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    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Earlier I made a human subrace 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.



    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.
    Spoiler
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    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.
    Spoiler
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    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).

    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!
    Spoiler
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    Acidcursed
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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!
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    Pureblood
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    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
    Spoiler
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    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
    Spoiler
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    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.
    Last edited by Morph Bark; 2011-10-14 at 08:48 AM.
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    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    I likey. I've been building a world for years and was hoping to find something better then "humans from here, here, and here, elves/dwarves here" and so forth. Bookmarked for further study and integration if allowed :)
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    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Prettymuch have doubled the amount of Cultural Focus and Mixed Blood choices. Hard to come up with original names for Cultural Foci, though it's fun thinking up some fluff for those bits and trying to catch it in a few sentences.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Looking at them they are for the most part more in line with the other PHB races than PHB humans are (good).

    Of the cultural foci:

    Blessed of Ka: Do they have a penalty with cold iron or silver weapons?

    Costa Magi: Kind of weak actually.

    Le Vite: Probably the best of the 5.

    Parrumite: Good just because it doesn't have any limits but Le Vite is probably better.

    Yendou: Quite likely the best if you're a paladin or samurai, and probably still the best for ninjas. Monks tend not to be drawing weapons that often and would possibly do better with Le Vite still.

    On to the blood:
    Dwarven Blood: Decent enough, but makes them a sad cousin to a dwarf at best even with the cultural foci above (except maybe Le Vite and Yendou).

    Fire Blood: Nice. The Int bonus makes them probably the best casters of the PHB races (but still no better than Grey Elves).

    Giant Blood: Powerful build is rather strong. I'd say this is the strongest of the blood types and might should be toned down a bit to keep it in line with the others.

    Gnome Blood: Again like gnome but less.

    Halfling Blood: Does slight build apply to AC and attack rolls? Looking at the Wizards web enhancement I'd say no. If it does this one is pretty good, if it doesn't still decent but I'd probably go with halfling.

    Orc Blood: Now this one is nice and how half-orcs should have been.

    Troll Blood: Actually a little weak. I'd drop one of the stat penalties.

    Water Blood: Better than troll blood. The swim speed is nice but not game breaking.

    Wind Blood: Looks pretty middle of the road. Strangely might be better at aquatic quests than the Water Blood simply because they can sink themselves and walk along the bottom.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Zaydos View Post
    Looking at them they are for the most part more in line with the other PHB races than PHB humans are (good).
    Thanks. That was what I was striving for. The Cultural Foci are meant to be roughly on par with the skill points of the human, but making them limited to one particular skill, or giving them something small and nifty instead. The Mixed Blood are meant to be roughly on par with the bonus feat, but this is not a hard rule for me in the sense that it isn't always so easy to determine if something is on par with a free feat. Plus there's the fact that your choices are limited. Ability score modifiers of course went moreso to Mixed Blood, but as with Costa Magi there will be some cultures with penalties (mostly on the mental plane - bonuses are unlikely).

    Quote Originally Posted by Zaydos View Post
    Of the cultural foci:

    Blessed of Ka: Do they have a penalty with cold iron or silver weapons?
    That wasn't really the original intention, but as is, yes.

    Quote Originally Posted by Zaydos View Post
    Costa Magi: Kind of weak actually.
    Since a familiar is normally worth a feat (Obtain Familiar) I thought it was too strong, so I limited them to their first level being taken in an arcane spellcasting class (which either should have gotten them for free IMO, or they end up as a sorcerer or wizard, which are more powerful anyway). The mental penalty was added as an extra balancing factor (and spellcasters tend to be focused on their casting stat anyway).

    Quote Originally Posted by Zaydos View Post
    Le Vite: Probably the best of the 5.
    Well duh, that's why they didn't get the skill.

    Quote Originally Posted by Zaydos View Post
    Parrumite: Good just because it doesn't have any limits but Le Vite is probably better.
    Their use is highly limited, but that is the aim with some of the foci. Is there a domain power that gives you decreased cost on stuff?

