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Humanatus (3.5e Racial Family)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 3.5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This racial family must be used as campaign-centered, and is adjusted to work solely with humans. Hence, it is highly recommended to not use it in normal campaign worlds.


Humanati

Humanati are artificially-made humanoids. Following the release of several genetically-engineered viruses on Earth, the population numbers were severely reduced. To overcome the severe shortage of working hands, the combined knowledge of genetic engineering and cloning was harnessed, and the first humanati were created. Originally nothing more than a cheap and loyal work/military force, with poor intuition and willpower, over time the humanati were developed, and other kinds were created, more unique and individualistic.

Note: This racial family, and their unique background story, are specifically adjusted to the date of mid to late 24nd century (placed at the very closure of PL 6, into the eve of PL 7) in a normal timeline development, with the present times of the campaign being several decades after the Virus Event.

Common Traits

Longevity: Regardless of the rate at which they age prior to reaching maturity, humanati's aging after reaching physical maturity is similar to that of ordinary humans of the 24rd century, who, through genetic engineering, managed to somewhat slow down their aging and achieve a life expectancy of about 120 years.

Enhanced Intellect: Humanati, similarly to ordinary humans of the 24nd century, are naturally more intelligent than the humans of the early 21st century. Intelligence +2

Contaminant Immunity: All humanati are either immune or extremely resilient to all sorts of containments and toxins. This is part of their design, to ensure their survival should another Virus Event occur.

Humanatus Kinds

Drone

The original humanatus kind, made to serve. Drones age very quickly, and are common in both physical and mental capabilities. While not unintelligent, they are naturally obedient and have poor intuition.

Drone Traits

Ability Score Change: Wisdom -4. Drones lack intuition and willpower.

Age: Drones age very quickly and reach maturity approximately at the age of 1 year.

Alignment: The most common alignment among them is Lawful Neutral.

Size and Type: Their size is Medium and their type is Humanoid (Human).

Speed: Drone base land speed is 30 feet per round.

Obedient: Drones are made to serve, and are genetically programmed such that they are naturally inclined to comply and obey. They suffer an additional -2 penalty on all Will saves.

Adaptive: Despite their lack of intuition, drones are naturally adaptive and can quickly adapt to situations and learn. They can use any skill untrained, even ones that normally require training.

Languages: Drones can speak, read, and write Common.

Table: Drone Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d8 120 lb. × (2d3) lb.
Female 4’ 5” +2d8 85 lb. × (2d3) lb.

Bodyguard

These humanati were designed for military and security uses. Thus, bodyguards are strong, tough and agile, and are physically big. They are not as obedient as drones, and are also more intuitive and strong-willed than them, however not as much as ordinary people.

Bodyguard Traits

Ability Score Change: Strength +4, Dexterity +2, Constitution +4, Wisdom -2.

Age: Bodyguards age fast and reach maturity approximately at the age of 5 years.

Alignment: The most common alignment among them is Lawful Neutral.

Size and Type: Their size is Medium and their type is Humanoid (Human).

Speed: Bodyguard base land speed is 30 feet per round.

Tough: Designated as fighters/guards, bodyguards can withstand a considerable amount of damage, however are still as vulnerable to fatal injuries as any human. Damager reduction 5/critical or epic (+6).

Powerful Physique: Bodyguards' physical stature allows them to function in many ways as if they were one size category larger (Large for mature bodyguards). Bodyguards can use weapons designed for a creature one size larger without penalty, and they are treated as 1 size category larger when their carrying capacity and the weight they can push, drag and lift are determined. However, their space and reach remain those of a creature of their actual size (Medium for mature bodyguards).

Healing Factor: Bodyguards have a large amount of raw stem cells in their blood, which allows them to heal quickly. They restore 1 HP per 12 hours of activity, or 1 HP per 4 hours of rest, 1 point of ability damage per 12 hours, and 1 point of drained ability per week. They have an additional +2 bonus on all Fortitude saves.

