Sgt. Cookie
2012-07-23, 09:32 AM
Humans
There are hundreds of different races, each with their own cultures, features, and identifying characteristics. Some races even wed one another, producing halfbreeds and other such things. Some creatures, such as Dragons, can leave traces of thier passing for generations.
Often, these halfbreeds and mixed bloods mate with one another, creating even more diluted offspring. Over time, this produces creatures who's racial heratige is so diverse, though some would say "polluted", that it is impossible to tell what they are from a single glance.
These creatures are refered to as "Humans". "Human" comes from the old Draconic "Huu Manis", which is a derogotory term that refers to Dragons of mixed parentage.
There is no singular trait that defines Humans, apart from the fact that they posses traits of everyone else.
Humans have no lands to call their own, but are found in the lands of all other races, often, but not always, possesing traits of the core racial demographic.
Human racial traits (These traits replace those in the PHB):
Size: Medium
Speed: 30ft
Dominant trait (Ex): Because of their mixed and diluted blood, Humans posses physical traits of many different races, and some from other things, like Dragons or Outsiders.
A dominant trait provides two things to a Human: An ability (Be it Active or Passive), and a physical trait, DC: 10 to spot. Upon selecting a (sub)type, the Human gains the associated ability and COUNTS as that (sub)type for all purposes, magic items, prerequisites, spells that only effect certain creatures, anything really, except for Favoured Enemy and Racial Paragon.
A list of (sub)types is listed below in alphabetical order. This list is by no means exhaustive, and DMs are free to work with players to add other (sub)types and abilities to the list. Unless otherwise stated, all active abilities are 1/day.
(Sub)types:
Aberration:
Ability: Fortification: Because of the touch of Abberent blood, a Human's internal organs aren't in exactly the right place, but they're not far off. A Human with this type gains 10% fortification, this stacks with any other fortification he would gain.
Physical trait: The Human's features just appear bizzare.
Angel:
Ability: Protective shield against evil (Su): A Human with this ability gains a +2 Deflection bonus against evil creatures and a +2 bonus to will saves.
Physical Trait: A Human with this trait appears to be more attractive than their actual features would suggest.
Archon:
Ability: Trace of menace (Su): When fighting, a Human with this ability selects one hostile creature within 20ft. Unless the enemy succeeds on a will save (DC 10 + the Human's Hd + cha mod), he takes a -2 penalty on Attacks, AC and Saves for 1d6+2 rounds.
Physical trait: A Human with this trait appears trustworthy, even when there is overwhelming evidence that states otherwise.
Baatezu:
Ability: Protective shield against good (Su): A Human with this ability gains a +2 Deflection bonus against good creatures and a +2 bonus to will saves.
Physical trait: A Human with this trait always appears a little chilling to look at.
Dragon:
Ability: Sorcerer casting A Human's Draconic blood grants them a small measure of arcane ability. A Human with this ability gains the casting ability of a 1st level Sorcerer, however your caster level is equal to your HD OR your Sorcerer level, whichever is higher. If the Human takes Sorcerer as his 1st level, he instead gains any Draconic heritage feat for which he meets the prerequisites. If he takes any other class at 1st level, this casting stacks with any actual Sorcerer levels.
Physical trait: A Human with this trait appears to have small scales, instead of skin. However, this is only visible up close.
Note: You count as the Dragonblood subtype, as well as Dragon. You may also select Draconic Heratige feats as though you were a Sorcerer of your HD.
Dwarf:
Ability: Armoured movement: Humans with a Dwarf ancestor may wear Medium armour or carry a medium load and move at his full speed.
Physical trait: A Human with this trait looks smaller than their strength would suggest.
Eldarin:
Ability: No idea
Physical trait No idea
Elf:
Ability: Metamagic apditude (Su): A Human's Elven heratige manifests itself as a strange apditude for applying metamagic without much difficulty at all. A Human with Elven blood may, at the start of each day, select one metamagic feat he has, with a base spell level adjustment of 1. A number of times per day, equal to the Human's primary casting stat, he may apply this metamagic to any of his spells without increasing casting time or spell level.
Physical trait: A Human with this trait has strangely pointed ears and elven eyes that look out of place.
Fey:
Ability: Woodland stride (Ex): Nature never forgets its protectors, nor does it ignore the descendents of those that did. Humans with a fey heritage gains the ability to pass through any sort of undergrowth at his normal speed and without taking damage. Undergrowth magically manipulated to impede movement still slows him down.
Physical trait: A Human with this trait just seems to have the look of nature about him.
Giant:
Ability: Powerful build: A Human with Giant blood gains the Powerful Build ability. Additionaly, you count as Large for prerequisites.
Physical trait: A Human with this trait is taller and stockier than other Humans.
Gnome:
Ability: Spell Like abilities: Like his Gnomish ancestors, a Human gains the ability to use ONE of the following SLAs (Player's choice) at will: Dancing lights, Ghost sound or Prestidigitation. Caster level 1st.
