PDA

View Full Version : A New Genesis [Feats, Races, Classes]



Ajikozau
2007-02-08, 10:44 AM
Sorry guys I'm new to the forum and probably doing something wrong in posting all this in one post, but O well... Act first, regret later :smallwink:
I'm brewing a setting for D&D in the future (I know there is D20 Modern\Future for that but I wanted to try something different :smallsmile: ) I've already built a number of features for the setting, probably the majority even though the list is still expanding, this seemed a great place both to get some insight on how to better balance them and to share what I've come up with. The list is pretty long so I'll use Spoilers to make the post more readable. (I got lazy at a certain point and went for the unprettier way, sorry :smalltongue: )

Also thanks to whoever takes the time to read this :)


RULES

Burst
Burst is the maximum number of attacks a weapon can make with one full attack, at high levels a player may be able to shoot faster than the weapon would allow him to, it is represented with Burst X in the weapon description.
Body Damage
Each specific part of the body can be cut off by being hit too hard, any hit that is directed to a specific body part of an opponent follows the following rules (This is for humanoid creatures only):

Head: 1/3 of the total hitpoints of the character. Raise AC by 8. - Death of the character.
Arms: 1/4 of the total hitpoints of the character. Raise AC by 5. - Lower Strength by 1/4th and Constitution by 4
Legs: 1/3 of the total hitpoints of the character. Raise AC by 4. - Lower Strength by 1/4th, Halve Dexterity and lower Constitution by 6
Torso: 2/3 of the total hitpoints of the character. Raise AC by 2. - Death of the character
Tail: 1/6 of the total hitpoints of the character. Raise AC by 6. - Lower Dexterity and Strength by 4 and Constitution by 2
Hand Finger: 1/25 of the total hitpoints of the character. Raise AC by 20. - Lower Dexterity and Strength by 2.
Foot Finger: 1/30 of the total hitpoints of the character. Raise AC by 25. - Lower Dexterity by 3 and Strength by 1

