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 is deliberately designed as powerful, thus is highly recommended to not be used in normal campaign worlds.


Humanatus[edit]

The term Humanatus (plural Humanati) refers to a series of genetically engineered human subspecies that were first developed by the Global Government in the 2320s. They are the top notch of genetic engineering, designed with capabilities beyond those of ordinary humans. The Global Government strictly regulates the creation of new Humanati. In fact, all Humanati, even naturally born ones, are legally mandated both to officially register as ones and to work for the Global Government; refusing to do either is considered a crime, as is knowingly harboring an unregistered Humanatus of whatever kind, even by ordinary humans.

Note: The background story presented here assumes that the campaign occurs in the mid- to late 24nd century, several decades after the Humanati were first developed. In regard to the progress level, humanity is at the very closure of PL 6, into the eve of PL 7.

Common Traits[edit]

Enhanced Intelligence: Humanati possess greater cognitive abilities than ordinary humans; therefore, they are naturally very intelligent, even without education. +2 Intelligence

Disease Immunity: All Humanati are either highly resilient or immune to all normal diseases. This is part of their design, to protect them from viral attacks.

Longevity: Although Humanati age at the same rate as ordinary humans, they often live a decade or two longer thanks to their immunity to diseases.

Humanatus Kinds[edit]

Aquan[edit]

Aquan Humanati are fully amphibious and can function underwater as easily as on land. They have gills on their neck that allow them to breathe underwater. They have black eyes and pale skin.

Aquan Traits[edit]

Ability Scores: +2 Dexterity, +2 Constitution, +2 Wisdom.

Age: Aquans reach maturity in their late teens.

Alignment: Aquans are usually Neutral.

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

Speed: Aquan base land speed is 30 feet per round. They also have swimming speed 30 feet per round.

Amphibious: Aquans possess gills in addition to lungs. Therefore, they can breathe both air and water, and can function indefinitely both on land and underwater.

Low-Light Vision: Aquan eyes are suited to see in low-lighting conditions; they can see twice as far as ordinary humans can in dim lighting, such as starlight.

Languages: Aquans begin knowing Common and 1 additional language. In addition, being amphibious, Aquans can speak freely underwater, though most require some practice.

Table: Aquan Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d10 120 lb. × (2d4) lb.
Female 4’ 5” +2d10 85 lb. × (2d4) lb.

Bodyguard[edit]

Bodyguard Humanati are strong, tough and agile, as well as physically big, making them perfect for security and military usage. They are also innately adept at combat and weapon usage.

Bodyguard Traits[edit]

Ability Scores: +6 Strength, +2 Dexterity, +4 Constitution.

Age: Bodyguards reach maturity in their late teens.

Alignment: Bodyguards are usually Lawful Neutral.

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

Speed: Bodyguard base land speed is 35 feet per round.

Damage Resistance: Bodyguards are highly resilient and can withstand even severe injuries. However, enough physical trauma will still kill them. They have damage reduction 5/magic.

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

Healing Factor: Healing Factor: Bodyguards possess a vast amount of raw stem cells in their blood, enabling 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 3 hours, and 1 point of drained ability per 2 days.

Weapon Adaptive: Bodyguards are considered proficient in all weapons (including improvised ones). They also suffer no penalty for using two weapons simultaneously.

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

Resistances: Bodyguards have resistance 5 to electricity.

Languages: Bodyguards begin knowing Common and 1 additional language.

Table: Bodyguard Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 6” +2d8 150 lb. × (2d6) lb.
Female 5’ 1” +2d8 110 lb. × (2d6) lb.

Spaceborn[edit]

Spaceborn Humanati were designed as humanity's frontline deep space explorers. As such, they were designed with tolerance to a wide range of gravities and atmospheric conditions. Spaceborns are distinguished by a rangy build and a complete lack of facial and body hair.

Spaceborn Traits[edit]

Ability Scores: +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom.

Age: reach maturity in their late teens.

Alignment: Spaceborns are usually Lawful Neutral.

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

Speed: Spaceborn base land speed is 30 feet per round. They also have climbing speed 20 feet per round.

Gravity Resistance: Spaceborns don't suffer the negative effects of low gravity (including zero gravity) and high gravity up to 3g. They treat gravity higher than 3g as if it were 2g lower.

Environmental Resilience: Spaceborns can endure much harsher conditions than ordinary humans; they have resistance 10 to cold and fire and receive a +8 bonus against all radiation effects. Spaceborns are also naturally acclimated to high altitude and aren't subject to altitude sickness; they can also hold their breath for a number of rounds equal to five times their Constitution score.

Languages: Spaceborns begin knowing Common and 2 additional languages.

Table: Spaceborn Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 2” +2d8 100 lb. × (2d4) lb.
Female 4’ 9” +2d8 80 lb. × (2d4) lb.

Mentat[edit]

Mentats are, essentially, biological computers. With their superhumanly heightened cognitive abilities of memory and perception, they can perform supralogical hypotheses, gathering vast amounts of data and devising concise analyses in a process that goes far beyond logical deduction.

Mentat Traits[edit]

Ability Scores: +10 Intelligence, +10 Wisdom.

Age: Mentats reach maturity in their late teens.

Alignment: Mentats are usually 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.

Heightened Brain Capability: Mentats possess highly enhanced cognitive capabilities. They gain an additional +20 bonus on all Intelligence, Wisdom and Charisma-based checks. Additionally, they receive 20 additional skill points and an additional feat per level. In addition, they receive an additional +6 bonus against all mind-affecting effects, regardless of their source and nature.

