell-like ability 1/day.
Outer Planes (These all have the planetouched subtype.)
Angel blood: Humans with a bloodline traced back to the angels of the Good Outer Planes gain +2 Wisdom or +2 Charisma, +2 Listen and Spot and light as a spell-like ability useable 1/day.
Chaostouched: Humans with a bloodline traced back to the Ever-Changing Chaos of Limbo gain Sonic Resistance equal to their HD, a +1d4 bonus to Escape Artist and Search checks and they can use entropic shield as a spell-like ability 1/day.
Daemon blood: Humans with a bloodline traced back to the yugoloths of the Gray Waste of Hades gain +2 Constitution, -2 Intelligence and darkvision out to 60 ft. They can use fear as a spell-like ability 1/day and have a +2 bonus on Bluff and Diplomacy checks.
Demon blood: Humans with a bloodline traced back to the demons of the Infinite Layers of the Abyss gain +2 Strength, -2 Intelligence, -2 Charisma and darkvision out to 60 ft. They have Electricity Resistance equal to their HD and can create darkness as a spell-like ability 1/day. However, this darkness only has a radius of 5 ft.
Devil blood: Humans with a bloodline traced back to the devils of the Nine Hells of Baator gain +2 Dexterity, -2 Charisma and darkvision out to 60 ft. They have Fire Resistance equal to their HD and can create darkness as a spell-like ability 1/day. However, this darkness only has a radius of 5 ft, but they can see in it normally.
Lawtouched: Humans with a bloodline traced back to the Lawful Outer Planes (Acheron, Arcadia, Mechanus) gain +2 Wisdom, -2 Charisma, a +2 bonus on Balance, Sense Motive and Spot and they can use calm emotions as a spell-like ability 1/day.
Modrontouched: Humans with ancestry that was altered by the Modrons of the Clockwork Nirvana of Mechanus have some traits in common with living constructs, except with the major difference that they can breed. Mechanus bloods have -2 Dexterity, +2 Constitution and recieve half the benefit from repair spells. They have Electricity Resistance equal to their HD.
Voidborn: Humans born with a connection to the Void beyond the planes gain -2 Wisdom, a +2 bonus on Will saves against mind-affecting effects and 5 + HD Power Resistance. Once per day as a move action they can fade from the world and into the void, disappearing completely until the start of their next turn. This is a supernatural ability. Many Voidborn become Binders or Shadowcasters.
—Automatic Languages: Common
—Bonus Languages: Any
—Favoured Class: Whichever class they take their first level in. The first-level rule listed under some cultures listed under Cultural Focus is ignored by NPC classes.
—LA: +0
Culture Feats!
Acidcursed
Vitriolic Spit
Your saliva has a particularly low pH, and you have learned how to use this to your advantage.
Prerequisites: Human, Acidcursed Cultural Focus, Con 13
Benefit: Once per day, as part of any attack action, you may make a free 'spit attack' at any adjacent opponent you threaten. This attack deals 1D3+Con modifier acid damage and is made at your full BAB -5. It is treated as a ranged touch attack which does not provoke an attack of opportunity.
Canypsi
Feral Awareness
Prerequisites: Human, Canypsi Cultural Focus, Listen 4 ranks, Search 4 ranks, Spot 4 ranks
Benefit: You gain the scent ability regardless of what form you occupy, even one forced upon you such as a baleful polymorph.
Special: When in your canine form, you gain a +2 bonus on all Listen, Search and Spot checks. If you have the Track feat, you also gain a +2 bonus to Survival checks made for tracking (meaning that you always gain this bonus in your dog form).
Tough Dog
Prerequisites: Human, Canypsi Cultural Focus
Benefit: Your racial damage reduction increases by 1 for every 5 HD you possess.
Costa Magi
Tidal Power
Your magic really is better by the sea, as is your ability to control it.
Prerequisites: Costa Magi Cultural Focus, caster level 1st
Benefit: Whenever you are within 2 miles of a coastline you gain +1 to the save DCs of all your arcane spells, and a +2 bonus to all Concentration checks relating to your arcane spells.
Deeper Currents
Your understanding of the connection between your magic and coastal energies deepens.