    Quote Originally Posted by Zaydos View Post
    Yendou: Quite likely the best if you're a paladin or samurai, and probably still the best for ninjas. Monks tend not to be drawing weapons that often and would possibly do better with Le Vite still.
    With their sudden strike and invisibility, ninjas will love being Yendou. It's true about monks, though I've sometimes used Iaijutsu Focus for monks and ruled that they could use it by drawing their hand out of a pocket or glove and then quickly strike while the opponent is still off guard.

    Quote Originally Posted by Zaydos View Post
    On to the blood:
    Dwarven Blood: Decent enough, but makes them a sad cousin to a dwarf at best even with the cultural foci above (except maybe Le Vite and Yendou).
    With Mixed Blood, I wanted to take something from the race the humans are mixed with that ISN'T cultural-related (as with dodge/attack bonuses against certain races, weapon proficiencies and certain skill bonuses), otherwise I would have definitely given them stonecutting. I didn't give these ability modifiers because that would make them seem even more like a dwarf but watered down. I'm trying to prevent that.

    Quote Originally Posted by Zaydos View Post
    Fire Blood: Nice. The Int bonus makes them probably the best casters of the PHB races (but still no better than Grey Elves).
    Gracias.

    Quote Originally Posted by Zaydos View Post
    Giant Blood: Powerful build is rather strong. I'd say this is the strongest of the blood types and might should be toned down a bit to keep it in line with the others.
    Should I instead simply enable them to wield Large weapons?

    Quote Originally Posted by Zaydos View Post
    Gnome Blood: Again like gnome but less.
    The alternative idea was to give them -2 Wisdom, +2 Charisma, minor image as an SLA 1/day and +2 Listen, but that would be a bit further away from the standard gnome (and using more of the gnome paragon racial class).

    Quote Originally Posted by Zaydos View Post
    Halfling Blood: Does slight build apply to AC and attack rolls? Looking at the Wizards web enhancement I'd say no. If it does this one is pretty good, if it doesn't still decent but I'd probably go with halfling.
    It doesn't. Thinking I should include the fear save bonus perhaps.

    Quote Originally Posted by Zaydos View Post
    Orc Blood: Now this one is nice and how half-orcs should have been.
    Yeah, I thought that one was one of my best ideas here.

    Quote Originally Posted by Zaydos View Post
    Troll Blood: Actually a little weak. I'd drop one of the stat penalties.
    Dropping the Int penalty then. Was myself unsure about the balance here between the ability and stat penalties.

    Quote Originally Posted by Zaydos View Post
    Water Blood: Better than troll blood. The swim speed is nice but not game breaking.
    With troll blood's Int penalty gone, are these two balanced enough against one another?

    Quote Originally Posted by Zaydos View Post
    Wind Blood: Looks pretty middle of the road. Strangely might be better at aquatic quests than the Water Blood simply because they can sink themselves and walk along the bottom.
    Drat, I forgot to include water bloods can breathe underwater! Editing that in now. They might do better than water bloods still then perhaps, but they will have trouble if they run into strong currents of water.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    I'd do the giant blood as simply being Powerful Build with a -2 to Dexterity.

    What about purestrain humans?
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Added Canypsi, Fixers and Northern Barbarians as Cultural Foci. Added Aquatic Blood and Earth Blood. Changed Giant Blood and Dwarven Blood.

    No ideas for Pureblood humans yet that'd work. I thought of making them the only LA+1 brand and doing something with prerequisite-less Epic feats or something, but that might be too crazy.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Perhaps PHB humans with the cultural focus added in. That would be good without the insanity of prerequisite-less Epic feats.

