Haningen: People of the Blade [Archive] - Wizards Community

Post/Author/DateTimePost
raydog1326

02-21-07, 10:57 PM
This is a race I have been working with. I play with this in my campaigns and my DM doesn't seem to mind. I play my Haningen PC as a 'Slinger (my DM's custom class). Check it out and let me know what you think. And yes, I know it's not balanced. If you can balance it and have it still keep it's charm, please,please, please let me know. This is my first race to create, so please bare with me.


Haningen: People of the Blade

Haningen are one of many forms of mutated human. They are descended from ancient humans, and for some unknown reason, mutated into something more. They live in reclusive tribes and among humans, pretending to be normal humans in most cases.

The Haningen are a reclusive and mysterious people. They hide among humans to protect their identities. Most never leave the tribe for fear of being hunted and killed. The legends of their origins strike fear and hate in the hearts of the more dominant and popular civilized species. Haningen are careful to keep their true selves hidden from the world, only revealing themselves to those they trust most.

There are only three known tribes of Haningen: the North Tribe, the Desert Tribe, and the Forest Tribe. The exact locations of these tribes will not be revealed to protect their way of life.

The North Tribe lives simply and interacts very little with the outside world. They hunt and fish for meat and forage the cold mountain forests for vegetables and berries. They use animal hides for clothing and build their homes from logs and limbs held together by clay and mud. The land provides everything they need. Their government is also simple; the eldest leads the tribe, and be it a male or female. Their family heads act as a council for the rest of the tribe. They are spread throughout the northern regions and meet every full moon to discuss matters of the tribe; such as marriages, celebrations, and hunting trips. There are upwards of five-hundred northern haningen. They speak a form of broken common; dubbed Northern Haningen.

The Desert Tribe is nomadic, never staying in one location for any period of time. They have ambassadors who trade and barter for them in towns and with caravans; ambassadors are usually the eldest sons of the tribes elders. They are masters of camouflage and can hide at a moments notice. They live much like the vagabonds and trade and celebrate with them often. They live in tents when settled for a few days and generally walk unless they separate from the tribe to trade. The elders act as a council to discuss matters of the tribe with no single leader; although one may be elected when needed, usually the eldest of the tribe, and only until the task is complete. This haningen tribe is small with less than fifty. Members of this tribe speak a variety of languages; helpful when trading with other races. Their base language is common, often mixing terms and phrases of other languages.

The Forest Tribe is the most civilized and diverse of all Haningen. They interact with the other races on a daily basis, often living and mixing among them. They live in, what appears to be, normal towns and villages in or around forests. Many races dismiss them as forest folk or a hunting clan of humans. They trade and barter with other races daily, often joining them on adventures and in battles. They are the most careful of the haningen and only reveal themselves when absolutely necessary. They adopt the laws of the humans, seamlessly blending into the world. Every ten years, an estranged forest haningen returns to his home town and is celebrated. Forest haningen have strong family ties and will take revenge if a member of their family is abused or killed. The number of forest Haningen is unknown, but it is greater than the northern and desert Haningen combined. Like the Desert Haningen, they speak a variety of languages as to interact with those they hide among.

Haningen of different tribes are always welcome among the others. All one has to do is present his claws upon his arrival. A visiting Haningen is treated as a member of the tribe until his departure.

The Legend of Aris-Na Dana Bek To

Haningen origins are unknown, but their lore goes back over three-thousand years. Popular legends have the haningen being born of the mystical sword, Aris-Na Dana Bek To.

Aris-Na Dana Bek To was the sword of the warlord, Khi’tah Mhal. He had slain many warriors and innocents with the sword. It is believed that he had ravaged a shaman village and they cursed the sword. The warlord continued to kill for domination. One day, the warlord was attacking a village and he struck one of the children, shattering the sword; probably due to the curse. The shards struck the children surrounding the warlord, injuring more. Filled with fear after having his weapon destroyed, the warlord fled.

The children stricken with the shards became deathly ill, and no remedy would cure them. The children did not die. Instead, they got better. They became more aggressive and could eject metal blades from their hands. As they grew into adulthood, they each felt the need to leave and did.

The children hunted for the warlord, and eventually found and killed him. They then fled into the forest, never to return home. Fearing they had become too savage to return to civilization, they fled into the forest and lived off the land, like animals.

Another variation of the legend has the blood of the innocent dripping from the blade of the sword and into the ground, sprouting the Haningen from the ground like plants.

Stories of ancient Haningen are passed down from generation to generation. Haningen who are descendants of these Haningen are considered honored.

