| Archae |
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.
| boring7 |
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.
| Archae |
Okay so after a couple hours of work here are the result of the new name.
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.
| Archae |
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.
| boring7 |
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.
| Archae |
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 .
| boring7 |
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.
| Archae |
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.
| boring7 |
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.