Physical trait: A Human with this trait appears to have an earthly tone about him.
Guardinal:
Ability: Speak with animals (Su): A Human's Guardinal heratige grants him the ability to speak with animals once per hour, this is a free action that DOES require sound. This is the equilent to a Speak with Animals spell, with a caster level equal to the Human's hit dice, with a maximum caster level of 8.
Physical trait: A Human with Guardinal blood always seems very proud, and often have lush hair.
Halfling:
Ability: Slight build: A Human with a Halfling ancestor gains the slight build ability.
Trait: A Human with this trait is smaller and more wirey than normal.
Lycanthrope:
Ability: Alternate form (Su) Like your ancestor, you possess an ability to assume the form of an animal. Unlike your ancestor, your ability is more limited. You gain the alternate form special ability that functions like the Lycanblood's (http://www.giantitp.com/forums/showthread.php?t=253875). This ability is NOT 1/day.
Physical trait: You appear to have a small change that corrisponds to your chosen animal, fang-like teeth, claw-like nails, etc.
Note: You also count as the Shape Changer subtype.
Orc:
Ability: Hard strikes (Ex): A Human with Orc blood strikes harder than other Humans in the same combat situations. When using melee weapons, a Human adds half again his strength modifer to damage (One handed attacks deal 1.5x strength mod in damage, two handed attacks deal double.). This stacks with any similar ability.
Physical trait: A Human's skin possess a very greyish tone.
Tanar’ri:
Ability: Telepathy (Su) A Human's Tanar'ri blood reveals itself as the ability to mentaly hold conversations. The Human gains Telepathy out to 20 feet + 5 feet per HD, to a maximum of 100ft. This ability is useable at will.
Physcial trait: A small part of the Human, such as his iris' or a lock of hair, changes colour randomly every now and again. This is not dependent on the Human's emotional state.
Passive traits (Ex): In addition to their obvious trait, a Human also posses a few smaller traits, remenents of other bloodlines. A Human selects four of the (sub)types listed above and, like the previous ability, the Human counts as that (sub)type for all purposes, magic items, prerequisites, spells that only effect certain creatures, anything, except for Favoured Enemy and Racial Paragon.
Like the above ability, a Human gains some smaller, less pronounced traits, DC 15 to spot, that corresponds to the passive traits he has chosen. Use the list above, but the actual physical trait is less powerful.
There are hundreds of different races, each with their own cultures, features, and identifying characteristics. Some races even wed one another, producing halfbreeds and other such things. Some creatures, such as Dragons, can leave traces of thier passing for generations.
Often, these halfbreeds and mixed bloods mate with one another, creating even more diluted offspring. Over time, this produces creatures who's racial heratige is so diverse, though some would say "polluted", that it is impossible to tell what they are from a single glance.
These creatures are refered to as "Humans". "Human" comes from the old Draconic "Huu Manis", which is a derogotory term that refers to Dragons of mixed parentage.
There is no singular trait that defines Humans, apart from the fact that they posses traits of everyone else.
Humans have no lands to call their own, but are found in the lands of all other races, often, but not always, possesing traits of the core racial demographic.
Human racial traits (These traits replace those in the PHB):
Size: Medium
Speed: 30ft
Dominant trait (Ex): Because of their mixed and diluted blood, Humans posses physical traits of many different races, and some from other things, like Dragons or Outsiders.
A dominant trait provides two things to a Human: An ability (Be it Active or Passive), and a physical trait, DC: 10 to spot. Upon selecting a (sub)type, the Human gains the associated ability and COUNTS as that (sub)type for all purposes, magic items, prerequisites, spells that only effect certain creatures, anything really, except for Favoured Enemy and Racial Paragon.
A list of (sub)types is listed below in alphabetical order. This list is by no means exhaustive, and DMs are free to work with players to add other (sub)types and abilities to the list. Unless otherwise stated, all active abilities are 1/day.
(Sub)types:
Aberration:
Ability: Fortification: Because of the touch of Abberent blood, a Human's internal organs aren't in exactly the right place, but they're not far off. A Human with this type gains 10% fortification, this stacks with any other fortification he would gain.
Physical trait: The Human's features just appear bizzare.
Angel:
Ability: Protective shield against evil (Su): A Human with this ability gains a +2 Deflection bonus against evil creatures and a +2 bonus to will saves.
Physical Trait: A Human with this trait appears to be more attractive than their actual features would suggest.
Archon:
Ability: Trace of menace (Su): When fighting, a Human with this ability selects one hostile creature within 20ft. Unless the enemy succeeds on a will save (DC 10 + the Human's Hd + cha mod), he takes a -2 penalty on Attacks, AC and Saves for 1d6+2 rounds.
