Genomes

Aleolus

First Post
OK, I saw the guy who statted up the Qu as a race, and now I feel the need to do Zidane's race, the Genome's. Let me know what you all think!

Genome
+2 Dexterity, -2 Strength: Genomes are quick and agile, but relatively frail.
Medium: As medium creatures genomes get no special bonuses or penalties based off size.
A genomes base land speed is 30 feet, with a Climb speed 30 feet.
Low-Light Vision: A genome can see twice as far as a human in starlight, moonlight, torchlight, and similar poor lighting conditions. They retain the ability to distinguish color in detail under these conditions.
Genomes are quick and agile on their feet, providing a +2 racial bonus on Jump and Tumble checks.
A genome's thin fur coat gives it a +2 racial bonus on Fortitude saves against nonlethal damage from cold environments.
+2 racial bonus on saving throws against Sleep effects.
Prehensile tail: A genome may use its tail to hold objects like a third hand. This grants a +1 competence bonus to all dexterity-based skill checks. If the tail is immobilized or already holding something it cannot provide the bonus. You may also use your tail to hold items that weigh less than one pound, assuming the item is thick enough to curl your tail around tightly.
Automatic languages: Common, Terran. Bonus Languages: Any
Favored Class: Rouge. A multiclass genome's Rouge class does not count when determining whether they receive an XP penalty for multiclassing.
 
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Nah, I think that's a bit macabre for D&D. Maybe if it's a horror campaign, then it could apply to the NPCs, but the PCs have them and if they find their kinfolk they're like "Wtf, what's with these guys?"
 

Nah, I think that's a bit macabre for D&D. Maybe if it's a horror campaign, then it could apply to the NPCs, but the PCs have them and if they find their kinfolk they're like "Wtf, what's with these guys?"

I meant in the fluff section(If you do it.), that there aren't many genomes in the material plane because they need to extract souls to sustain their entire people. Genomes were originally the right hands of an invasion plot.
 

I'll think about it when I come up with the fluff for them.

As for right now, updated according to some reccomendations on a different forum!
 

A couple feats I got the idea for from a poster on the Myth-Weaver's forum!

Tailed Spellcaster
Prerequisites: Able to cast 1st level Arcane or Divine spells; Genome
Benefit: You have acquired a degree of control over your tail that few genomes manage. You have such control over it that you may use it for the somatic components of spells that have them (most do). You may use your tail for spellcasting if your hands are occupied, or if you are wearing armor that would hinder your hands. Casting in armor still incurs Arcane Spell Failure, if applicable, however, when casting with your tail, the chance your spell will fail is reduced by 5%, to a minimum of 5%.

Strong Tail
Prerequisites: Genome, Str 13+, proficient with Martial weapons
Benefit: Your tail has developed a degree of strength that few manage to reach. You may use your tail to carry and use a single, light weapon. Any attack made with a weapon being held in your tail is treated as an off-hand attack and suffers an additional -2 penalty.
Alternatively, you may choose to carry a light shield with your tail. If you choose to go this route, the shield provides it's normal shield bonus to your AC, but you may not make a shield bash attempt with it. Armor check penalty only applies to Climb, Jump, Swim and Tumble checks when using a shield with your tail. You may not use Tower shields or heavy shields with your tail.
 
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And now for the fluff!

The Genomes origins are a closely kept secret. The vast majority of genomes themselves don't know it, but they were, in fact, created by a race from the Far Realms. They were created in preparation of a mass invasion of the Prime Material Plane, as well as the rest of the Great Wheel. What their part was to be is unclear, though it is quite possible they were to serve as hosts for other entities to allow them to interact directly with the beings of that plane. Their initial, somewhat mindless and zombie-like personality only serves to strengthen this claim. However, they have been growing incredibly, and now many of them possess a thirst for learning that rivals even that of the most scholarly of wizards.
Until you get to know them, it can be difficult to tell one Genome from another. They all possess very similar hair and facial features, though as they grow more as individuals, their personal appearances vary more and more amongst them. However, one trait they all share, is a monkey-like tail sprouting from their posterior. They can utilize this tail with almost as much precision as they can their own hands, though lacking digits, it is understandably incapable of performing certain tasks.
Genomes have yet to develop a culture of their own, though they tend to adapt to whatever culture they might be present in at the time. They tend to mimic whatever the nearby culture is, which can be taken in different ways, depending on how their behavior is viewed. Some, such as Elves, regard them as children playing as adults. Others, such as the Dwarves, regard their actions as suspicious, though not hostile. Rarely, a culture views this as them mocking their culture and causes tension and hostility between the two. This most often occurs in human communities with Genome settlements nearby.
Like their culture, the Genomes have no religion of their own. Many don't venerate any one deity over another, and those who do typically worship the patron deity of the community or people they had the most exposure to growing up.
 

Interesting. I thought of one thing though. It is unclear in the case of the other genomes but Zidane is shown to be jumping around quite a lot. That could be just him but I have a feeling it is also genetic. So I would add some bonuses to jump and maybe tumble too.
 

Yeah, I think they're supposed to be fairly agile like a monkey, so bonuses on Jump and Tumble would be fitting.

Also, I wasn't aware Zidane or the other Genomes had fur anywhere except on their tails?

That bit aside, I think the racial stats are kind of on the strong side but not too strong for LA+0. The prehensile tail bit is a bit unclear, and you probably need to define whether or not they can use the tail to actively wield a weapon, a wand, or other stuff. Or if they're just restricted to holding stuff idly with the tail.

The Strong Tail feat is misspelled as Strong Tale. I would suggest adding a Strength prerequisite to the feat, as well, like Str 13+ or Str 15+. Tailed Spellcaster is strong, but I'm not sure if it needs adjusting.
 

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