The first Haningen hero was Tern Hahn. He came from the forest tribe and joined the humans on many adventures. One of these adventures took him into the lair of a red dragon. The party had gone treasure hunting and stumbled on the dragon. The dragon was fierce and killed the party save for Tern. Tern battled the dragon for two days and in the end, proved to be the better of the two. Although he won the battle, he suffered injuries too severe for his body to heal. After some time of searching, his body was found and he was returned to his home and buried.

Another Haningen hero was Tohm Faeronache. He had joined the humans in war and battled over a hundred men alone. He defeated the enemy and was celebrated among his people as well as humans.

The most honored of all past Haningen is Tamarisana Tahmolonovica. Her party had traveled to the Nippon territories. They were attacked by a large assortment of creatures commanded by an evil warlord. Tamarisana defended the human children for over five years and even returned them home to their surviving families.

Dungeon Master Note: Legends have said that if Haningen blood is poured on a human wound, the human will heal at twice the normal rate. This leaves options for hunting of Haningen, a Haningen in your campaign to heal another player, or a Haningen selling his blood for gold or goods, etc.

VERY RARE ITEM

Haningen Blood (1 vial) 50gp 2 oz.

Personality
Haningen are much like humans, they are adaptable, flexible, and ambitious. They are diverse in their tastes, morals, customs and habits. They are quick tempered and, at times, wild; even more than humans.

Physical description
Haningen look and vary as humans. They typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, though there are some exceptions, with men noticeably taller and heavier than women. Haningen have up to 4 times the normal life span of a human, due to their ability to heal faster, they age more slowly, living to reach ages between 350 and 400 years old. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from thick to sparse. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Haningen appear human physically except for claws which protrude from their hands. Three claws eject from between the fingers on each hand. Haningen reach adulthood at about 15, and begin to age four- times slower than humans.

Relations
Haningen prefer to mix with another Haningen, but will mix with members of other races.

Alignment
Like humans, Haningen tend toward chaotic or neutral alignments.

Haningen lands
Haningen have no lands of their own. The Northern Haningen live in the mountain forests, but do not have lands of their own. The Desert and Forest Haningen, either travel or live among humans.

Religion
Haningen do not have a chief deity. They usually adopt those of human belief, if at all.

Language
For the most part, Haningen speak common. The northern tribe speaks a form of broken common, which with concentration, can be understood. All other speak common as a base language.

Names
Haningen names vary greatly, with no pattern or origin.

Adventurers
Haningen adventurers usually do not seek fame. They usually stay away from classes that use magic heavily. They tend to become warriors or rogues. They often adventure to pass time and feed their feral nature.

Racial traits

• Medium-size: As medium-size creatures, Haningen have no special bonuses or penalties due to their size.

• Haningen base speed is 30 feet.

• Haningen start with the ALERTNESS FEAT as a bonus feat.

• 4 extra skill points at 1st level and one extra skill point at each additional level, since Haningen are versatile and capable. (the 4 skill points at 1st level are added on as a bonus, not multiplied in.)

• Automatic language: Common. Bonus languages: any (other than secret languages, such as Druidic)

• Favored class: Fighter, Rogue, Ranger, or Barbarian.

• A Haningens sharp, natural claws deal 1d8/1d8 points of normal damage with a successful strike. Critical x3. Type: Piercing/Slashing.

• Healing Factor

• Heightened senses: sight, smell, touch, taste, hearing

• A Haningen takes no time in ejecting or retracting his claws and counts as a free action.

Racial Traits Defined

Healing Factor
This ability provides the Haningen incredible recuperative abilities and immunity to disease and toxins.
Bonuses:
+1d4 Strength, +1d4 Constitutions
+1d4 to Hit Points
+2 Fortitude, Reflex, and Will
1d6 Racial on saving throws against poison, toxins, disease, magic, and psionics
The Healing Factor:
Heals 1d6 per hour
Does not fatigue
Resistant to fire and cold; does half damage
Resistant to drugs, toxins, poison; 1/3 as effective; 1/3 damage
No scarring when healed
Broken bones heal completely, without any sign of having been broken. Heals 10 times faster than normal
Damage reduction: 1 point per two levels of advancement, starting with 1 point at level 1


LEVEL DAMAGE REDUCTION
1-2 1
3-4 2
5-6 3
7-8 4
9-10 5
11-12 6
13-14 7
15-16 8
17-18 9
19-20 10


Weapon Cost Damage Critical Range Weight Type
Natural Claws (metal) * 1d8/1d8 x3 — — P/S
Haningen Blade (very rare) 20gp 1d6 19-20/x2 — 1 lb. P/S

Natural claws: the claws of a Haningen are sacred to the Haningen. They are his means of hunting and, if necessary, fighting. They never dull and are housed in the forearm. This is the only part of a Haningen that is metal.