<==§xo COMBAT FEATS ox§==>

BORN WITH A GUN [GENERAL]
Prerequisites: Dex 13, Point Blank Shot, Rapid Shot.
Benefit: You can get one extra attack per round with a burst weapon (The burst of the weapon is raised by 1, if needed). The attack is at your highest base attack bonus -5. You must use the full attack action to use this feat.
Special: A Soldier may select Born with a Gun as one of his Soldier bonus feats.
A LIFE WITH A GUN [GENERAL]
Prerequisites: Dex 13, Point Blank Shot, Rapid Shot, Born with a Gun.
Benefit: You can make any number of attacks with a ranged weapon up to the maximum burst. Each subsequent attack has his bonus lowered by 5 and has an increasing chance of jamming the weapon of 15%. You can use this feat to make an additional attack above the weapon's burst, it is taken at your lowest attack bonus for this round and it automatically jams the weapon. You must use the full attack action to use this feat.
Special: A Soldier may select A Life with a Gun as one of his Soldier bonus feats.
A GUN WAS MY TOY [GENERAL]
Prerequisites: Dex 13, Base attack bonus +1.
Benefit: Weapons that require a movement action to reload may be reloaded as a free action. Weapons that require a full action to reload may be reloaded as a movement action.
Special: A Soldier may select A Gun Was My Toy as one of his Soldier bonus feats.
A GUN IS MY BEST FRIEND [GENERAL]
Prerequisites: Dex 15, A Gun was my Toy feat, Base attack bonus +1.
Benefit: Halve the time needed to manually unjam weapons.
Special: A Soldier may select A Gun Was My Toy as one of his Soldier bonus feats.
A GUN IS MY LOVER [GENERAL]
Prerequisites: Dex 15, A Gun was my Toy feat, A Gun is my Best Friend feat, Base attack bonus +6.
Benefit: All Burst weapons with Burst above 1 you fire with have their burst rate raised by one.
Special: A Soldier may select A Gun Was My Toy as one of his Soldier bonus feats.
TACTICAL OPS TRAINING [GENERAL]
Prerequisites: +6 Base Attack Bonus.
Benefit: When Striking at a specific body part, lower the penalty by 2.
INSTINTIVE SHOOTING [GENERAL]
Prerequisites: Wis 15
Benefit: Every time you use a ranged weapon you can use your Wisdom bonus instead of your Dexterity bonus.
Special: A Soldier may select Instintive Shooting as one of his Soldier bonus feats.
AMBUSH [GENERAL]
Prerequisites: Improved Initiative.
Benefit: You get a +4 Attack Bonus on your first Attack during the surprise round.
IMPROVED AMBUSH [GENERAL]
Prerequisites: Improved Initiative, Ambush, Dex 15, Wis 15.
Benefit: You get an additional movement action during the surprise round.
STRIKE FROM THE SHADOWS [GENERAL]
Prerequisites: Improved Initiative, Ambush.
Benefit: All your attacks during the surprise round inflict 1d4 of additional damage or 1d6 of additional subdual damage.
HIT WHERE IT HURTS [GENERAL]
Prerequisites: +6 Base Attack Bonus.
Benefit: As a standard action, whenever your target would be denied his Dex bonus to AC, you may attempt an attack, if it succeeds it deals 2d6 of additional subdual damage and the target must attempt a Fortitude saving throw with DC equal to the damage done by your attack (counting the additional subdual damage), if it fails, his AC and Attack rolls are lowered by 2 for 1d4 rounds. A character can't be affected twice by this feat at the same time.
IMPROVED DODGE [GENERAL]
Prerequisites: Dex 15, Dodge.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. You can use this feat with Dodge.
Special: A Soldier may select Improved Dodge as one of his Soldier bonus feats.
PRETERNATURAL DODGE [GENERAL]
Prerequisites: Dex 18, Wis 16 Dodge, Improved Dodge.
Benefit: The bonuses from Dodge and Improved Dodge are increased respectively to +3 and +4.
Special: A Soldier may select Preternatural Dodge as one of his Soldier bonus feats.
RANGED DISARM [GENERAL]
Benefit: You may attempt to disarm an opponent with any ranged weapon. Disarming an opponent with a ranged weapon is a standard action. An attempt to disarm an opponent with a projectile which hardness is lower than that of the weapon automatically fails. To disarm an opponent with a ranged weapon follow the following steps:
Step 1: First you have to hit the opponent's weapon with a ranged attack, the AC of the weapon is considered the AC of the defender with a +2 Size Modifier for this purpose, if you miss by 2 or less, you hit the wielder instead.
Step 2: If you hit do a wisdom check (DC weapon hardness + opponent's strength bonus), if the check is successful the opponent drops his weapon.
READY FOR COMBAT [GENERAL]
Prerequisites: Improved Initiative.
Benefit: You get a +4 situational bonus on any readied action, if the action is a move action you may move an additional space equal to 1/3rd your speed.
TWO-WEAPON SHOOTING [GENERAL]
You can fight with a ranged weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two ranged weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second ranged weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –4 penalty with your regular attack or attacks with your primary hand and a –8 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A Soldier may select Two-Weapon Fighting as one of his Soldier bonus feats.
IMPROVED TWO-WEAPON SHOOTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Shooting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Additionally you can divide your maximum number of attacks in a round (including bonuses from feats) in any way you want between the two weapons.
Normal: Without this feat, you can only get a single extra attack with an off-hand ranged weapon.
Special: A Soldier may select Improved Two-Weapon Shooting as one of his Soldier bonus feats.
GREATER TWO-WEAPON SHOOTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get an additional with your off-hand weapon, albeit at a –10 penalty.
Special: A Soldier may select Greater Two-Weapon Shooting as one of his Soldier bonus feats.
FIRM HAND [GENERAL]
Choose one type of weapon.
Prerequisites: Proficiency with selected weapon, base attack bonus +5, Weapon Focus with selected weapon.
Benefit: You gain a +2 bonus on all attack rolls you make using a selected ranged weapon. This stacks with the bonus from Weapon Focus
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A Soldier may select Firm Hand as one of his Soldier bonus feats.
SLAYER [GENERAL]
Choose one race.
Benefit: You gain a +2 bonus to attack rolls and damage when attacking any character of the chosen race.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new race.
A Soldier may select Slayer as one of his Soldier bonus feats.

=---O SKILLS FEATS O---=


THE ADVANTAGE OF MIND [GENERAL]
Benefit: You can use intelligence as the bonus stat for a chosen skill everytime you use it.
Special: You can select this feat more than once, everytime you have to select a new skill.

STRENGTH OF WILL [GENERAL]
Benefit: You can use wisdom as the bonus stat for a chosen skill everytime you use it.
Special: You can select this feat more than once, everytime you have to select a new skill.