Weapon Adaptive: Bodyguards are treated as proficient in all weapons (even improvised weapons) and suffer no penalty for using two weapons simultaneously.

Physical Resilience: Bodyguards gain a +2 bonus on all Fortitude saves.

Resistances: Bodyguards have resistance 5 to electricity.

Languages: Bodyguards can speak, read, and write Common.

Table: Bodyguard Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 6” +2d8 180 lb. × (2d3) lb.
Female 5’ 2” +2d8 140 lb. × (2d3) lb.

Specialist

Specialist humanati are more intelligent and strong-willed than drones, and are also less common than them; they are made by order, and are reared to specialize in a specific profession, such as teaching, goldsmithing, workout training etc. Thus, they are more unique than common humanati.

Specialist Traits

Ability Score Change: Wisdom +2, Charisma+2, one ability score +2.

Age: Specialists reach maturity approximately at the age of 15 years.

Alignment: The most common alignment among them is Neutral.

Size and Type: Their size is Medium and their type is Humanoid (Human).

Speed: Specialist base land speed is 30 feet per round.

Expert: A specialist can choose 10 skills to be class skills, begin with additional 10 skill ranks, and gain twice the usual number of skills per level for their profession.

Languages: Specialists can speak, read, and write Common.

Table: Specialist Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d8 120 lb. × (2d3) lb.
Female 4’ 5” +2d8 85 lb. × (2d3) lb.

Mentat

These unique humanati are, essentially, biological super-computers; their superhuman cognitive abilities of memory and perception allow them to perform supra-logical hypothesizing: gather large amounts of data and devise concise analyses in a process that goes far beyond logical deduction.

Mentat Traits

Ability Score Change: Intelligence +8, Wisdom +8.

Age: Mentats reach maturity approximately at the age of 15 years.

Alignment: The most common alignment among them is Lawful Neutral.

Size and Type: Their size is Medium and their type is Humanoid (Human).

Speed: Mentat base land speed is 30 feet per round.

Enhanced Brain Capability: Mentats receive a +20 bonus on all Intelligence, Wisdom and Charisma-based checks. They can process information about 20 times quicker than ordinary humans can. This allows them to learn everything 20 times quicker than usual, especially skills and languages. Mentats gain 20 times as many skill points per level than they should by their class.

Photographic Memory/Auto-Numerate: Mentats may recall any memory they have ever had at will, as a free action. They can take both 10 and 20 to notice details (though taking 20 requires a standard action). They can also perform difficult (such as advanced algebra) mathematics in their head with an accuracy of (Int score x10) decimal places. A mentat's memory cannot be altered under normal circumstances.

Biological Computers: Mentats can take 20 on all Intelligence, Wisdom and Charisma-based checks, even if normally one cannot take 20 on those checks, and even if they are distracted or threatened, and it only takes them a tenth of the time it usually takes, unless the specific action cannot be accelerated.

Languages: Mentats can speak, read, and write Common and 6 other languages. Mentats are easily the most polyglottic of all humanati.

Table: Mentat Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d8 120 lb. × (2d3) lb.
Female 4’ 5” +2d8 85 lb. × (2d3) lb.

Spook

Sneaky humanati of small stature, spooks were initially designed to be spies and infiltrators. However, it didn't take long for people to realize their natural sneakiness makes them perfect for assassination. Because of that, creating and/or rearing spooks were both announced illegal, and to "correct all past mistakes", all known living spooks were supposedly executed by the global government. In spite of that, this is a common public opinion that the global government hasn't executed all of their spooks, and still has some spooks in possession, which they still use for special military operations that require extra stealth, despite the law against it. All government representatives firmly deny that, claiming it to be a mere conspiracy theory, yet public belief in the truth of this theory has been maintained for several decades already.

Spook Traits

Ability Score Change: Strength +2, Dexterity +4, Constitution +2, Intelligence +2, Wisdom +4.

Age: Spooks reach maturity approximately at the age of 15 years.

Alignment: The most common alignment among them is Neutral. However, spooks that were nurtured since young age to be assassins are more incline toward Neutral Evil.