Prerequisites: Costa Magi Cultural Focus, Tidal Power, caster level 5th
Benefit: The bonuses from your Tidal Power feat increase to +2 save DC and +4 concentration for all spells with the 'Earth' or 'Water' descriptor.
Le Vite
Divine Ember
The divine element of your soul is a little more potent than usual for your people.
Prerequisites: Le Vite Cultural Focus, Wis 13
Benefit: You gain the first level domain spell of your chosen cultural focus domain as a spell-like ability 1/day as if cast by a cleric of half your level (rounded up). Any saves are Wisdom based.
Special: This feat may be taken more than once. Each time you take it, you gain another use/day.
Pugnatarian
Military Pugnatarian
Prerequisites: Human, Pugnatarian Cultural Focus
Benefit: Select a weapon group. You can modify weapons from that weapon group with your brawl points. However, you can never modify the same kind of weapon with more than 1 brawl point.
Pugnatarian Guard
Prerequisites: Human, Pugnatarian Cultural Focus
Benefit: You can modify armour and shiled with your brawl points, using 1 brawl point to reduce armour or shield penalty by 1, increase max Dex by 1 or increase AC bonus by 1.
Southern Barbarians
Water Sense
You have been born with the extremely rare 'water sense', the ability to detect nearby water sources.
Prerequisites: Human, Southern Barbarian Cultural Focus, must be taken at 1st level
Benefit: You must make a DC 10 Concentration check after concentrating for 1 minute, after which time you accurately determine the direction and distance of the nearest accessible source of fresh, clean water within a 1 mile radius. This is a supernatural ability.
Blood Feats!
Pureblood
All Parts Equal Strength [Epic]
Prerequisites: Human, Pureblood
Benefit: You can use your racial ability to negate damage once per day with each of your saves (Fortitude, Reflex and Will each once).
Didn't Touch Me
Prerequisites: Human, Pureblood, proficiency with all armor, proficiency with shields
Benefit: Three times per day, you may substitute your AC for a save as an immediate action, before rolling the save.
Half-humanoid
Half-Human Ambassador
Prerequisites: Human, half-humanoid
Benefit: You gain a +2 bonus on Charisma-based skill checks and Sense Motive checks when dealing with your non-human ancestor race. You also gain this bonus when dealing with humans while talking about matters concerning your non-human ancestor race.
Other
Mixed-Up Demihuman
Prerequisites: Humanoid type, non-human, can only be selected at level 1
Benefit: Select one of the human's mixed bloods. You gain that blood's ability modifiers, resistances, immunities and abilities, but not its bonuses to skills, saves, attack rolls, damage rolls, nor things like low-light vision or darkvision. Racial modifiers from a blood can never raise your ability modifiers to more than +2.
Special: An elf cannot choose elf blood, a dwarf cannot choose dwarf blood, etc.
Hence why I'm going to go ahead and stamp this thread as an "aid another" project, which means sort of that the nature of the project itself just begs the aid of others. :smallwink:
Human
—Medium Humanoid (human)
—Base speed of 30 ft
—Cultural Focus: Humans vary widely across cultures, depending on other races they interact with, their environment, the gods they worship and their level of technology. Pick one of the following.
Acidcursed: The Acidcursed were an advanced people, keen with alchemy, but they delved too greedily into its practices, and too deep... A mighty explosion as their greatest venture failed caused mutation in them, turning their skin green and eyes a neon yellow. Their natural weapons (including unarmed strike) deal 1 point of acid damage extra and if their Mixed Blood grants a kind of energy resistance, change it to acid resistance. Craft (alchemy) is always a maxed skill for them. Most of the Acidcursed are Evil. (Alternative fluff idea involves their souls being stolen and soaked in vitriol if that is more your thing.)
Blessed Ka: The Blessed Ka are a tribe of humans whose technology is at the level of the Bronze Age and who train all their children to fight and hunt. A Blessed Ka doesn’t suffer the penalties associated with bronze weapons (normally -1 to attack and damage) and instead suffers these penalties with steel weapons (or whichever metal ‘normal’ weapons are made of, but not silver, adamantine or cold iron weapons). They are automatically proficient with all simple weapons and Survival always has the maximum amount of ranks in it without needing skill points. They must take their first level in a base class with full BAB.