FREE SPIRIT [GENERAL]
Benefit: You can use charisma as the bonus stat for a chosen skill everytime you use it.
Special: You can select this feat more than once, everytime you have to select a new skill.

SCARY [GENERAL]
Prerequisites: Strength 15.
Benefit: You may substitute your Charisma Bonus with your Strength Bonus for Charisma rolls.

WITTY TALKER [GENERAL]
Prerequisites: Intelligence 15.
Benefit: You may substitute your Charisma Bonus with your Intelligence Bonus for Charisma rolls.

STRONG PRESENCE [GENERAL]
Prerequisites: Charisma 16, Strength 16, Scary Feat.
Benefit: You may add your Strength Bonus to your Charisma rolls.

DECEIVER [GENERAL]
Prerequisites: Charisma 16, Intelligence 16, Witty Talker feat.
Benefit: You may add your Intelligence Bonus to your Charisma rolls.

I'M THE PROPAGANDA [GENERAL]
Prerequisites: Charisma 16, Intelligence 16, Strength 16 Witty Talker feat, Scary feat, Strong Presence feat, Deceiver feat.
Benefit: You may add your Intelligence and Strength Bonuses to your Charisma rolls.

SUSPECTFUL [GENERAL]
Prerequisites: Wisdom 15
Benefit: You may use your Charisma bonus to resist Charisma rolls and add it to your saving throws to resist Charm and mental influence spells

UNCONVINCED [GENERAL]
Prerequisites: Intelligence 15
Benefit: You may use your Intelligence bonus to resist Charisma rolls and add it to your saving throws to resist Charm and mental influence spells

MY OWN IDEALS [GENERAL]
Prerequisites: Wisdom 16, Intelligence 16, Unconvinced feat.
Benefit: You may use the sum of your Wisdom and Intelligence bonuses to resist Charisma rolls and add it to your saving throws to resist Charm and mental influence spells

I HATE POLITICS [GENERAL]
Prerequisites: Wisdom 16, Charisma 16, Suspectful feat.
Benefit: You may use the sum of your Wisdom and Charisma bonuses to resist Charisma rolls and add it to your saving throws to resist Charm and mental influence spells

DOWN WITH THE PROPAGANDA! [GENERAL]
Prerequisites: Wisdom 16, Intelligence 16, Charisma 16 Unconvinced feat, Suspectful feat, My own Ideals feat, I hate Politics feat.
Benefit: You may use the sum of your Wisdom, Intelligence and Charisma bonuses to resist Charisma rolls and add it to your saving throws to resist Charm and mental influence spells

O== METAPHYSICAL FEATS ==O

MIND AS A BOOK [SPECIAL]
Prerequisites: Spell Mastery.
Benefit: You may spontaneously cast spells you have chosen with Spell Mastery a number of times per day equal to your intelligence modifier.

IMPOSING MIND [GENERAL]
Benefit: Whenever one of your actions would make another character roll a Saving Throw, the DC raises by 2.
Special: You may take this feat only every 5 character levels.

LUCKY [GENERAL]
Prerequisites: 1st level.
Benefit: After you roll a natural 19 it can be considered a natural 20.

HARDER THAN IT LOOKS [GENERAL]
Prerequisites: 1st level.
Benefit: Your body parts can absorb two additional hit points of damage per level before being destroyed. (This doesn't add actual hit points.)

DNA MUTATIONS [GENERAL]
Prerequisites: 1st level.
Benefit: +1 Bonus to all your Saving Throws.
Special: You permanently lose 2 hitpoints when taking this feat

NATURAL SELECTION [GENERAL]
Prerequisites: DNA Mutations.
Benefit: +1 DR/-.
Special: You take 2 additional damage from non physical sources. You may take this feat more than once.

UNNATURAL SELECTION [GENERAL]
Prerequisites: DNA Mutations
Benefit: To take this feat you must choose 2 abilities. The first one, that must have at least a score of 6, will be decreased by 3, the second one will be raised by 2.
Special: To take this feat you must use up two feat slots.

O==ANCIENT ARTS FEATS ==O

AFFINITY WITH THE ANCIENT ARTS [GENERAL]
Prerequisites: Level 1.
Benefit: You gain a +2 bonus to all your saving throws and concentration checks and 5 Power Points. All Power Points spent on the use of Arcane Disciplines are recovered with sleep or 8 hour meditation.

ADVANCED CONTROL OF THE ANCIENT ARTS [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts.
Benefit: You gain 5 Power Points.
Special: You may select this feat more than once.