    Fixers should get pistols and muskets as Simple Weapons, if ya ask me. There's not nearly as much required training to fire one as there is to use a longsword.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Solaris View Post
    Fixers should get pistols and muskets as Simple Weapons, if ya ask me. There's not nearly as much required training to fire one as there is to use a longsword.
    And perhaps bayonets? Kinda integral to a renaissance musketeer, that. Agree otherwise though, one long afternoon with a drooling idiot and you can teach them to shoot straight (might be dangerous but it's true, I've done re-enactment!)

    Quote Originally Posted by Solaris View Post
    Perhaps PHB humans with the cultural focus added in. That would be good without the insanity of prerequisite-less Epic feats.
    Probably the easiest way to avoid a super-munchkin caused DM meltdown in mid-sentence. You'll see a bit more synergy fudge at 2nd level due to essentially having 2 extra skills for free in many cases. Not a bad thing, but certainly a consequence.
    You could perhaps use the human racial feats from RoD for the human bonus instead of the blank canvas it currently is, gives humans a bit more of an individual feel.

    Concept as a whole though, quite nice indeed. You've also saved me the hassle of trying to start a similar thing because honestly this can do nothing but grow imo.
    Have you considered making the non-human PHB races as +1 LA versions? It would make sense if the setting had minimal populations of non-humans, though perhaps not for a more diverse plane.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    And perhaps bayonets? Kinda integral to a renaissance musketeer, that. Agree otherwise though, one long afternoon with a drooling idiot and you can teach them to shoot straight (might be dangerous but it's true, I've done re-enactment!)
    I'd say so. Spears, daggers, and clubs are all Simple weapons and the bayonet/buttstroke are pretty closely related to them. They'd be Martial or (more likely) Exotic for everyone else simply because the Fixers grew up around firearms, whereas the idea is pretty foreign to everybody else.

    Quote Originally Posted by Veklim View Post
    Probably the easiest way to avoid a super-munchkin caused DM meltdown in mid-sentence. You'll see a bit more synergy fudge at 2nd level due to essentially having 2 extra skills for free in many cases. Not a bad thing, but certainly a consequence.
    You could perhaps use the human racial feats from RoD for the human bonus instead of the blank canvas it currently is, gives humans a bit more of an individual feel.
    Shoot, Able Learner seems like it should be a human trait (if not simply a rule of the game). Perhaps have it replace the bonus skill points a purestrain human receives, then leave the other bonus feat free?

    Quote Originally Posted by Veklim View Post
    Have you considered making the non-human PHB races as +1 LA versions? It would make sense if the setting had minimal populations of non-humans, though perhaps not for a more diverse plane.
    I have, actually. It does a pretty good job of reflecting how much longer they take to get out of adolescence, and thus how much longer it takes for them to learn pretty much anything. It would also help out with these, as some of 'em are pushing what an LA +0 should be - if everything else is LA +1, then they're good.
    First up, I think, would be taking the CON penalty off the elves/drow. Perhaps giving the elves some sort of innate spellcasting ability, maybe even refluff the drow (and make their SR not a trap) to represent all elvenkind. Maybe making the dwarves better at fighting everything, not just savage humanoids, drawing some from the Earth dwarves and the dvaergar of Norse myth. Stuff like that. With the wide variety of humans here, we're able to make the demihumans more specialized into their roles and make 'em more powerful, more in line with their mythological counterparts.
    We can do away entirely with half-elves and half-orcs, methinks. They're more than adequately covered with the elf-blooded and orc-blooded traits.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    You could perhaps use the human racial feats from RoD for the human bonus instead of the blank canvas it currently is, gives humans a bit more of an individual feel.
    Certainly an idea. I'll look over those feats. Haven't done that before aside from Able Learner.

    Quote Originally Posted by Veklim View Post
    Concept as a whole though, quite nice indeed. You've also saved me the hassle of trying to start a similar thing because honestly this can do nothing but grow imo.
    Have you considered making the non-human PHB races as +1 LA versions? It would make sense if the setting had minimal populations of non-humans, though perhaps not for a more diverse plane.
    Thanks. I've seen humans redone as a race, but never in a way like this.