Canypsi: A Canypsus is a low-class human from the city-state of Ombal, which was cursed by a legendary witch to punish and kill its aristocracy. Its inhabitants have traits similar to lycanthropes and turn into dogs when the full moon is up. Control Shape is always a maxed skill for them and due to spending a lot of time in the form of a dog they have additional mental ability score modifiers: -2 Intelligence, +2 Wisdom, -2 Charisma. In both forms they have DR 1/silver. They do not possess a hybrid form. In dog form they gain Track as a bonus feat.
Costa Magi: The Costa Magi love the smell of salt in the air and claim it makes their magic better. They have a -2 penalty to one of their mental ability scores, but they all have a familiar and Spellcraft is always a maxed skill. They must take their first level in an arcane spellcasting class.
Eastern Barbarians: The Eastern Barbarians are dwellers of the jungle, hunter-gatherers who steal their weapons and armour from others in raids. Climb always is maxed skill for them. They have +2 Constitution and -2 Intelligence in addition to the bonuses and penalties from Mixed Blood, unless their Mixed Blood gives a Constitution bonus. They treat bolas as martial weapons and have low-light vision. They cannot take their first level in a spellcasting class other than Druid.
Fixers: The ones known as the "fixers" are a group of humans who are somewhat more technologically advanced than the rest, having invented and become proficient in the use of firearms and explosives. They can craft Renaissance era weapons (DMG 145) and the pistol and musket count as martial weapons for them. They have a +2 bonus on Craft (firearms), Craft (explosives) and Craft (alchemy).
Le Vite: The Vite are a spread-out culture who stick dearly to the rule that they should only marry other Vite, unless they turn from their heritage. They are a race of priests and therefore gain the domain power of one of the domains associated with the god they are a priest of (those who select the Sun domain's domain power gain the ability to turn undead 1/day). Their legends say they originally were the chosen race of an overgod, who killed himself in order to give them free will and whose body became many new gods.
Northern Barbarians: The Northern Barbarians are a tough lot, living in the cold wilderness. They gain a +4 racial bonus on Fortitude saves made to resist the effects of cold weather and Survival always is maxed skill for them. They have +2 Strength and -2 Dexterity in addition to the bonuses and penalties from Mixed Blood. They cannot take their first level in a spellcasting class other than Druid.
Parrumite: Parrumites are rowdy lot who love nothing more than sailing. It is said that they descend from people who had gotten mad at sea as passengers and who turned everything into ships once back on land. Parrumites possess the secret to the creation of airships and guard it closely and casually. They always have max ranks in Profession (sailor) and get a +2 bonus on other ship-related checks (such as Craft (shipbuilding)). Parrumites always get a 25% discount when buying ships.
Pugnatarian: The city of Pugna drives a strict regime and the bearing of arms is forbidden within its walls by regular citizens. Sadly, this strict regime is absolutely necessary, as its inhabitants can be incredibly rowdy. They substract half their character level from the penalty given by fighting with improvised weapons (rounded up, thus negating the penalty from level 7 onwards). Furthermore, they start with 2 "brawl points" that they can use to enhance their fighting with improvised weapons. A brawl point can be invested in a wielded improvised weapon to increase its crit range or multiplier by 1 (to a max of 18-20 or x4) or give a +1 bonus to attack or damage (to a max of +5 each). These brawl points can be reallocated as a swift action.
Southern Barbarians: The Southern Barbarians are hardy traders, living in the desert wilderness and oft mistrusted for their loose definitions of property. They gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather and Sense Motive always is maxed skill for them. They have -2 Dexterity and +2 Constitution in addition to the bonuses and penalties from Mixed Blood, unless their Mixed Blood gives a Constitution bonus. They cannot take their first level in a spellcasting class other than Druid.
Yendou: The Yendou are a honourable mountain-dwelling people who have turned combat into a quick-paced national sport. Kusari-gama and katana are martial weapons for them. Iaijutsu Focus is always a maxed skill for them and they must take their first level in monk, ninja, paladin or samurai.
—Mixed Blood: Very few humans are of pure blood due to the amount they mingle with other races. Because of this, some humans have the nimbleness of an elf, the hardiness of a dwarf, the strength of a giant or the magics of an elemental. Pick one of the following.