MASTERY OF THE ANCIENT ARTS [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Advanced Control of the Ancient Arts, At least 5 Ancient Arts Feats.
Benefit: You gain 5 Power Points. All the saving throws against your Ancient Arts are increased by 2
Special: You may take this feat again after having gained 4 more Ancient Arts feats.

PSI BARRIER [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts.
Time: Free Action
Cost: 1 Power Point
Benefit: Before any opponent rolls an attack against you, add a +4 Dodge bonus to your AC.

ADVANCED PSI BARRIER [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Psi Barrier.
Cost: 0 Power Points
Benefit: Before any opponent attacks you you may roll a concentration check DC 22, if you succeed you get a +3 Bonus to AC. This bonus stacks with Psi Barrier, you can now also use Psi Barrier on other characters.

MIND OF IRON [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Psi Barrier, Advanced Psi Barrier.
Time: Free Action
Cost: 1 Power Point
Benefit: After damage is rolled, you may ignore up to 10 hit points of damage.

TOUCH OF PAIN [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Improved Unarmed Strike.
Time: Standard Action
Cost: 1 Power Point
Benefit: You can make a touch attack against any character, if it succeeds you may inflict an equal number of your choice of hit points of damage to both you and him.

WAVE OF PAIN [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Improved Unarmed Strike, Touch of Pain.
Time: Standard Action
Cost: 3 Power Points
Benefit: You can make a ray attack against any character, if it succeeds you may inflict an equal number of your choice of hit points of damage to both you and him.

WAVE OF DOOM [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Improved Unarmed Strike, Touch of Pain, Wave of Pain.
Time: Standard Action
Cost: 5 Power Points
Benefit: You can make a ray attack against any character, if it succeeds he takes 1d4 points of Strength, Dexterity, Constitution and Wisdom damage. He then must make a Will Saving Throw DC 18, if it fails he is sent into coma for 6d10 minutes.
Special: Undeads, constructs and some other monsters are immune to this feat.

TOUCH OF PARALYSIS [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Improved Unarmed Strike.
Time: Standard Action
Cost: 1 Power Point
Benefit: You can make a touch attack against any character, if it succeeds you may paralize him for 2d4 rounds, a Fortitude or Will check DC 18 negates.

TOUCH OF DEATH [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Improved Unarmed Strike, Touch of Paralysis.
Time: Standard Action
Cost: 5 Power Points
Benefit: You can make a touch attack against any character, if it succeeds he must make a Will saving throw DC 22, if it succeeds you take 3d6 points of damage. He then must make a Fortitude saving throw DC 20, if it fails he dies, if he succeds he negates any effect on him.
Special: Constructs are immune to this feat.

UNSLEEPING SOUL [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts.
Benefit: You are constantly aware of any movement in your vicinity, you can feel the life and the strength in other beings, even if you can't see them. You can never be caught flat-footed, you never lose your Dexterity bonus to AC (unless you are uncoscious), additionally you can never be flanked.
Special: If you have the Uncanny Dodge feat you gain a +2 Dodge Bonus to AC. If you have the Improved Uncanny Dodge feat you gain an additional +2 Dodge Bonus to AC.

SOUL OF FIRE [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Unsleeping Soul.
Time: Free Action
Cost: 2 Power Points
Benefit: For one round each time you hit an opponent in melee you deal an additional 2d6 Fire, Holy or Unholy damage (your choice), in the same round every time an opponent tries to hit you in melee he is dealt 2d4 of Fire, Holy or Unholy damage (your choice). Also all opponents that are at most 30 feet from you are slowed by 20 feet and take 1d4 damage of the same type.

FIRE STRIKE [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Unsleeping Soul, Soul of Fire, Touch of Pain, Wave of Pain.
Time: Full Action
Cost: 4 Power Points
Benefit: All characters in a 100 ft. straight line are hit by 3d10 points of Fire, Holy or Unholy damage, also you may inflict an equal number of your choice of hit points of damage to both you and them, they are entitled to a Reflex Saving Throw DC 20 to halve the damage.
Special: Using Fire Strike provokes an attack of opportunity.

TOUCH OF WATER [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts.
Time: Free Action
Cost: 1 Power Point.
Benefit: Once per day you are considered having Lay on Hands.

TOUCH OF THE SKY [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Touch of Water.
Time: Standard Action
Cost: 5 Power Points
Benefit: Once per day you may touch yourself or another character, the subject is completely rejuvinated, healing all hitpoints and negative status.

