The creations of man


Homebrew and House Rules


Okay so as it is an important piece of material for a homebrew setting I am working on currently, I will be creating another race... I know I do this entirely too often.... this time I want to make a race of people that are made through alchemy.... like anime style Homunculi. Unfortunately the name homunculus is taken.... so as I am not done with enough materials and specifics for them yet i'd actually like to start off with maybe getting some help with race name suggestions. As of right now all I have is calling them Bio forms seems kind of weak tome.


Prometheans.
Manikin.
Golmoid.
Tsumi-toko. (bastardized Japanese for "sin born")
Kesselbren. (bastardized German for "cauldron born")
Wytchen.
Warbrewed.
Merzosti.


I'm liking Manikin alot, actually I'm surprised I didn't think of it... like ii should slap myself for not thinking of it.


Word of warning, in case it matters. The term has been used, technically, in 2nd edition (they were cyborgs, kidnapped and forcibly altered by evil robots) and more recently in this 3pp. But that's all pretty obscure.


It won't really it's not like this will ever be official, its more for a future campaign I hope I can work up the courage to actually run for. My friends. I plan on making the big bad of it one of these.


Okay with the name problem solved, I'm having trouble with type... half construct could be a possibility, aberration its a little bit weird but they might be different enough to work, or humanoid this one is me defaulting .


Monstrous Humanoid, they look mostly human and are living beings with comprehensible anatomy but their freaky powers (presumably) and unnatural existence make them different from humanoid.


Good idea, I didn't consider monstrous humanoid.


Okay so after a couple hours of work here are the result of the new name.

Manikin:

Monstrous Humanoid 3 rp
Medium 0 rp
normal speed 30 feet 0 rp
Ability score modifiers- standard- 0 rp
linguist- common, plus one language from there creator. Manikin can learn any languages.- 1 rp

There are 3 ways Manikins can turn out

type 1- Bodyguard- +2 strength, +2 wisdom,-2 charisma- The bodyguard type is strong and generally are made using creatures with heightened senses, however they tend to be rather stoic in personality and focus more on the job than building relationships.
type 2- Assistant- +2 dexterity, +2 intelligence, -2 wisdom- The assistant type are designed to work well in conditions of servitude. they are as quick witted and nimble although they lack worldly experience.
type 3 Defect- +2 to either dexterity or strength, +2 charisma, -2 constitution- Type 3 defects are genetic experiments that age much faster than other Manikins, Defects are virtually useless to Alchemists as there rapid aging prevents the stabilization of there bodies. most Alchemists tend to sell them as unfinished products or just throw them out. This type represents those Manikin that survive, Unlike what there name would suggest Defects are often quite beautiful, possessing an unnatural and unique beauty impossible to find elsewhere as well as possess strong independent minds much different than the robotic, subservient personalities of most of their brethren. Those defects that survive have but few years to live before their bodies give out, as such many learn that they must become strong or fast in order to survive.

Traits- 6 rp

Bodyguard type Manikin possess the traits- Blind-sense 30 ft, and receive the bonus feat blind fight (I am also considering Improved initiative.)

The Assistant type receive- Spell like ability at will- detect thoughts, and receive skill focus as a bonus feat.

The defect type receive the traits- Greater defensive training- +2 dodge bonus to Armor class, and receive the bonus feat Iron will.


Bump


I'm mainly worrying about power level in comparison to other races.


Born in large cylindrical tube, in the smoky laboratories of the most powerful alchemists, the Manikin are alchemically made humanoids beings. Often the have odd appearances representing what creatures go into making one such as the greenish skin of an orc with the body of an elf, no two Manikin look the same.

Physical description
Manikin all look different, however depending on type may share similarities, such as bodyguard types being bigger and stronger usually bordering on 6 feet tall. Assistant Manikin are often pale, being the size of any normal human. Defects may be sickly in appearance, however compared to there brethren possess more distinct features, small but unusable fangs, maybe animal ears, heterochromatic eyes, slitted eyes, anything really.

Society, relations
Manikin possess no society, as a matter of fact very few meet others of there kind as they are very rare. Manikin are viewed by other species usually as mere items due to being created by them. This creates tension among Manikin and other races although there are exceptions as they get along well with the half-races.