Purebloods
Pureblood:
Once per day, when hit by an attack, after the damage is rolled, a Pureblood may make a save (either Fortitude, Reflex or Will) and substitute the result for their AC. If the attack roll is lower than the result, the damage is negated.
Quasi-Lycanthrope
Bat blood: Humans with a trickle of bat lycanthrope blood gain +4 Dexterity, -2 Intelligence, -2 Charisma and +1 natural armor. Three times per day, for one round, the bat blood can gain blindsense out to 40 ft by making a DC 20 Concentration check. This ability is useable as a free action. If the check fails, no daily use is expended.
Bear blood: Humans with a trickle of bear lycanthrope blood gain +2 Strength, -2 Intelligence, -2 Charisma. Three times per day, for one round, the bear blood can use a shifting ability similar to a lycanthrope's. This grants it an additional +2 Strength and the bear blood grows a pair of claws that deal 1d4 plus half Strength modifier damage. This ability is useable as a free action.
Boar blood:
Croc blood:
Rat blood:
Shark blood:
Tiger blood:
Wolf blood:
Half-Humanoids
Aquatic blood: Humans with mermaid ancestry or blood ties with other aquatic races gain +2 Strength, -2 Dexterity and the aquatic subtype. They can breathe underwater, have a Swim speed of 30 ft and a +8 bonus to Swim checks on which they can take 10, even if endangered or distracted.
Change blood: Humans with doppelganger ancestry gain +2 Bluff and an extra language at 1st level. Speak Language is always a class skill for them and they can use disguise self as a supernatural ability 1/encounter, except it does not affect what they are wearing.
Dwarven blood: Humans with dwarven blood are sturdy-built fellows. They have +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Furthermore, they have a +1 bonus on saves against spells and spell-like abilities - which increases by 1 for every 5 levels they have, as well as darkvision out to 60 ft.
Elf blood: Humans with elven blood are a skinny bunch who gain +2 Intelligence, -2 Constitution and low-light vision. They have a +2 bonus on Listen, Search and Spot checks.
Giant blood: Humans with giant blood gain -2 Dexterity and the Powerful Build ability.
Gnome blood: Humans with gnome blood gain -2 Wisdom, +2 Charisma and can use minor image as a spell-like ability 1/day. They have a +2 racial bonus on saves against illusions and a +2 bonus on Listen checks.
Goblin blood: Humans with goblin blood gain +2 Dexterity, -2 Charisma and +2 Hide, Move Silently and Ride.
Halfling blood: Humans with the blood of Halflings gain -2 Strength, +2 Dexterity and the Slight Build ability (detailed here (https://www.wizards.com/default.asp?x=dnd/we/20060420a)).
Orc blood: Humans with orc blood gain +2 Strength, -2 Intelligence, -2 Charisma and darkvision out to 60 ft. At the start of each encounter, an orc-blooded human gains a +2 bonus to Strength for 1 round.
Troll blood: Humans with troll blood gain +2 Constitution, -2 Charisma and darkvision out to 60 ft. They heal 1 nonlethal damage per HD every 10 minutes and 1 lethal damage per HD ever hour. Every time they are hurt by acid or fire, they take 1 extra damage.
Other Types
Dragon blood: Humans with dragon blood gain -2 Dexterity, +2 Constitution and low-light vision. They have a breath weapon that deals 1d6 points of damage per 2 HD of theirs in a 30 ft line. The damage is either acid, cold, electricity or fire (chosen at character creation and never changed, Acidcursed can only choose acid) and it is useable once every 1d4+1 rounds. They have the dragonblood subtype.
Feytouched: Humans with fey blood gain -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma, low-light vision and charm person as a spell-like ability useable 1/day.
Vampir's Dhampir: Humans with vampiric ancestry, called dhampirs, gain -2 Constitution and +2 Charisma. They have a +2 bonus on Handle Animal checks when dealing with bats, rats or wolves of any kind and may use Handle Animal to improve the attitude of those creatures towards them in a way just like with Diplomacy. Furthermore, they can drain the blood of living creatures as a standard action (for unwilling targets they must succeed on a grapple check while already grappling the target). This deals 1 point of Constitution damage and grants the dhampir 5 temporary hit points for 1 hour. Furthermore, they have a +2 bonus on Strength- and Dexterity-based ability checks and skill checks for 1 round thereafter. The bonus increases by 2 for every additional Constitution damage dealt if the ability is used again successfully in the next round and for every round thereafter and the duration increases by 1, to a maximum bonus of 2 plus half the dhampir's character level and a maximum duration of 1 + dhampir's Constitution modifier rounds. Dhampirs are almost always only children, except in the rare case of multuplets.
