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[edit]

Humanati are artificially-made humanoids. Following the release of genetically-engineered viruses on Earth, the population numbers were severely reduced. To overcome the extreme shortage of working hands, the surviving experts in genetic engineering and cloning combined their knowledge, and, through extreme effort, developed a genetically engineered, human-like race: the Humanati. At first, the Humanati were merely a work/military force, with poor intuition and willpower, but later new, more individualistic kinds were created.

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

Common Traits[edit]

Longevity: Regardless of the rate at which they age prior to reaching maturity, Humanati aging after they reach physical maturity aligns with standard human aging. Their lifespan is comparable to the human one (in fact, they tend to live longer due to their immunity to disease).

Enhanced Intellect: All Humanati possess a greater cognitive capacity than 21st century humans, which about equalizes them to standard 24st century humans, even without education. Intelligence +2

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

Humanatus Kinds[edit]

Drone[edit]

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

Drone Traits[edit]

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. Thus, they are genetically programmed to be naturally inclined to comply and obey. They suffer an additional -2 penalty on all Will saves.

Adaptive: Despite their general lack of intuition, drones are innately 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. × (2d4) lb.
Female 4’ 5” +2d8 85 lb. × (2d4) lb.

Bodyguard[edit]

Bodyguard Humanati were designed for military and security uses. They are strong, tough and agile, as well as physically big. They are less obedient as drones and also more intuitive and strong-willed than them, but not as much as ordinary people.

Bodyguard Traits[edit]

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 35 feet per round.

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

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: Bodyguards possess 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. × (2d4) lb.
Female 5’ 2” +2d8 140 lb. × (2d4) lb.

Specialist[edit]

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

Specialist Traits[edit]

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 as class skills, begins with additional 10 skill ranks, and gains 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. × (2d4) lb.
Female 4’ 5” +2d8 85 lb. × (2d4) lb.

Mentat[edit]

These unique Humanati are, essentially, biological supercomputers; their inhuman cognitive abilities of memory and perception allow them to perform supra-logical hypothesizing: gathering vast amounts of data, and devising concise analyses in a process that goes far beyond logical deduction.

Mentat Traits[edit]

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.

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

Photographic Memory/Auto-Numerating: Mentats may recall any memory they ever experienced at will, as a free action, and can take both 10 and 20 to notice details (although taking 20 requires a standard action). They can 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 may take 20 on any Intelligence, Wisdom and Charisma-based check, even if normally one cannot take 20 on this check, and even if they are distracted/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. × (2d4) lb.
Female 4’ 5” +2d8 85 lb. × (2d4) lb.

Spook[edit]

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[edit]

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 45 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 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 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; this enables them to learn everything twice as quickly as usual, particularly skills and languages. Spooks gain twice as many skill points per level than they should by their class. Spooks also gain an additional +4 bonus on all Intelligence, Wisdom and Charisma-based checks.

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

Adaptive: Spooks are inherently 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). They 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. × (2d4) lb.
Female 4’ 5” +2d6 80 lb. × (2d4) lb.

Superb[edit]

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[edit]

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 60 feet per round. They also have swimming speed 45 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 withstand considerable damage. However, despite their high endurance, they are as vulnerable to fatal injuries as any human. Damage reduction 10/critical or epic (+6).

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 6 hours, and 1 point of drained ability per 3 days. They have an additional +2 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. × (2d4) lb.
Female 4’ 5” +2d8 85 lb. × (2d4) lb.

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