    Haven't considered making non-human core races as LA+1 versions, but it could easily be done.

    Quote Originally Posted by Solaris View Post
    I have, actually. It does a pretty good job of reflecting how much longer they take to get out of adolescence, and thus how much longer it takes for them to learn pretty much anything. It would also help out with these, as some of 'em are pushing what an LA +0 should be - if everything else is LA +1, then they're good.
    First up, I think, would be taking the CON penalty off the elves/drow. Perhaps giving the elves some sort of innate spellcasting ability, maybe even refluff the drow (and make their SR not a trap) to represent all elvenkind. Maybe making the dwarves better at fighting everything, not just savage humanoids, drawing some from the Earth dwarves and the dvaergar of Norse myth. Stuff like that. With the wide variety of humans here, we're able to make the demihumans more specialized into their roles and make 'em more powerful, more in line with their mythological counterparts.
    You have to account for surface elves being different from drow though, at least from the fluff perspective as drow have gotten their SR and spell-like abilities from some kinda radiation that goes on in parts of the Underdark. Otherwise a swell idea, though you'd have to think if you'd really want to include races that aren't all that long-lived, because then you need a different reason for their LA (as in the case of goblins, kobolds and halflings).

    Quote Originally Posted by Solaris View Post
    We can do away entirely with half-elves and half-orcs, methinks. They're more than adequately covered with the elf-blooded and orc-blooded traits.
    Prettymuch yeah. A few years ago I made some attempts at a half-human template that ended up being pretty awful, but with this you can adequately portray half-human races or other human-descended ones (such as planetouched - the fire/earth/water/wind bloods here are on the level of the lesser versions).
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Morph Bark View Post
    You have to account for surface elves being different from drow though, at least from the fluff perspective as drow have gotten their SR and spell-like abilities from some kinda radiation that goes on in parts of the Underdark. Otherwise a swell idea, though you'd have to think if you'd really want to include races that aren't all that long-lived, because then you need a different reason for their LA (as in the case of goblins, kobolds and halflings).
    Easy. Surface elves get their powers from the fey/magic of the surface world in the same way drow get it from the radiation/magic of the Underdark.

    I'd say goblins, kobolds, and halflings can all stay at LA 0. Halflings don't achieve as much as humans because they're kinda lazy, but those who strive can be just as good. Kobolds and goblins have an awful tendency to die by means of adventurer, which kinda keeps a cap on their population.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Solaris View Post
    Easy. Surface elves get their powers from the fey/magic of the surface world in the same way drow get it from the radiation/magic of the Underdark.
    Maybe easier still would be to tie Elves to positive natural energies and Drow to negative natural energies. It would make the chances of an Elven necromancer that bit more unlikely and the chances of a neutral aligned Drow that bit less cheesy.

    Quote Originally Posted by Solaris View Post
    I'd say goblins, kobolds, and halflings can all stay at LA 0. Halflings don't achieve as much as humans because they're kinda lazy, but those who strive can be just as good. Kobolds and goblins have an awful tendency to die by means of adventurer, which kinda keeps a cap on their population.
    Kobolds most certainly, especially with the web enhancement for RotD thrown in, they're actually surprisingly adept as a race. They're honestly on a par with the PHB races so would be fine against this for comparison. Goblins are quite dire physically, and honestly a level 1 goblin is still only 1/2 CR, perhaps consider giving goblin a little something if you ever expect one to be played. Halflings however, are not lazy, they're rural. BIG difference believe me! You could either leave them be, or you could play on the 'tied to the land' principle and set them up like a proto-scout with survival &/or kowledge (nature) bonuses for the LA+1, or give them a low end skirmish perhaps? Fits the concept elsewhere and even fits the gumph 'n fluff.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Added the Acidcursed, Pugnatarians, Arcadia blood, Celestial blood, Limbo blood, Mechanus blood and Voidborn options. Spoilerblocks are now in place to prevent huge walls of text from discouraging people from looking it over. ()

    Once I am done with Mixed Blood options from canon DnD I'll probably start adding homebrew-derived ones if there is any demand for it.
    Last edited by Morph Bark; 2011-04-25 at 02:18 PM.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    Maybe easier still would be to tie Elves to positive natural energies and Drow to negative natural energies. It would make the chances of an Elven necromancer that bit more unlikely and the chances of a neutral aligned Drow that bit less cheesy.
    I rather like that. Of course, I dislike the standard-issue drow.

