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Eftling, or why Tiny shouldn't just be for fey


Advanced Race Guide Playtest


Eftling (Tiny humanoid (lizardfolk))

These tiny beings impress those few who know of them with their foolhardiness and shocking ability to survive the situations they get themselves into. Although naturally drab greens and browns in coloration, eftlings adorn themselves with flower petals, colorful paint, and tiny brightly-colored pebbles. They make their colonies next to forest ponds and gently flowing streams or in marshy areas, where their ability to dart in and out of the undergrowth allows them to disappear from threats.

+2 Int, -2 Str, -4 Wis: Eftlings are smart, but they are reckless to a fault. They prefer being lucky to being good and sometimes deliberately enter dangerous situations just to 'test their luck'.

Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races have a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these character can fit into a single square. A Tiny race typically has a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since it has no natural reach, it does not threaten the squares around it. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures cannot typically flank an enemy.

Fast Speed: Eftlings have a base move speed of 30 ft.

Reckless Luck: Eftlings gain a +2 racial bonus on all saving throws.

Hasn't killed me yet!: Eftlings often try to eat everything around them at least once. Those who survive gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

It's my choice: Eftlings decide when to test their luck, which makes them resistant to others forcing them into bad situations. They gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an eftling fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails.

Swim: Eftlings have a swim speed of 30 ft. They gain a +8 racial bonus on Swim checks.

Camouflage: Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.

Languages: Eftlings begin play speaking Sylvan. Eftlings with a high Int modifier can choose from the following: Aquan, Common, Boggard.

RP: 10
Tiny size: 4 RP
Greater Weakness Modifier: -3 RP
Xenophobic Linguistics: 0 RP
Fortunate: 4 RP
Stubborn: 1 RP
Plagueborn: 2 RP
Camouflage: 1 RP
Swim speed: 1 RP


Love it. Great work. Flavourfull, and I can see it being used both by NPC's and PC's.

EDIT: May be borderline too good wizard/witch race though. No real penalties, what with full speed and penalties to dump stats, and great defensive abilities.


stringburka wrote:
Love it. Great work. EDIT: May be borderline too good wizard/witch race though. No real penalties, what with full speed and penalties to dump stats, and great defensive abilities.

Yeah, I was worried about that. But a -4 Str and -4 Wis is a pretty hefty penalty, even considering the tiny size. It's hard to balance a +2 Int in general :/.


Melissa Litwin wrote:
stringburka wrote:
Love it. Great work. EDIT: May be borderline too good wizard/witch race though. No real penalties, what with full speed and penalties to dump stats, and great defensive abilities.
Yeah, I was worried about that. But a -4 Str and -4 Wis is a pretty hefty penalty, even considering the tiny size. It's hard to balance a +2 Int in general :/.

It's not that big of a deal, I don't think it would break anything as it is. It would be a top-choice wizard class, together with human and elf, but not outshine them (at least not noticeable).

Scarab Sages

I'm unconvinced that these guys aren't actually tiny fey (lizardfolk).


Matthew Trent wrote:
I'm unconvinced that these guys aren't actually tiny fey (lizardfolk).

Me too, actually. They weren't supposed to turn out quite so fey-ish, but they did. I still think tiny shouldn't be fey-only though!

Grand Lodge Dedicated Voter 2013, Star Voter 2015

I am not familiar with the RP points system. I take it that RP:10 is more RP points than the base races presented in the PHB, because these seem more powerful.

I don't like them. They're too good for int-based caster classes. If you have flavour about them being flighty and weak-willed, why give them powers that also say they're stubborn, if not to try and patch up the races weakness. It's kind of hypocritical race design.

These creatures sound like they're easy to crush, as they're small, but there's nothing in here saying anything about a con penalty or HP drop. Why are these tiny creatures harder to drop than a human? You don't even need to worry about the con bonus as you're fast, invisible, and can swim with INCREDIBLE speed for your size.

Right now, my biggest problem is the favouring of min/maxing principles that typecast the Eftlings as casters and nothing else.


actually. the base races in the CRB are assumed to be 10 points as an average baseline. well, technically 7-13. 14-16 can work if the abilities are nonsynergistic or overpriced for thier benefit.

the pricing system is rather wonky. but there is a lot of xenophobic races who wish to milk an extra point.

PHB is 3.5, a prior edition.


KestlerGunner wrote:

I am not familiar with the RP points system. I take it that RP:10 is more RP points than the base races presented in the PHB, because these seem more powerful.

I don't like them. They're too good for int-based caster classes. If you have flavour about them being flighty and weak-willed, why give them powers that also say they're stubborn, if not to try and patch up the races weakness. It's kind of hypocritical race design.