Adventurers

Those Manikin who escape there servitude or those defects that survive become adventurers often. Seeking to extend their lives, find a new master to serve, or seek revenge. Manikin often go with what follows their genetic gifts.


Seems reasonable, power-wise. Plot-wise I'm not so sure on the short-lived, thrown-out option since there are plenty of uses for a quick, adaptable, and ultimately disposable assassin as long as s/he remains obedient. Perhaps call them "quickened" because they are defined by their speed.

Assistants should probably have a flat skill point per hit die, skill focus is objectively terrible.

Shades of Blade Runner with the short-lived characters, you might consider throwing in memory downloads and copies and such.


Well by short lived I mean having kobold or goblin life span. I kept skill focus because I sort of intend for it to easily go into eldritch heritage, personally I'm not to keen on just flat extra skill points although it does make sense. And the thrown out thing was honestly just because I couldnt explain it any better, then point is they all have kobold esq life span and the defect has probably half that it. Also the thing is with the defects is that they specifically are more independent .


Probably should've come up with a better title, I was hoping for more suggestions for proofing this. Anyone have thoughts on an that detect thoughts at will ability?


Bump,


Okay last time I promise, before I call it set and done....


Telepathic bond might make more sense. "Hey, expendable creation of my scientific genius, mind-link with me and go into the inevitably fatal test chamber so I can get a better idea of what happens with the experiment thing before it kills everything in the test chamber."


Are there rules for telepathic bond type stuff? Because it's kind of what I'm going for.


The spell, telepathic bond. Yes, it is technically a 5th level spell, if you're really worried about that somehow being abused for Mystic Theurge or something similar but crazier you can change it so the communication is via language and "otherwise acts as the spell, telepathic bond." Making it not a spell and not useful in that way. It seems underpowered for a 5th level spell, but what do I know?

Or you could use the critter special, telepathy, and apply whatever limiters you wanted, such as the rider bond that Dragonkin get because they're totally dragons from Pern but shh don't tell anyone.

Telepathic bond and engineered servitors (intelligent constructs, or magically-altered followers) is actually how I do telecommunications and CCTV when playing Simcity Pathfinder.


Alright then I'll looking into making up a telepathic bond thing and when it's done I'll post it here for a quick check .


okay so replace the SLA with the follow Ability

Telepathic Bond- An Assistant type Manikin Can form a Telepathic Bond with one person, generally someone of great import to them (a master, a friend, loved one, etc). A Bond with another humanoid is a serious matter to Manikin, as when bonded There is nothing left hidden between the two. Everything between the two is felt (emotion, words, pain, etc). if one part of this bond dies the remaining partner suffers for 1d4 days of the shaken condition. Ending a bond with a living partner takes 1 day and both sides must be able to Concentrate while doing so. However once a bond is forged anything can be spoken about, felt, etc through this connection including one's own memories. Only one Bond can be help at any given time.


Does this look overpowered?


Bump,,


Doesn't list effective range. Does it work across planes? Can infectious insanity be transmitted across it? "Person" is vague, how about if the target has too much or too little intelligence?

I'm sure I'm forgetting other things that could, possibly, come up. It sounds good fluff-wise and in terms of power, but gray and fuzzy areas of crunch are part of why you're here.


Yea I've never been good with crunch it functions essentially as the riders bond without the part where when one dies so does the other. No range limit, doesn't work across planes and target any creature with 7 intelligence or higher, so anything capable of human level though


Oh and I'm thinking there will be a will save for infectious insanity and similar mind effecting spells, a +4 bonus as your attempting to infect two people . Something like that probably

Grand Lodge

Blind Sense is an immensely powerful thing to give, particularly in combination with Blind Fight. I'd give them a slightly less powerful detection property, such as scent, or replace scent with improved initiative.


I'll replace blind fight with improved initiave but blind sense stays, it makes to much sense and I've wanted to use it as part of a race for a while, scent is way to common in my opinion.


Hell I'd rather reduce blind senses range than switch it say 10 or 15 foot radius.


Like I am willing to discuss making a less powerful blind sense or something but scent is too limiting for something that's supposed to have advanced senses.


Bumping


Anything else?


Well once again last bump

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