Transitional Planes (These all have the planetouched subtype.)
Shadowtouched: Humans with a bloodline traced back to the Plane of Shadow gain a +4 bonus to Hide checks and can turn their shadow into a solid creature 1/day for a number of rounds equal to their level. (Use Shadow stats, but with only 1 HD, minus the incorporeal subtype and its touch dealing 1d8 negative energy damage instead. Its base land speed is 60 ft and it cannot fly. It has a +10 bonus on Jump checks and a Strength score of 10.)
Elemental Planes (These all have the planetouched subtype.)
Ash blood: Humans with a bloodline traced back to the Plane of Ash gain +2 Wisdom, -2 Charisma and are immune to the effects of non-magical cold. As an immediate action 1/day, they may completely negate the effects of a single [Fire] spell or fire-based supernatural attack. This requires a level check against the attacker - a natural 20 is an automatic success and a 1 is an automatic failure. A fine layer of ash will fall in the area the spell or attack would have otherwise affected. This functions as a spell-like ability.
Dust blood: Humans with a bloodline traced back to the Plane of Dust gain +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma and are immune to disintegrating effects or effects that would turn them into dust. They can use obscuring dust as a spell-like ability 1/day, which functions the same way as a obscuring mist spell, except that it is made of dust.
Earth blood: Humans with a bloodline traced back to the Plane of Earth gain +2 Constitution, -2 Wisdom. They have a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and can use pass without a trace as a spell-like ability 1/day.
Fire blood: Humans with a bloodline traced back to the Plane of Fire gain +2 Intelligence, -2 Charisma. They have Fire Resistance equal to their HD and they can alter the illuminating power of any fire within 10 ft to either nothing (quenching the fire) or doubling its normal radius; this is an at-will ability.
Ice blood: Humans with a bloodline traced back to the Plane of Fire gain -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. They have Cold Resistance equal to their HD and can walk on ice without the need to make Balance checks. They can use frost as a spell-like ability 1/day, which functions exactly as grease, except that it is a layer of ice.
Magma blood Humans with a bloodline traced back to the Plane of Magma gain +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, Fire Resistance equal to their HD and heat metal as a spell-like ability useable 1/day.
Mineraltouched: Humans with a bloodline traced back to the Plane of Mineral gain +2 Strength, -2 Dexterity and are immune to petrification. They can use stone shape as a spell-like ability 1/day.
Negatouched: Humans with a bloodline traced back to the Plane of Negative Energy gain +2 Strength, -2 Constitution, +4 to Hide and can use chill touch as a spell-like ability 1/day. They receive the Tomb-Tainted Soul feat for free. Negatouched are immune to energy drain, but recieve a -2 racial penalty on Fortitude saves.
Ooze blood: Humans with a bloodline traced back to the Plane of Ooze gain +4 Constitution, -4 Charisma and can use grease as a spell-like ability 1/day. When using this spell-like ability, they can choose to make it acidic, which causes 1d4 points of acid damage per round to those who slip and fall in it as long as they lie in it. Ooze bloods are immune to this acid and they are immune to any non-magical acid.
Positouched: Humans with a bloodline traced back to the Plane of Positive Energy gain +2 Constitution, -2 Wisdom and they can use cure light wounds as a spell-like ability 1/day. They naturally heal twice as fast as normal people, but take a -2 penalty on saves against necromancy and negative energy spells and effects.
Radiant blood: Humans with a bloodline traced back to the Plane of Radiance gain -2 Strength, -2 Constitution, +2 Intelligence and +2 Charisma. Due to glowing skin they have a -4 penalty to Hide, which can become -6 if a lot of skin is exposed. They are immune to blindness and the effects of non-magical heat and fire. They can use color spray as a spell-like ability 1/day.
Salt blood: Humans with a bloodline traced back to the Plane of Salt gain -2 Dexterity, +2 Wisdom and can use destroy water as a spell-like ability 1/day, which is the reverse of create water. They are immune to dehydration effects.