    Quote Originally Posted by Veklim View Post
    Kobolds most certainly, especially with the web enhancement for RotD thrown in, they're actually surprisingly adept as a race. They're honestly on a par with the PHB races so would be fine against this for comparison. Goblins are quite dire physically, and honestly a level 1 goblin is still only 1/2 CR, perhaps consider giving goblin a little something if you ever expect one to be played. Halflings however, are not lazy, they're rural. BIG difference believe me! You could either leave them be, or you could play on the 'tied to the land' principle and set them up like a proto-scout with survival &/or kowledge (nature) bonuses for the LA+1, or give them a low end skirmish perhaps? Fits the concept elsewhere and even fits the gumph 'n fluff.
    That's true, goblins do need a little bit of TLC. Hobgoblins need a lot of work to get up to earn their +1 LA or some tweaking to come down to +0 LA.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Morph Bark View Post
    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). They have the dragonblood subtype.
    2 things:

    1. Breath weapon has no limitations, guessing accidental omission there!
    2. The Acidcursed should only be able to choose acid, but there's no mention of that in the disclaimer about resistances in their section or above.

    On another note, I'm really liking the gnome blood, finally a human race with Cha bonus! Can anyone say irritatingly social and amusingly short bard?
    The Change blood is also rather swanky, opens up the posibility of a few prestiges and options. Would have personally given them a resistance to polymorph effects etc, on account of their mutable bodies and the control they have over them, but Bluff and speak language also make sense and are probably more widely useful.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Added a number of elemental planetouched-derived bloods. About 5 to go for those.

    Quote Originally Posted by Veklim View Post
    2 things:

    1. Breath weapon has no limitations, guessing accidental omission there!
    2. The Acidcursed should only be able to choose acid, but there's no mention of that in the disclaimer about resistances in their section or above.
    Yes, should be useable once every 1d4+1 rounds. And it doesn't matter which you pick if you are Acidcursed, because it is automatically changed to acid resistance, as noted in the Acidcursed section.

    Quote Originally Posted by Veklim View Post
    The Change blood is also rather swanky, opens up the posibility of a few prestiges and options. Would have personally given them a resistance to polymorph effects etc, on account of their mutable bodies and the control they have over them, but Bluff and speak language also make sense and are probably more widely useful.
    Polymorph resistance would have to be very minute, since their ability to alter themselves is limited to a disguise self-like effect rather than alter self or such.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    1) Demon blood says that they character is descended from devils rather than demons.

    2) it seems strange that a gnome ancestor doesn't make give you slight build, but a halfling one does, since they're about the same size. I'm trying to think of a way to add it to the gnomes and preserve balance, but I'm drawing a blank.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Gnomes are much sturdier and bulkier than halflings. Think of them less like halflings and more like severely under-fed dwarves. The slight build isn't really a gnome thing anyway, they're more mental than physical by the stats and fluff.


    And it doesn't matter which you pick if you are Acidcursed, because it is automatically changed to acid resistance, as noted in the Acidcursed section.
    I was talking about the breath weapon damage type, not resistance.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by ForzaFiori View Post
    1) Demon blood says that they character is descended from devils rather than demons.

    2) it seems strange that a gnome ancestor doesn't make give you slight build, but a halfling one does, since they're about the same size. I'm trying to think of a way to add it to the gnomes and preserve balance, but I'm drawing a blank.
    Thanks for the note, fixed. Gnome blood doesn't give slight build for the reasons Veklim provided. Gnomes are more the little trickster kind, Halflings are more the little sneaker type. Slight build fits with the latter.