TOUCH OF THE STARS [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Touch of Water, Touch of the Sky.
Time: 10 Minutes
Cost: 15 Power Points
Benefit: Once per week, you may restore another character to life, to do so you need at least his heart and be able to touch it. The other character's body is completely restored and he is completely healed. (He doesn't lose a point of costitution.)

TELEKYNESIS [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts.
Time: Standard Action
Cost: 1 Power Point.
Benefit: Make a concentration check, you may move a object of any size by a number of turns equal to the half the result. You can't move an object of Colossal Size. The objects speed and maneuvrability are given by the following table:

Size Maneuverability/Speed
Fine Perfect/120ft.
Diminutive Perfect/100ft.
Tiny Perfect/80ft.
Small Good/60ft.
Medium Good/40ft.
Large Average/30ft.
Huge Poor/20ft.
Gargantuan Clumsy/10ft.
Colossal -------

MOVEMENT OF THE VOID [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Telekynesis.
Time: Free Action
Cost: 2 Power Points.
Benefit: Your speed doubles for one round and you may get past solid objects such as characters or walls.

SOUL OF VOID [ANCIENT ART]
Prerequisites: Affinity with the Ancient Arts, Telekynesis, Movement of the void, Psi Barrier, Advanced Psi Barrier, Mind of Iron, Advanced Control of the Ancient Arts.
Time: Free Action
Cost: 4 Power Points.
Benefit: After you are hit (but before rolling damage), you may ignore the effects (including damage) of the attack.

ULTIMATE POWER OF RANDOM DESTRUCTION [ANCIENT ART]
Prerequisites: All Ancient Arts feats, Consititution 14, Intelligence 18, Wisdom 18.
Time: Full Action
Cost: 20 Power Points.
Benefit: Everything except you in a 4500 ft. radius sphere takes 4d100 of damage, will halves.

RACES

CYBER-ELF
• +2 Intelligence, –2 Constitution, -2 Strength.
• Medium
• C-Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: A C-Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Cyber Affinity: Due to the C-Elves affinity with machinery they receive a +4 racial bonus when using any skill that involves the use of computers or mechanics but they receive a -4 penalty when trying to use a skill or use an item involving the past.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Bounty-Hunter.

DRONE
• +2 Constitution, +2 Strength, -2 Wisdom, -6 Charisma
• Medium
• Drone base land speed is 20 feet.
• 2 extra feats at 1st level.
• 8 extra skill points at 1st level and 2 extra skill points at each additional level.
• +2 Natural Armor bonus to AC
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any.

CYBORG
• +2 Constitution, -2 Wisdom
• Medium
• Cyborg base land speed is 40 feet.
• Low-Light Vision: A Cyborg can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Soldier.

-MUTANT
• +4 Constitution, –4 Intelligence, –4 Charisma.
• Large (T).
• -mutant base land speed is 40 feet.
• -mutants have the DNA Mutations feat without suffering the usual drawback.
• Alpha blood: The radioactive blood in an alpha-mutant's body is particularly slow and resilient to external interference, this grants them +1HP per level and a racial +4 Bonus to Fortitude saving throws. Their minds are as slow as their blood though giving them a -2 penalty to Will saving throws and a -2 penalty to all skills involving social interaction.
• Low-Light Vision: An -mutant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Automatic Languages: Common. Bonus Languages: None.
• Favored Class: Wanderer.

-MUTANT
• +2 Dexterity, –2 Strength.
• Small.
• -mutant base land speed is 20 feet.
• +4 racial bonus on Climb, Jump, and Move Silently checks.
• -mutants have the DNA Mutations feat without suffering the usual drawback.
• Beta blood: The radioactive blood in an beta-mutant's body gives them an exceptional quickness granting them a racial +2 Bonus to Reflex saving throws, +1 dodge bonus to AC and a +2 attack bonus to small weapons.
• Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Rogue.

ANCIENT ONE
+4 Intelligence, +2 Wisdom, -2 Dexterity, -4 Strength, -4 Constitution
• Medium
• Ancient Ones base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level
• Ancient Blood: These humans blood has been weakened by ages, but their studies granted them a great affinity to spells, past relics and arcane matters, they have +4 to every roll involving the use of magic or things from the past, the difficulty class to resist their spells is raised by +2 and they have an additional spell slot for every spell level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Arcanist or Cleric.

