Genomes (3.5e Race)
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Genomes spend their time in practical pursuits, typically. They may also pick up any hobbies or time-killing methods of whatever the predominant culture of the region they reside within, but left to their own devices, genomes fail to see the point of most of them.
Until you get to know them well, it can be difficult to tell one genome from another of the same gender. They all have sandy hair kept in a similar cut, very similar builds, and most have blue eyes. However, as time passes, the few traits that do individualize genomes from other races become more prominent, making it easier to identify one particular genome from another. The one quality that makes genomes stand out from other races is the fact that genomes all have a monkey-like tail extending from their posterior, which they may use just the way a monkey does.
How well genomes get along with a race depends on that race's general temperment. Races such as humans, elves, dwarves and such typically react amicably to them, or neutral at worst, depending on how they tend to view their natural state of mimicking nearby groups or cultures. Goblinoids and most monstrous humanoids typically react to them in a hostile manner, unfriendly at best.
Most genomes tend towards a neutral alignment, due to their natural state of passivity and detachment. However, they vary as much between person to person as human society, and frequently pick up the innate alignment of the cultures that raised them.
Genomes, as a relatively new race, have no lands of their own, and as such simply establish small settlements anywhere they are permitted to, and try their best to fit into those cultures.
Genomes have no pantheon themselves, and many don't venerate any one particular deity over another. Those who do typically hold the patron deity of the nearest culture to them in the highest regard, unless they are a secret deity of some sort.
Genomes have an innate understanding of Common, and can speak it unusually early, but they seem to have no tongue of their own.
Genomes take names of the race that has the most influence in the region, so as to aid in their attempt at blending in.
- −2 Strength, +2 Dexterity: Genomes are quick and agile, but lack the muscle mass of other races.
- Medium: As medium creatures, genomes have no special bonuses or penalties based off size.
- Genome base land speed is 30 feet, with a Climb speed of 30 feet.
- Low-Light Vision (Ex): All Genomes can see twice as far as humans is conditions with poor lighting.
- Slight Build (Ex): Genomes, being slim and light in build, are treated as one size category smaller than they actually are, whenever being smaller would provide a bonus.
- Genomes are quick and agile on their feet, providing a +2 racial bonus on Jump and Tumble checks.
- A genome's thin fur coat helps to keep them warm when others might not be able to. They receive a +2 racial bonus on saving throws against nonlethal damage from cold environments.
- Genomes receive a +2 racial bonus on saving throws against sleep effects.
- Genomes, due to their uncanny agility, receive a +1 racial bonus on all Reflex saves.
- Prehensile Tail (Ex): A genome may use its tail to hold objects like a third hand. This grants a +1 competence bonus to all Dexterity-based skill checks. If the tail is immobilized or already holding something it cannot provide the bonus.
- Automatic Languages: Common Bonus Languages: Any non-secret languages
- Favored Class: Rogue
- Level Adjustment: +0
|Middle Age1||Old2||Venerable3||Maximum Age|
|82 years||110 years||135 years||+5d10 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 6"||+2d4||140 lb.||× (1d4) lb.|
|Female||5' 4"||+2d4||135 lb.||× (1d4) lb.|