    Quote Originally Posted by Veklim View Post
    I was talking about the breath weapon damage type, not resistance.
    Ahh, that makes sense yes. Altered.

    Also, in what book are bayonets listed?
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    I know song and silence had a section for musical instrument bayonets, not sure if they were made for muskets though. I used some in the last campaign which were basically knives for damage (piercing), spears for crit, reach and lack of adjacent target attacks, strength and a half for 2 handed weapon. I shall scour my massive pile of pdfs and see if I can uncover any hard and fast rules, I'm pretty sure I saw them somewhere about 2 years ago!

    Liking the Ashblood ability now, waaay better than the not-quite obscurring mist but not too powerful, nice flavour dude.

    Had a thought also, feat for 1st level human only, called multi-cultural. You gain the skill bonuses of a second cultural focus... kinda links in with the basic feel of this project but unsure as to whether it's applicable or balanced. Thoughts?
    Last edited by Veklim; 2011-04-27 at 05:54 AM.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Morph Bark View Post
    Also, in what book are bayonets listed?
    Look at the crossbow bayonets in CS pg109. I'd say they're essentially identical, except they'll likely be plug bayonets (fitting inside the barrel therefore stopping you from firing). Close as I can get today!
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    Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Point of mechanical advice on brawl points:

    Adding one to a crit space and adding one to a multiplier stack in a multiplicative fashion. There's only two, so it's not that big of a deal, but if you have (19-20)x3, you have four "crit dots" with that weapon, more than any baseline weapon in the game. Just make sure your Pugnacious guys can't grab Imp Crit :P

    Also, any mainly melee guy of this sub-breed will wield a broken bottle better than most manufactured weapons (more average damage) past a certain point (likely level 7). Just make sure you are ok with these guys taking broken chairs into battle in preference to longswords.
    Last edited by cfalcon; 2011-04-27 at 07:31 PM.

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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    Liking the Ashblood ability now, waaay better than the not-quite obscurring mist but not too powerful, nice flavour dude.
    Thanks! I quite liked that one. Sadly I couldn't think of anything good for the Smoke and Dust ones (I looked at the Smoke and Dust Genasi in Dragon 297, but wasn't sure about using their SLAs considering they were on a somewhat higher level than most genasi, and the idea would be to have same-level or lower for these).

    Quote Originally Posted by Veklim View Post
    Had a thought also, feat for 1st level human only, called multi-cultural. You gain the skill bonuses of a second cultural focus... kinda links in with the basic feel of this project but unsure as to whether it's applicable or balanced. Thoughts?
    That feat sounded good to me too, but I thought it was a little strong perhaps. At level one it would be about as strong as some other feats (like the one giving 5 skill points). At level 20? Not so much. I think if it'd give half the skill benefit and would halve the uses or bonuses of other stuff, it'd be fine.

    Quote Originally Posted by cfalcon View Post
    Point of mechanical advice on brawl points:

    Adding one to a crit space and adding one to a multiplier stack in a multiplicative fashion. There's only two, so it's not that big of a deal, but if you have (19-20)x3, you have four "crit dots" with that weapon, more than any baseline weapon in the game. Just make sure your Pugnacious guys can't grab Imp Crit :P

    Also, any mainly melee guy of this sub-breed will wield a broken bottle better than most manufactured weapons (more average damage) past a certain point (likely level 7). Just make sure you are ok with these guys taking broken chairs into battle in preference to longswords.
    The idea was to make a feat for Pugnatarians for those who would want to use manufactured weapons instead (as in, Pugnatarians who received military training and such).

    Improved Crit would come in before brawl points, too, so that dulls it a bit. No making a keen rapier have 11-20 crit range, no sirree!
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Morph Bark View Post
    Thanks! I quite liked that one. Sadly I couldn't think of anything good for the Smoke and Dust ones
    Have you considered limited use gaseous form for the smoke blood? Dust blood is actually ok for obscuring mist I'd say, so no worries.