Super Memory: Mentats may recall anything they have ever experienced at will, as a free action. A Mentat may take both 10 and 20 to notice details (albeit taking 20 requires a standard action). A Mentat's memory cannot be altered under normal circumstances, not even via magic.

Biological Computer: Mentats can take 20 on any Intelligence and Wisdom-based check, even if normally one cannot take 20 on the check, and even if they are distracted or threatened. It also only takes them a tenth of the time it normally takes, unless said action cannot be accelerated.

Mental Endurance: Mentats receive an additional +4 bonus on all Will saves, and also have Psionic Resistance (against all mind-affecting effects) equal to 14 + their HD.

Languages: Mentats begin knowing Common and 6 additional languages. Thanks to their phenomenal learning ability, Mentats are the most polyglottic of all Humanati.

Table: Mentat Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d10 120 lb. × (2d4) lb.
Female 4’ 5” +2d10 85 lb. × (2d4) lb.

Spook[edit]

Sneaky, small-statured Humanati, Spooks were designed as spies and assassins. However, their existence was eventually uncovered, raising public mistrust of the Global Government. In an attempt to appease the public and restore their damaged reputation, the Global Government placed all of its Spook operatives into special custody, and made the creation of new Spooks illegal.

Spook Traits[edit]

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

Age: Spooks reach maturity in their late teens.

Alignment: Spooks are usually Neutral. However, the Global Government's Spook assassins are usually Lawful Neutral, and some are even Lawful Evil.

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

Speed: Spook base land speed is 45 feet per round. They also have climbing speed 30 feet per round.

Prodigious Climber: Spooks gain an additional +4 bonus on all Climb checks. Moreover, they suffer no penalty for performing an accelerated climb.

Small and Nimble: Spooks are short, lithe and extraordinarily nimble. They receive a +6 bonus on all Dexterity-based checks, and an additional +2 bonus on Hide checks. Also, they require only half of the amount of nutrition ordinary humans do, and can hold their breath for twice as long.

Healing Factor: Spooks possess 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 3 hours, and 1 point of drained ability per 2 days.

Enhanced Cognition: Spooks possess enhanced cognitive abilities. They receive an additional +4 bonus on all Intelligence, Wisdom and Charisma-based checks. They gain 4 additional skill points per level.

Sharp Memory: Spooks possess a very sharp memory recall, providing them with an additional +2 bonus on all Knowledge checks as well as on Will saves against memory-altering effects.

Adaptive: Spooks are naturally adaptive and can learn new skills with relative ease. They treat all skills as class skills, regardless of their actual class(es).

Weapon Adaptive: Spooks are considered proficient in all weapons (including improvised weapons). Also, they suffer no penalty for using two weapons simultaneously.

Mental Endurance: Spooks receive an additional +2 bonus on all Will saves; they also have Psionic Resistance (against all mind-affecting effects) equal to 10 + their HD.

Resistances: Spooks have resistance 5 to cold.

Low-Light Vision: Spook eyes are suited to see in low-lighting conditions; they can see twice as far as ordinary humans can in dim lighting, such as starlight.

Keen Senses: Spooks possess sharp senses; they gain a +2 bonus on Spot and Listen checks.

Languages: Spooks begin knowing Common and 2 additional languages.

Table: Spook Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d10 90 lb. × (2d3) lb.
Female 4’ 5” +2d8 80 lb. × (2d3) lb.

Superb[edit]

Superbs are advanced Humanati with physical capabilities considerably superior to those of other Humanati and ordinary humans alike, along with very high intelligence. They were designed as elite soldiers, although they are still experimental. Due to the general public distrust in the Global Government due to the creation of the Spooks, the existence of Superbs is deliberately hidden from the public. In fact, even within the Global Government, their existence is a need-to-know basis, and known only to very few outside the Humanati Creation and Management Division (HCMD). Due to their secrecy, Superbs were designed to blend in; as a result, while naturally muscular, they are near-indistinguishable from ordinary humans in appearance.

Superb Traits[edit]

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

Age: Superbs reach maturity in their late teens.

Alignment: Superbs are usually Neutral. However, the Global Government's Superb elite soldiers are generally Lawful Neutral, and some are even Lawful Evil.

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

Speed: Superb base land speed is 60 feet per round. They also have swimming speed 45 feet per round.

Swift: Superbs retain their Dexterity bonus to AC even if caught flat-footed.

Damage Resistance: Superbs were designed to be elite soldiers; as part of their design, they have the ability to withstand even grievous injuries. Despite their resilience though, enough physical trauma will still kill them. They have damage reduction 10/magic.

Healing Factor: Superbs possess 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 3 hours, and 1 point of drained ability per 2 days.

Weapon Adaptive: Superbs are considered proficient in all weapons (including improvised ones). Furthermore, they suffer no penalty for using two weapons simultaneously

Weaponized: A Superb's unarmed attacks deal damage as if they were 1 size category larger (Large for mature Superbs) than they actually are (Medium for mature Superbs).

Physical Endurance: Superbs gain an additional +2 bonus on all Fortitude saves.

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

Nightvision: Superbs possess highly acute night vision. They have Low-Light Vision (able to see twice as far as ordinary humans can in dim lighting) and Darkvision out to 60 feet.

Heightened Senses: Superbs possess very keen senses; they gain a +4 bonus on Spot and Listen checks, and have Blindsense out to 30 feet and Scent within 30 feet.

Languages: Superbs begin knowing Common and 3 additional languages.

Table: Superb Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d10 120 lb. × (2d4) lb.
Female 4’ 5” +2d10 85 lb. × (2d4) lb.

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