These creatures sound like they're easy to crush, as they're small, but there's nothing in here saying anything about a con penalty or HP drop. Why are these tiny creatures harder to drop than a human? You don't even need to worry about the con bonus as you're fast, invisible, and can swim with INCREDIBLE speed for your size.

Right now, my biggest problem is the favouring of min/maxing principles that typecast the Eftlings as casters and nothing else.

They're neither flighty nor weak-willed. I'd consider a culture built around deliberately inserting yourself into situations where you need luck to get back out somewhat un-wise. However, over time, they have evolved enough to "get lucky" more often than they really deserve.

I really don't know how to balance +2 Int. Any race at all with +2 Int is going to be "OP for a caster", by which we mean wizard because tiny bards and sorcerers are just less scary apparently. Does that mean no tiny creature should ever have pluses to mental stats? Should all tiny races get -2 Con? I don't like those straightjackets either. I also don't think an eftling beats a human, half-elf, or half-orc wizard, and definitely not an elven one. I also think eftling rogues, magi, and ninjas are pretty common.

I'd give them a lower swim speed (and lower speed for that matter) but I can't. The current ARG doesn't have that option. I based them off newts, who can swim, so I wanted them to be able to do so as well.

Dark Archive

Pathfinder Adventure Path Subscriber

Greater weakness modifier should be +2 int, -4 wis, -2 cha.

Shadow Lodge

hmmmmm..... I also made a Tiny Race in the Sample Race Builder...

I wonder if they'd be enemies like some of the small races?

but, mine are in the 20rp Advanced build as yours are around the Standard 10rp kind...

I like the idea you've got here.

I REALLY like the idea of a bunch of Tiny types getting out there and starting to take over... they ain't getting pushed around by the Big types anymore!!!


I'd originally thought of them as gamblers, calculating odds and such. But they didn't wind up like that at all after a bit more polishing. The stats should maybe actually go to:

+2 Con, -2 Int, -4 Wis
or
+2 Con, -2 Str, -4 Wis

That'd fit in with the "they survive when they really shouldn't" theme better, I think.

@Hai Yu: I like the idea of the Tiny creatures starting an uprising too!

Also, I agree with Matthew Trent they do make more sense as fey, and I think Stubborn as an ability is fairly ridiculously undercosted. I think the new version should be:

Eftling (Tiny fey (reptilian))

+2 Con, -2 Str, -4 Wis: Eftlings are smart, but they are reckless to a fault. They prefer being lucky to being good and sometimes deliberately enter dangerous situations just to 'test their luck'.

Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races have a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these character can fit into a single square. A Tiny race typically has a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since it has no natural reach, it does not threaten the squares around it. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures cannot typically flank an enemy.

Low-Light Vision: Eftlings can see twice as far as a race with normal vision in conditions of dim light.

Fast Speed: Eftlings have a base move speed of 30 ft.

Reckless Luck: Eftlings gain a +2 racial bonus on all saving throws.

Hasn't killed me yet!: Eftlings often try to eat everything around them at least once. Those who survive gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Swim: Eftlings have a swim speed of 30 ft. They gain a +8 racial bonus on Swim checks.

Camouflage: Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.

Languages: Eftlings begin play speaking Sylvan. Eftlings with a high Int modifier can choose from the following: Aquan, Common, Boggard.

RP: 10
Fey: 1 RP
Tiny size: 4 RP
Greater Weakness Modifier: -3 RP
Xenophobic Linguistics: 0 RP
Fortunate: 4 RP
Plagueborn: 2 RP
Camouflage: 1 RP
Swim speed: 1 RP


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I just don't understand why I am unable to make a tiny construct (homonculus-like race) or a tiny plant race (mycanids anyone?)...

It is SO arbitrary and restrictive as to defy any of my logic.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Let's have a look at some source material. Were the Lilliputians fey? They were certainly silly, but no magic.

The Ant Men (of Tarzan And The...) were, iirc, actually a moderately high-tech race.


Ravingdork wrote:

I just don't understand why I am unable to make a tiny construct (homonculus-like race) or a tiny plant race (mycanids anyone?)...

It is SO arbitrary and restrictive as to defy any of my logic.

I agree, I don't think tiny should be restricted to fey. My original newt-people weren't fey, they just kinda morphed into it over time. The original point still stands though!

Scarab Sages

Aye! Onward the tiny robot revolution!

Shadow Lodge

Matthew Trent wrote:
Aye! Onward the tiny robot revolution!

Voltron? Just sayin'.

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