    Quote Originally Posted by Morph Bark View Post
    That feat sounded good to me too, but I thought it was a little strong perhaps. At level one it would be about as strong as some other feats (like the one giving 5 skill points). At level 20? Not so much. I think if it'd give half the skill benefit and would halve the uses or bonuses of other stuff, it'd be fine.
    I was thinking 1 feat for the maxed skill of your second focus (and access to anything with that focus as a requirement), then another feat (with the first as a req) which gives you the rest of the focus benefits. That's then 1 low level feat which doesn't break anything really, then a second one later, making a focus worth 2 feats essentially. One slightly below par and one a little above.

    Quote Originally Posted by Morph Bark View Post
    Improved Crit would come in before brawl points, too, so that dulls it a bit. No making a keen rapier have 11-20 crit range, no sirree!
    The way I read it, they can only use the points on improvised weapons anyway, so it's not too much of an issue when you start at 20/x2. The worst you'll get is 18-20/x3 if they use imp.crit and both points, that's all your daily racial joojoo and a feat for the sake of a bottle with a good crit, it's still only likely dealing 1D6 damage after all.

    Quote Originally Posted by Morph Bark View Post
    The idea was to make a feat for Pugnatarians for those who would want to use manufactured weapons instead (as in, Pugnatarians who received military training and such).
    I'd be careful allowing them to use the brawl points with weapons, falchions and the like could become incredibly abused.
    The alternative is to give them the brawl points to any bludgeoning weapon attack perhaps..?
    Last edited by Veklim; 2011-04-28 at 02:21 PM.
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    Have you considered limited use gaseous form for the smoke blood? Dust blood is actually ok for obscuring mist I'd say, so no worries.
    Hm, I could think some more on that. Was also considering a ghost blood with limited ethereality in that sense. I wanted to give dust bloods something different too because steam bloods already have obscuring mist and it fits more for them.

    Quote Originally Posted by Veklim View Post
    I was thinking 1 feat for the maxed skill of your second focus (and access to anything with that focus as a requirement), then another feat (with the first as a req) which gives you the rest of the focus benefits. That's then 1 low level feat which doesn't break anything really, then a second one later, making a focus worth 2 feats essentially. One slightly below par and one a little above.
    It's an idea. I'd prolly keep the maxed skill halved though. That'd make it the strength of a feat at level 7 (or just at 2 if we're talking cross-class). Your idea to put other stuff in a different feat is a good one though. I could otherwise make the second feat require the first to make a focus worth two feats exactly?

    Another idea to make for two bloods mixed would be to take the ability modifiers and the SLA (with ability modifiers never rising above +2, unless one of them is ooze blood for Con, which would limit it at +4 for Con).

    Quote Originally Posted by Veklim View Post
    The way I read it, they can only use the points on improvised weapons anyway, so it's not too much of an issue when you start at 20/x2. The worst you'll get is 18-20/x3 if they use imp.crit and both points, that's all your daily racial joojoo and a feat for the sake of a bottle with a good crit, it's still only likely dealing 1D6 damage after all.
    That's true, but hence why I'd go around making feats, though they wouldn't be so general, and more niche. The base is balanced the way I see it. Note that it isn't a daily thing though, it is prettymuch at will.

    Quote Originally Posted by Veklim View Post
    I'd be careful allowing them to use the brawl points with weapons, falchions and the like could become incredibly abused.
    The alternative is to give them the brawl points to any bludgeoning weapon attack perhaps..?
    I was thinking more like this:


    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.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Both feats make sense to me dude. There's only one trouble with them...they make feats for all the other foci almost inevitable!