Physical trait: A Human with this trait appears trustworthy, even when there is overwhelming evidence that states otherwise.
Baatezu:
Ability: Protective shield against good (Su): A Human with this ability gains a +2 Deflection bonus against good creatures and a +2 bonus to will saves.
Physical trait: A Human with this trait always appears a little chilling to look at.
Dragon:
Ability: Sorcerer casting A Human's Draconic blood grants them a small measure of arcane ability. A Human with this ability gains the casting ability of a 1st level Sorcerer, however your caster level is equal to your HD OR your Sorcerer level, whichever is higher. If the Human takes Sorcerer as his 1st level, he instead gains any Draconic heritage feat for which he meets the prerequisites. If he takes any other class at 1st level, this casting stacks with any actual Sorcerer levels.
Physical trait: A Human with this trait appears to have small scales, instead of skin. However, this is only visible up close.
Note: You count as the Dragonblood subtype, as well as Dragon. You may also select Draconic Heratige feats as though you were a Sorcerer of your HD.
Dwarf:
Ability: Armoured movement: Humans with a Dwarf ancestor may wear Medium armour or carry a medium load and move at his full speed.
Physical trait: A Human with this trait looks smaller than their strength would suggest.
Eldarin:
Ability: No idea
Physical trait No idea
Elf:
Ability: Metamagic apditude (Su): A Human's Elven heratige manifests itself as a strange apditude for applying metamagic without much difficulty at all. A Human with Elven blood may, at the start of each day, select one metamagic feat he has, with a base spell level adjustment of 1. A number of times per day, equal to the Human's primary casting stat, he may apply this metamagic to any of his spells without increasing casting time or spell level.
Physical trait: A Human with this trait has strangely pointed ears and elven eyes that look out of place.
Fey:
Ability: Woodland stride (Ex): Nature never forgets its protectors, nor does it ignore the descendents of those that did. Humans with a fey heritage gains the ability to pass through any sort of undergrowth at his normal speed and without taking damage. Undergrowth magically manipulated to impede movement still slows him down.
Physical trait: A Human with this trait just seems to have the look of nature about him.
Giant:
Ability: Powerful build: A Human with Giant blood gains the Powerful Build ability. Additionaly, you count as Large for prerequisites.
Physical trait: A Human with this trait is taller and stockier than other Humans.
Gnome:
Ability: Spell Like abilities: Like his Gnomish ancestors, a Human gains the ability to use ONE of the following SLAs (Player's choice) at will: Dancing lights, Ghost sound or Prestidigitation. Caster level 1st.
Physical trait: A Human with this trait appears to have an earthly tone about him.
Guardinal:
Ability: Speak with animals (Su): A Human's Guardinal heratige grants him the ability to speak with animals once per hour, this is a free action that DOES require sound. This is the equilent to a Speak with Animals spell, with a caster level equal to the Human's hit dice, with a maximum caster level of 8.
Physical trait: A Human with Guardinal blood always seems very proud, and often have lush hair.
Halfling:
Ability: Slight build: A Human with a Halfling ancestor gains the slight build ability.
Trait: A Human with this trait is smaller and more wirey than normal.
Lycanthrope:
Ability: Alternate form (Su) Like your ancestor, you possess an ability to assume the form of an animal. Unlike your ancestor, your ability is more limited. You gain the alternate form special ability that functions like the Lycanblood's (http://www.giantitp.com/forums/showthread.php?t=253875). This ability is NOT 1/day.
Physical trait: You appear to have a small change that corrisponds to your chosen animal, fang-like teeth, claw-like nails, etc.
Note: You also count as the Shape Changer subtype.
Orc:
Ability: Hard strikes (Ex): A Human with Orc blood strikes harder than other Humans in the same combat situations. When using melee weapons, a Human adds half again his strength modifer to damage (One handed attacks deal 1.5x strength mod in damage, two handed attacks deal double.). This stacks with any similar ability.
Physical trait: A Human's skin possess a very greyish tone.
Tanar’ri:
Ability: Telepathy (Su) A Human's Tanar'ri blood reveals itself as the ability to mentaly hold conversations. The Human gains Telepathy out to 20 feet + 5 feet per HD, to a maximum of 100ft. This ability is useable at will.
Physcial trait: A small part of the Human, such as his iris' or a lock of hair, changes colour randomly every now and again. This is not dependent on the Human's emotional state.
Passive traits (Ex): In addition to their obvious trait, a Human also posses a few smaller traits, remenents of other bloodlines. A Human selects four of the (sub)types listed above and, like the previous ability, the Human counts as that (sub)type for all purposes, magic items, prerequisites, spells that only effect certain creatures, anything, except for Favoured Enemy and Racial Paragon.
Like the above ability, a Human gains some smaller, less pronounced traits, DC 15 to spot, that corresponds to the passive traits he has chosen. Use the list above, but the actual physical trait is less powerful.