Haningen blade: a haningen blade is rare and valuable. Blades are sometimes found and are either sold or made into knives. Some have been known to collect and fashion hand claws for themselves. As a weapon, its value doubles per blade.

Heightened Sense of Hearing
Range: 360 foot radius
Heightened hearing enables the Haningen to hear tiny, almost inaudible, sounds several hundred feet away.
At 75ft, he can hear sounds as quiet as one decibel. At 150ft, he can hear sounds as quiet as 10 decibels. At 360ft, the audible perception is greatly taxed, allowing him to barely hear normal conversation in the 30 decibel range.

The Decibel Scale
A 20 decibel sound is 10 times louder than a 10 decibel sound; 30 decibels is 100 times louder; 40 decibels is 1000 times louder, etc.
1 Decibel: The smallest difference between sounds detectable by the human ear.
10 Decibels: A light whisper.
20 Decibels: A quiet conversation.
30 Decibels: A normal conversation.
40 Decibels: Light traffic.
50 Decibels: Loud conversation.
60 Decibels: Shouting.
70 Decibels: Heavy traffic.
80 Decibels: Loud noise.
90 Decibels: Very loud; thunder.
100 Decibels: temporarily deafening.
140 Decibels: Extremely loud, painful, deafening.

Sound waves travel better and faster through solids and water because of the denser molecules. Thus, the Haningen can hear clearly through walls and doors by leaning his ear against the wall or door.

Note: The range of all hearing abilities are reduced by half in the city during the day.

Loud or constant noise will reduce the quality of hearing perception. If surrounding noise is in the 70 decibel area, the hearing range will be reduced by 10 feet. Continue to reduce by 5ft for every additional 10 decibels.

Other abilities include: Estimating the distance of the sound at a 60%+5% per level of experience; estimating the speed of the sound’s approach or departure at a 50%+5% per level of experience; recognize a voice or sound through intense concentration at 40%+5% per level of experience; and imitate a voice at a 35%+5% per level of experience.

Bonuses:
+1 to parry
+2 to dodge
+6 on initiative

Heightened Sense of Sight
This is an ability that enables the Haningen super sharp, crystal clear vision. Distancing vision is not unlike an eagle’s. Although not telescopic, the vision is so sharp that the Haningen can read a small sign or recognize a face up to two miles away.
Range: Two miles.

Heightened Sense of Smell
Range: 90ft
An exceptional sense of smell that can identify any odor within 90ft of the Haningen.

Abilities:
Recognize/identify specific odors: 70%+4% per level of experience.
Recognize a person by scent alone: 50%+5% per level of experience.
Recognize poisons and toxins: 50%+5% per level of experience. Note: Some poison gases are odorless/tasteless/colorless.
Track by smell: 40%+5% per level of experience. Reduce by 10% in the city. Roll for every 200yds.

Heightened Sense of Taste
Range: Touch/taste
Having a heightened sense of taste means being able to exactly identify the components in anything tasted. The presence of drugs or chemicals in the food will be immediately apparent, although identifying the particular drug or chemical depends on the Haningen’s skills.
Haningen will tend to be very particular in what they eat or drink. With practice, they can exactly identify the components and source of any food or drink.
Recognize common items, such as sugar, salt, pepper, spices, and similar, at a proficiency of 70%+4% per level of experience.
Recognize exotic tastes such as toxins and poisons at a proficiency of 30%+5% per level of experience.
Practicing to recognize an unusual taste for two months will put that taste into the common category.

Heightened Sense of Touch
The Haningen has a superior tactile sense. He can easily recognize very slight differences in textures by touch.
Bonuses: Adds +10% to skills that require a delicate, light touch; pick pocket, pick locks, etc.

:D
Kolbane_Ferretmaster

02-23-07, 12:48 AM
Two things.

A: Humans do not tend towards any alignment.

B: What LA is this meant to be? +1 or +2 seems around the target.
JarionSilverblades

02-23-07, 01:12 PM
It might just be me, but this race sounds a lot like a certain 5' 3", hairy, ill tempered, Canadian Mutant. SNIKIT!!
Platstud

02-23-07, 01:58 PM
Two things.

A: Humans do not tend towards any alignment.

B: What LA is this meant to be? +1 or +2 seems around the target.

Try LA +4, minimum.