    Quote Originally Posted by Morph Bark View Post
    Another idea to make for two bloods mixed would be to take the ability modifiers and the SLA (with ability modifiers never rising above +2, unless one of them is ooze blood for Con, which would limit it at +4 for Con).
    Think carefully before doing that, powerplay and even accidental abuse could create some rather gamebreaking moments unless you double check each valid combination. Probably nothing to worry about though.
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    Both feats make sense to me dude. There's only one trouble with them...they make feats for all the other foci almost inevitable!
    And that is exactly the part that I will probably need some help with.

    Heck, if this goes well enough, short (5-level) PrCs might even be in order. But let's not get ahead of ourselves.

    Quote Originally Posted by Veklim View Post
    Think carefully before doing that, powerplay and even accidental abuse could create some rather gamebreaking moments unless you double check each valid combination. Probably nothing to worry about though.
    True. I probably should only leave that for the Half-Human and Other Type bloods, since for the Other Planes bloods you could just refer to a different one. Earth blood + Negatouched = Dust blood, for example.
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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    With regards to the dust blood, a simple addition of Every creature in the area must also make a Reflex save or be blinded for 1d6 rounds. would bring the ability up to par (and be far less boring) than the current one.

    As with thoughts over feats, I think mixing foci is safer than mixing bloodtypes. You've already introduced a huge array of bloodline options and they themselves can open up a human to many existent options from other suppliments and homebrews. To add more would be redundant now, considering the potential you open up with the cultural aspects, imho.

    I'm already thinking on feats for other foci though, have a vague plan in my head for costa magi getting bonuses when within 5 miles of the sea (costal air really does make their magic better!) and a few tangental ideas on the various barbarian cultures.
    Incidentally (whilst on the subject of barabrians), why are there not any western barbarians? Not a criticism, merely a query.

    There's still one glaring omission from all this though, and that's what human-basic should now be. The cultural focus is still variable but what hasn't been established is the human bloodtype.
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

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    Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

    Quote Originally Posted by Veklim View Post
    As with thoughts over feats, I think mixing foci is safer than mixing bloodtypes. You've already introduced a huge array of bloodline options and they themselves can open up a human to many existent options from other suppliments and homebrews. To add more would be redundant now, considering the potential you open up with the cultural aspects, imho.
    Hm, true. I was considering making the mixed bloods available to other races through a feat though, but that it of course wouldn't bestow the ability modifiers (or perhaps just the negative one to balance it out).

    Quote Originally Posted by Veklim View Post
    I'm already thinking on feats for other foci though, have a vague plan in my head for costa magi getting bonuses when within 5 miles of the sea (costal air really does make their magic better!) and a few tangental ideas on the various barbarian cultures.
    Incidentally (whilst on the subject of barabrians), why are there not any western barbarians? Not a criticism, merely a query.
    Awesome, great to hear.

    I made the Northern Barbarians first, because I wanted to have a kind of Nordic thing going, which I based off the arctic racial variants from Unearth Arcana. Then I looked at the other environmental variants and produced from there the Southern Barbarians (desert) and Western Barbarians (jungle - I specifically chose Western here simply thanks to the geography of the world in Exalted). I had made the aquatic racial variants into the aquatic bloods though, so there was nothing left for Eastern. I could still just as easily do that though, giving them full ranks in Swim and perhaps a bonus to Profession (fisherman) or Profession (sailor).

    Quote Originally Posted by Veklim View Post
    There's still one glaring omission from all this though, and that's what human-basic should now be. The cultural focus is still variable but what hasn't been established is the human bloodtype.
    I have looked over the human racial feats, one of which gives a 1/day luck reroll of a save if it comes up as a 1, another being Able Learner and one giving a +1 luck bonus to all saves. I'm thinking of giving them a unique ability though: 1/day, when hit by an attack, after the damage is rolled, they may make a save and substitute the result for their AC (the result being you toughen yourself up against the blow, manage to still get partly out of the way, or simply will the damage gone). It'd either halve the damage or take it all away (I think the latter would be best, especially when comparing it to the ash blood ability).
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