APE-MAN
• +2 Constitution, +2 Strenght –4 Charisma.
• Large (T).
• Ape-Men base land speed is 40 feet.
• Quadrumane: Due to their four hands, Ape-Men get a +6 bonus to climb, jump, balance and tumble checks, their fists are considered Natural Weapons and deal 1d8 of damage, they get a +4 bonus to grapple checks damage and when empty-handed they get a +6 bonus to resist trip checks.
• Primitive Throat: Ape-Man are unable to speak (although they can understand them) any language other than simian, though they are able to make noises that are horrible to the ear of most creatures, this gives them a +4 bonus to Intimidate checks.
• Darkvision: Ape-Men can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Ape-Men can function just fine with no light at all.
• Automatic Languages: Simian.
• Favored Class: Juggernaught.

MEGACEFALIS
+2 Intelligence, -4 Dexterity.
• Medium
• Megacefalides base land speed is 20 feet.
• 1 extra feat at 1st level.
• Affinity with the ancient arts at 1st level.
• Low-Light Vision.
• +2 Bonus to Will Saving Throws
• 4 extra skill points at 1st level and 1 extra skill point at each additional level
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Biomancer.

TECHNO-DWARVES
• +2 Intelligence, –2 Charisma.
• Medium: As Medium creatures, techno--dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, techno-dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: techno-dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and techno-dwarves can function just fine with no light at all.
• Technocunning: Much alike their less evolute cousins for stone, this ability grants a techno-dwarf a +2 racial bonus on Search checks to notice particulars related to machines, such as fersh use, possible traps, new construction (even when built to match the old), unsafe mechanisms, hidden buttons, and the like. Something that isn't a machine but that is disguised as such also counts for this ability. A techno-dwarf who merely comes within 10 feet of unusual machinery can make a Search check as if he were actively searching, and a techno-dwarf can use the Search skill to find machinery traps as a rogue can. A techno-dwarf can also intuit the energy left in the machine, sensing the approximate quantity and the type.
• Weapon Familiarity: techno-dwarves may treat Dwarven Blast Shotguns and Dwarven Power Axes as martial weapons, rather than exotic weapons.
• Stability: A techno-dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against shock.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against drones and machines.
• +4 dodge bonus to Armor Class against monsters of the "walker" type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to technlogical items.
• +2 racial bonus on Craft checks that are related to technlogical items.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Tinkerer. A multiclass dwarf ’s tinkerer's class does not count when determining whether he takes an experience point penalty for multiclassing

I think I rolled a natural 1 on my constitution roll to write down the classes... You'll have to wait for those, sorry :P

Deus Mortus
2007-02-08, 11:40 AM
I haven't read it all, but I do like it, one note though, should the check on ranged disarm not be a dex check instead of a wis?

Ajikozau
2007-02-08, 12:46 PM
I think that Dexterity is the scale for precise physical feats, and imho this is more related to the perceptive area, like feeling your opponent's movements and strike at the right time. Originally it was actually a dexterity check so I guess it can go with both :)

Oh btw I think there might be some imprecisions in how some feats are written, that's because I initially wrote them down as notes for myself only and something might have slipped unintentionally

Maxwell
2007-02-09, 07:47 PM
the rules for body damage are nicely done, but i don't see in benifit in shooting the fingers or toes

Raistlin1040
2007-02-09, 08:15 PM
Assuming you have some kind of spellcaster you shouldn't have attribute bonuses to mental stats as it makes some races more powerful spellcasters.

Ajikozau
2007-02-10, 09:42 AM
the rules for body damage are nicely done, but i don't see in benifit in shooting the fingers or toes

Thanks, I blame the Rogue of the group for that, after I showed him the rules to hit body parts he complained that he wanted a rule to hit fingers too, so I had to expand them :p


Assuming you have some kind of spellcaster you shouldn't have attribute bonuses to mental stats as it makes some races more powerful spellcasters.

The setting includes very few spellcasters (it's mostly technological), so I'm not afraid of having a spellcaster's race becoming stronger, a spellcaster in A New Genesis is usually a very focused individual, however thanks, I'll keep that in mind :)

I forgot to mention in my post that Ancient Arts are available only to a restricted list of classes (nominally those that don't have access to Modern Weaponry)

Maxwell
2007-02-12, 07:24 PM
Assuming you have some kind of spellcaster you shouldn't have attribute bonuses to mental stats as it makes some races more powerful spellcasters.

That's like saying half-orcs shouldn't have pluses to Str because it makes them better fighters.