Smoke blood: Humans with a bloodline traced back to the Plane of Smoke gain -2 Strength, +2 Dexterity, +2 Intelligence, -2 Charisma and are immune to smoke effects. They can use obscuring smoke as a spell-like ability 1/day, which functions the same way as a obscuring mist spell, except that it is made of smoke.
Steam blood: Humans with a bloodline traced back to the Plane of Steam gain +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma and can use obscuring mist as a spell-like ability 1/day. Concealment caused by mist or fog is decreased by one step for them if it is within 15 ft.
Storm blood: Humans with a bloodline traced back to the Plane of Lightning gain -2 Strength, +2 Dexterity. They have Electricity Resistance equal to their HD and can use shocking grasp as a spell-like ability 1/day.
Vacuumbreath: Humans with a bloodline traced back to the Plane of Salt gain -2 Strength, +2 Constitution. They do not need to breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Lastly, they can use silence as a spell-like ability 1/day.
Water blood: Humans with a bloodline traced back to the Plane of Water gain +2 Constitution, -2 Charisma. They can breathe underwater, have a Swim speed of 30 ft and a +8 bonus to Swim checks on which they can take 10, even if endangered or distracted. They can use create water as a spell-like ability 1/day.
Wind blood: Humans with a bloodline traced back to the Plane of Air gain +2 Dexterity, -2 Wisdom. They do not need to breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Lastly, they can use levitate as a spell-like ability 1/day.
Outer Planes (These all have the planetouched subtype.)
Angel blood: Humans with a bloodline traced back to the angels of the Good Outer Planes gain +2 Wisdom or +2 Charisma, +2 Listen and Spot and light as a spell-like ability useable 1/day.
Chaostouched: Humans with a bloodline traced back to the Ever-Changing Chaos of Limbo gain Sonic Resistance equal to their HD, a +1d4 bonus to Escape Artist and Search checks and they can use entropic shield as a spell-like ability 1/day.
Daemon blood: Humans with a bloodline traced back to the yugoloths of the Gray Waste of Hades gain +2 Constitution, -2 Intelligence and darkvision out to 60 ft. They can use fear as a spell-like ability 1/day and have a +2 bonus on Bluff and Diplomacy checks.
Demon blood: Humans with a bloodline traced back to the demons of the Infinite Layers of the Abyss gain +2 Strength, -2 Intelligence, -2 Charisma and darkvision out to 60 ft. They have Electricity Resistance equal to their HD and can create darkness as a spell-like ability 1/day. However, this darkness only has a radius of 5 ft.
Devil blood: Humans with a bloodline traced back to the devils of the Nine Hells of Baator gain +2 Dexterity, -2 Charisma and darkvision out to 60 ft. They have Fire Resistance equal to their HD and can create darkness as a spell-like ability 1/day. However, this darkness only has a radius of 5 ft, but they can see in it normally.
Lawtouched: Humans with a bloodline traced back to the Lawful Outer Planes (Acheron, Arcadia, Mechanus) gain +2 Wisdom, -2 Charisma, a +2 bonus on Balance, Sense Motive and Spot and they can use calm emotions as a spell-like ability 1/day.
Modrontouched: Humans with ancestry that was altered by the Modrons of the Clockwork Nirvana of Mechanus have some traits in common with living constructs, except with the major difference that they can breed. Mechanus bloods have -2 Dexterity, +2 Constitution and recieve half the benefit from repair spells. They have Electricity Resistance equal to their HD.
Voidborn: Humans born with a connection to the Void beyond the planes gain -2 Wisdom, a +2 bonus on Will saves against mind-affecting effects and 5 + HD Power Resistance. Once per day as a move action they can fade from the world and into the void, disappearing completely until the start of their next turn. This is a supernatural ability. Many Voidborn become Binders or Shadowcasters.
—Automatic Languages: Common
—Bonus Languages: Any
—Favoured Class: Whichever class they take their first level in. The first-level rule listed under some cultures listed under Cultural Focus is ignored by NPC classes.
—LA: +0
Culture Feats!
Acidcursed
Vitriolic Spit
Your saliva has a particularly low pH, and you have learned how to use this to your advantage.