Size and Type: Their size is Medium and their type is Humanoid (Human).

Speed: Spook base land speed is 60 feet per round. They also have climbing speed 30 feet per round.

Clinging: Spooks have a +4 bonus on all Climb checks (which stacks with the +8 bonus they already receive from having climbing speed), and suffer no penalty for performing an accelerated climb.

Lithe Physique: Spooks are naturally agile and dexterous, and their small structure allows them to hide easily. They have a +6 bonus on all Dexterity-based checks, and an additional +2 bonus on all Hide checks.

Healing Factor: Spooks have a vast amount of raw stem cells in their blood, which allows them to heal very quickly. They restore 1 HP per 3 hours of activity, or 1 HP per hour of rest, 1 point of ability damage per 6 hours, and 1 point of drained ability per 3 days. They have an additional +2 bonus on all Fortitude saves.

Enhanced Cognition: Spooks can process information about twice as quickly as ordinary humans can. This allows them to learn everything twice as quickly as usual, especially skills and languages. They gain twice as many skill points per level than they should by their class. Spooks also receive an additional +4 bonus on all Intelligence, Wisdom and Charisma-based checks.

Keen Memory: Spooks possess exceptional memory recall, providing them with an additional +4 bonus on all Intelligence, Wisdom and Charisma-based checks (a +6 bonus on all Knowledge checks). They also gain a +2 bonus on Will saves against all memory-altering effects.

Adaptive: Spooks are naturally adaptive and can quickly adapt to situations and learn. They can use any skill untrained, even ones that normally require training.

Weapon Adaptive: Spooks are treated as proficient in all weapons (even improvised weapons) and suffer no penalty for using two weapons simultaneously.

Mental Resilience: Spooks gain a +2 bonus on all Will saves and have Psionic Resistance (it applies against everything that affects the mind, such as illusions and mind probing) equal to 10 + their HD.

Resistances: Spooks have resistance 5 to cold.

Languages: Spooks can speak, read, and write Common and another language.

Table: Spook Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d8 90 lb. × (2d3) lb.
Female 4’ 5” +2d6 80 lb. × (2d3) lb.

Superb

Superbs are powerful humanati - they possess exceptional capabilities, both physical and mental, greater than any common humanati as well as ordinary humans, and are unusually independent for humanati. They were created as elite soldiers, though are still experimental, thus their existence is yet to be known to the public, only to higher ranks in the global government.

Superb Traits

Ability Score Change: Strength +12, Dexterity +6, Constitution +8, Intelligence +4, Wisdom +6, Charisma+4.

Age: Superbs reach maturity approximately at the age of 15 years.

Alignment: The most common alignment among them is Neutral.

Size and Type: Their size is Medium and their type is Humanoid (Human).

Speed: Superb base land speed is 120 feet per round. They also have swimming speed 90 feet per round

Quick: Superbs can move five times their normal base speed while running (the feat Run).

Damage Resistance: Superbs were intended to be elite soldiers, thus were designed to be able to withstand a considerable amount of damage. However, they are still as vulnerable to lethal injuries as any human. Damage reduction 10/critical or epic (+6).

Healing Factor: Superbs have a massive amount of raw stem cells in their blood, which allows them to heal very quickly. They restore 1 HP per hour of activity, or 1 HP per 20 minutes of rest, 1 point of ability damage per 2 hours, and 1 point of drained ability per day. They have an additional +6 bonus on all Fortitude saves.

Weapon Adaptive: Superbs are treated as proficient in all weapons (even improvised weapons) and suffer no penalty for using two weapons simultaneously.

Combined Resilience: Superbs gain a +4 bonus on all Fortitude and Will saves and have Psionic Resistance equal to 10 + their HD.

Resistances: Superbs have resistance 10 to cold and resistance 5 to electricity and fire.

Languages: Superbs can speak, read, and write Common and 2 other languages.

Table: Superb Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d8 120 lb. × (2d3) lb.
Female 4’ 5” +2d8 85 lb. × (2d3) lb.

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