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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 04-24-2011, 09:24 AM   Top  -  End  -  #1
Morph Bark
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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

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

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


Blood Feats!
Spoiler
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Last edited by Morph Bark : 10-14-2011 at 08:48 AM.
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Old 04-24-2011, 03:00 PM   Top  -  End  -  #2
Ouranos
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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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Old 04-24-2011, 06:18 PM   Top  -  End  -  #3
Morph Bark
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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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Old 04-24-2011, 11:50 PM   Top  -  End  -  #4
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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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Old 04-25-2011, 04:16 AM   Top  -  End  -  #5
Morph Bark
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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).

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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.

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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).

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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.

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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?

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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.

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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.

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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?

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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).

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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.

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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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Old 04-25-2011, 06:19 AM   Top  -  End  -  #6
Solaris
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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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Old 04-25-2011, 07:15 AM   Top  -  End  -  #7
Morph Bark
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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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Old 04-25-2011, 07:34 AM   Top  -  End  -  #8
Solaris
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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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Old 04-25-2011, 08:19 AM   Top  -  End  -  #9
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

Quote:
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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!)

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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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Old 04-25-2011, 08:46 AM   Top  -  End  -  #10
Solaris
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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.

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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?

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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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Old 04-25-2011, 08:56 AM   Top  -  End  -  #11
Morph Bark
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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.

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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.

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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).

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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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Old 04-25-2011, 09:23 AM   Top  -  End  -  #12
Solaris
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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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Old 04-25-2011, 01:58 PM   Top  -  End  -  #13
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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.

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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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Old 04-25-2011, 02:14 PM   Top  -  End  -  #14
Morph Bark
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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.
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Old 04-25-2011, 04:05 PM   Top  -  End  -  #15
Solaris
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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.

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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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Old 04-26-2011, 05:44 AM   Top  -  End  -  #16
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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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Old 04-26-2011, 06:50 AM   Top  -  End  -  #17
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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.

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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.

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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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Old 04-26-2011, 04:21 PM   Top  -  End  -  #18
ForzaFiori
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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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Old 04-27-2011, 01:55 AM   Top  -  End  -  #19
Veklim
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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.


Quote:
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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Old 04-27-2011, 05:14 AM   Top  -  End  -  #20
Morph Bark
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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.

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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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Old 04-27-2011, 05:52 AM   Top  -  End  -  #21
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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?
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Old 04-27-2011, 05:32 PM   Top  -  End  -  #22
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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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Old 04-27-2011, 07:29 PM   Top  -  End  -  #23
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Arrow 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 : 04-27-2011 at 07:31 PM.
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Old 04-28-2011, 10:19 AM   Top  -  End  -  #24
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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).

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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.

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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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Old 04-28-2011, 02:15 PM   Top  -  End  -  #25
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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.

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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.

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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.

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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..?
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Last edited by Veklim : 04-28-2011 at 02:21 PM.
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Old 04-28-2011, 03:36 PM   Top  -  End  -  #26
Morph Bark
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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.

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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).

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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.

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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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Old 04-28-2011, 04:46 PM   Top  -  End  -  #27
Veklim
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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!

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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.
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Old 04-28-2011, 05:04 PM   Top  -  End  -  #28
Morph Bark
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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.

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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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Old 04-29-2011, 07:13 AM   Top  -  End  -  #29
Veklim
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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.
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Old 04-29-2011, 11:30 AM   Top  -  End  -  #30
Morph Bark
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Default Re: Complete Human, but not completely! Yet! [3.5, Aid Another Project]

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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).

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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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