Prerequisites: Human, Acidcursed Cultural Focus, Con 13
Benefit: Once per day, as part of any attack action, you may make a free 'spit attack' at any adjacent opponent you threaten. This attack deals 1D3+Con modifier acid damage and is made at your full BAB -5. It is treated as a ranged touch attack which does not provoke an attack of opportunity.
Canypsi
Feral Awareness
Prerequisites: Human, Canypsi Cultural Focus, Listen 4 ranks, Search 4 ranks, Spot 4 ranks
Benefit: You gain the scent ability regardless of what form you occupy, even one forced upon you such as a baleful polymorph.
Special: When in your canine form, you gain a +2 bonus on all Listen, Search and Spot checks. If you have the Track feat, you also gain a +2 bonus to Survival checks made for tracking (meaning that you always gain this bonus in your dog form).
Tough Dog
Prerequisites: Human, Canypsi Cultural Focus
Benefit: Your racial damage reduction increases by 1 for every 5 HD you possess.
Costa Magi
Tidal Power
Your magic really is better by the sea, as is your ability to control it.
Prerequisites: Costa Magi Cultural Focus, caster level 1st
Benefit: Whenever you are within 2 miles of a coastline you gain +1 to the save DCs of all your arcane spells, and a +2 bonus to all Concentration checks relating to your arcane spells.
Deeper Currents
Your understanding of the connection between your magic and coastal energies deepens.
Prerequisites: Costa Magi Cultural Focus, Tidal Power, caster level 5th
Benefit: The bonuses from your Tidal Power feat increase to +2 save DC and +4 concentration for all spells with the 'Earth' or 'Water' descriptor.
Le Vite
Divine Ember
The divine element of your soul is a little more potent than usual for your people.
Prerequisites: Le Vite Cultural Focus, Wis 13
Benefit: You gain the first level domain spell of your chosen cultural focus domain as a spell-like ability 1/day as if cast by a cleric of half your level (rounded up). Any saves are Wisdom based.
Special: This feat may be taken more than once. Each time you take it, you gain another use/day.
Pugnatarian
Military Pugnatarian
Prerequisites: Human, Pugnatarian Cultural Focus
Benefit: Select a weapon group. You can modify weapons from that weapon group with your brawl points. However, you can never modify the same kind of weapon with more than 1 brawl point.
Pugnatarian Guard
Prerequisites: Human, Pugnatarian Cultural Focus
Benefit: You can modify armour and shiled with your brawl points, using 1 brawl point to reduce armour or shield penalty by 1, increase max Dex by 1 or increase AC bonus by 1.
Southern Barbarians
Water Sense
You have been born with the extremely rare 'water sense', the ability to detect nearby water sources.
Prerequisites: Human, Southern Barbarian Cultural Focus, must be taken at 1st level
Benefit: You must make a DC 10 Concentration check after concentrating for 1 minute, after which time you accurately determine the direction and distance of the nearest accessible source of fresh, clean water within a 1 mile radius. This is a supernatural ability.
Blood Feats!
Pureblood
All Parts Equal Strength [Epic]
Prerequisites: Human, Pureblood
Benefit: You can use your racial ability to negate damage once per day with each of your saves (Fortitude, Reflex and Will each once).
Didn't Touch Me
Prerequisites: Human, Pureblood, proficiency with all armor, proficiency with shields
Benefit: Three times per day, you may substitute your AC for a save as an immediate action, before rolling the save.
Half-humanoid
Half-Human Ambassador
Prerequisites: Human, half-humanoid
Benefit: You gain a +2 bonus on Charisma-based skill checks and Sense Motive checks when dealing with your non-human ancestor race. You also gain this bonus when dealing with humans while talking about matters concerning your non-human ancestor race.
Other
Mixed-Up Demihuman
Prerequisites: Humanoid type, non-human, can only be selected at level 1
Benefit: Select one of the human's mixed bloods. You gain that blood's ability modifiers, resistances, immunities and abilities, but not its bonuses to skills, saves, attack rolls, damage rolls, nor things like low-light vision or darkvision. Racial modifiers from a blood can never raise your ability modifiers to more than +2.
Special: An elf cannot choose elf blood, a dwarf cannot choose dwarf blood, etc.