Genetically Modified Humans

Ohh i see what your saying... that a god can simple change the type of creature anyway. Thats not exactly what i meant by reversed. If Chaav wants the modified human to become a regular human then it may happen due to CHaav's magic. But this is an effect of Chaav's magic. What I sort of meant was that using a dispel magic or a wish spell to simply end the effect of the transmuatation magic that was used to create these modified humans would not work... But using transmutation magic will work like normal. I no by means meant to imply that modified humans immune to polymorphing or other such effects... I just dont want to make their mutation into a genetically modified humans a function of a magic spell that could be dispelled through a wish or whatnot (them being subject to transmutation spells and them being under a permanent effect of a transmutation spell or not are different ideas.. I want to say that the change into a modified human is NOT a permanent magic effect)... So, its mainly a flavor point not a game mechanics point.
 
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i feel you they are quite dull. I am more than willing to give them more abilities (maybe some excrete a sticky substance from their hands that make them climb better, etc etc). And I am up for suggestions. I could make a list of like 20 flavorful skill increases (abilities) that arent to powerful then the PC rolls a d20 to decide which feature it gets (representing the random nature of the mutations).

Yep, I like that. I might also be tempted to impose a -1 penalty on Will saves, to reflect that their creators wanted to be able to control them, or give them increased succeptibility to addictions...
 


I was thinking about creating as a playable race these genetically modified humans that, instead of gaining a feat and skill increase, gain +2 to an ability of their choice and darkvision (with no penalty to an ability and no LA; i realize that not all ability scores are equal but when you have a certain build you know what ability is most important to that build, so while STR and CON are, in general, some of the most important abilities as a wizard INT is WAY more important to me than STR or CON; these humans give the PC the ability to pick their ability MOD). I was looking through the standard races for comparison and saw that the half-orc gets +2 to STR darkvision and a penalty to TWO abilities. That would give my genetically modified humans better racial MODS than one of the standard races; however, it doesnt seem like these genetically modified humans have that great of MODS. Do you guys think these humans are "too good?"

From a nuts and bolts standpoint, if I sat at the table and had the option of vanilla human and modified human, why would I ever choose the regular human? Do they retain their bonus feat and skill points? Do they possess some other side effect from the modification process? Are they being hunted down by evil shadow organization? Are they going insane? There should probably be something else to balance the bonuses.
 

I made a new race based on the idea of scientifically modified humans. The concept is that these guys (called metanthropoi - 'post-humans') don't only do eugenics, but also heavily employ nanites to make themselves 'better'. The genetic modifications are basically just there to create an interface with specific sorts of nanites. Thing is, those have to be refueled from time to time. Some nanite powers are just a given, others allow a little more flexibility for the individual. Changes to one's nanite outfit can be made through nanosurgery, complete with a lot of rules that I still need to come up with... References to radiation effects occur in the text, I have a set of houserules how those function (they're common in my homebrew world).
Also, I model science in game mechanics as arcane magic. Many of the nanites' bonuses are small on their own, but they add up. Oh, and the scientist caste who developed these guys selected for manual dexterity and intelligence. Here goes:

post-Humans)


  • Type: Outsider (Nanite-using; Augmented Humanoid). As Outsiders, Metanthropoi do not need to eat or sleep. They also do not age naturally. However, the Outsider type with all its benefits is only superficially maintained by the Metanthropos’ nanites. When the nanites are shut down or run out of power (see below), the Metanthropos reverts to the Humanoid type, which means he must eat and sleep, and does age, until his nanites function again.
  • Even though they are Outsiders, Metanthropoi count as Humans for all purposes related to race. They are subject to spells and effects that only affect Humanoids.
  • +2 Dex, +2 Int.
  • Medium size.
  • Land speed is 30’.
  • Darkvision (60’) and Low-Light Vision.
  • Energy Resistance: A Metanthropos chooses one energy type (fire, cold, electricity, acid, or sonic) to which he gains resistance 10. The resisted energy type can only be changed through complete nanosurgery.
  • Nanites: A Metanthropos’ nanite symbionts provide it with a wide array of benefits. However, they can fail or be caused to fail by certain effects. Furthermore, a Metanthropos must refuel his nanites once a month, which requires simple nanosurgery. If he fails to do so, the nanites gradually lose power: each week, one of the nanite benefits discussed below (randomly determined) ceases to function. After three functions have failed, the fail period shortens to one day. When the last nanite function fails, the Metanthropos loses his Outsider type and becomes a Humanoid. All nanite functions and the Outsider type are instantly recovered by refuelling.
Nanite symbionts are easily damaged or destroyed by radiation: in addition to the normal effects of radiation, failing a saving throw against radiation effects also results in the loss of one nanite benefit as if through failure to refuel. Nanite functions lost in this way can only be restored through advanced nanosurgery.

  • Rapid Cell Repair: Damage (even ability damage) is healed naturally at twice the normal rate. As long as this function is active, even ability damage incurred by radiation effects is healed, albeit at half speed (1 point/day).
  • Nanite Lifesavers: When a Metanthropos is brought to 0 HP, he heals 1 HP the following round. If brought below 0 HP, a Metanthropos likewise heals 1 HP the following round. If this healing brings the Metanthropos to 0 HP, he heals 1 HP in the following round. If he remains in the negative after 1 HP has been healed, he does not heal further through this ability, but is stabilized.
  • Nanite Body Equilibrium: +2 racial bonus on saves against poison and disease.
  • Nanite Powers: Metanthropoi can use three 0th or 1st level spells of their choice as spell-like abilities 1/day each. They can choose to be able to use a spell-like ability more than 1/day by choosing fewer different abilities. For example, a Metanthropos might choose to be able to use Enlarge Person 1/day and Sleep 2/day; or Magic Missile 3/day; or Detect Magic, Cure Light Wounds, and Mage Armor 1/day each. Caster level equals character level, save DCs are 10 + Con modifier + spell level. The choice of Nanite Powers can only be changed through advanced nanosurgery.
  • Nanite Offensive Coordination: +2 racial bonus to attack rolls with any weapon or effect that uses a ranged touch attack.
  • Nerve Engraving: Metanthropoi choose one skill (even exclusive skills). The nanites provide 4 ranks in this skill. They cannot use their own ranks in this skill even if they are higher. The skill chosen can only be changed through advanced nanosurgery.

  • Radiation Vulnerability: Metanthropoi take a -4 penalty to resist radiation effects. A successful saving throw does not mitigate the effects of medium or worse radiation, except for the destruction of nanite symbionts.
  • Heightened Senses: +2 racial bonus to Listen, Search, and Spot checks.
  • Automatic Languages: Torwelt Common, Prime Common.
  • Favored Class: Wizard.
  • Level Adjustment: +1 (CR +1/2).
 


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