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Half-Human Races
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<blockquote data-quote="Spatzimaus" data-source="post: 2498089" data-attributes="member: 3051"><p>It's a nice little change. Not a huge game impact, but it adds a bit of flavor to a pretty bland race. Actually, we took it a bit further than that in our campaign, to keep things interesting.</p><p></p><p>First, we added a weapon/armor ability called "Blooded"; +0 cost, requires <em>bestow curse</em>. Basically, you forge the weapon/armor in the blood of up to three Enemy races (same categories as Bane), as well as a bit of your own. If a member of your race wields the item, there's no penalty. If someone outside your race but not a racial enemy (i.e., a "neutral") wears or wields it, they get 2 temporary negative levels as long as they wield it. If one of the races chosen as Enemies is even in the same 5'x5' square for more than a round, though, they get 4 temporary levels and lose 1 HP per round until they can move away.</p><p></p><p>Because of their Thin Blood ability, Humans can't be affected in either direction, and are always treated as "neutral", meaning they get 2 negative levels.</p><p>(Yes, it's +0 cost, since it doesn't actually help you much. Plus, the market price shouldn't be affected, although few merchants would ever carry these sorts of things. They're not evil or anything, just difficult to sell.)</p><p></p><p>Then, we added a few weapon and armor enhancements that have Blooded as a prerequisite, each giving extra bonuses against the Enemy races. So, there were a whole slew of race-specific magic items out there, which Humans couldn't be part of, but which they also couldn't be penalized for. If you wanted any sort of bonus against Humans, your only real option was Ranger Favored Enemy.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2498089, member: 3051"] It's a nice little change. Not a huge game impact, but it adds a bit of flavor to a pretty bland race. Actually, we took it a bit further than that in our campaign, to keep things interesting. First, we added a weapon/armor ability called "Blooded"; +0 cost, requires [i]bestow curse[/i]. Basically, you forge the weapon/armor in the blood of up to three Enemy races (same categories as Bane), as well as a bit of your own. If a member of your race wields the item, there's no penalty. If someone outside your race but not a racial enemy (i.e., a "neutral") wears or wields it, they get 2 temporary negative levels as long as they wield it. If one of the races chosen as Enemies is even in the same 5'x5' square for more than a round, though, they get 4 temporary levels and lose 1 HP per round until they can move away. Because of their Thin Blood ability, Humans can't be affected in either direction, and are always treated as "neutral", meaning they get 2 negative levels. (Yes, it's +0 cost, since it doesn't actually help you much. Plus, the market price shouldn't be affected, although few merchants would ever carry these sorts of things. They're not evil or anything, just difficult to sell.) Then, we added a few weapon and armor enhancements that have Blooded as a prerequisite, each giving extra bonuses against the Enemy races. So, there were a whole slew of race-specific magic items out there, which Humans couldn't be part of, but which they also couldn't be penalized for. If you wanted any sort of bonus against Humans, your only real option was Ranger Favored Enemy. [/QUOTE]
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