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Original Player Race: Bat-Fairy


Suggestions/House Rules/Homebrew


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For a while a group I was in was trying to adapt material from an original story to pathfinder while maintaining balance, the idea quickly fell apart and was forgotten (way too much work). Some people in the group have been pushing me to post one of the few things that actually was completed here. Feel free to comment, rip it apart, or whatever:

BAT-FAIRY

Type: Humanoid

Racial Stat Mods: -2 Strength, +2 Charisma, +2 Dexterity

Size: Small (+1 BAB and +1 AC, -1 CMB and -1 CMD, +4 Stealth Checks)

Land Speed: 20 (-4 to all jump based acrobatics checks)

Flight Speed: 40 feet, must use flight checks for all non-trivial momvents made during combat (-4 if Encumbered). Their wings were not built for extended flight, at least not as larger creatures gauge distance, and every turn spent flying after the first requires a DC-10 Constitution check that increases by 2 with each successive check in a row. A Bat-Fairy can not fly at a running speed, but the character can still - unlike running - attack at the end of a flight movement.

Flight Proficiency: Bat-Fairies are generally adept in how to use their wings effectively and gain a +2 to all actions involving the Fly skill.

Racial Hatred: +1 Attack Bonus Against Fey Creatures

Combat Training: Gets a +4 Dex Bonus for AC purposes against Fey Creatures, lost if in a situation where Dex doesn't apply.

Elemental Proficiency: Bat-Faries get a +1 to DC level needed to perform a saving throw against Ice, Electrical, Fire or Acid type spells cast by them. Bat-Faries only get one of these, the type gained must be chosen permanently at Character Creation.

Low-Light Vision: 2x Vision distance from Light Sources in Darkness.

Culture Notes: Traditionally speaking, bat-fairies are strictly vegetarians. Bat-Faries are, despite common misconceptions, not Fey creatures. They do not appreciate being confused with a fey creature, and are generally hostile towards Fey creatures - partially because of the long running misconceptions - whom they consider themselves far more civil than.

Appearance: Bat-Fairies appear sort of like tiny elves with large bat-wings, or at least large compared to the size of their body frame. When closed, the folded up wings look much like a hoodless cloak covering the Bat-Fairy.

Starting Languages: Bat-Fairies begin speaking Common and Bat-Fairy. Those with high intelligence mods may chose from the following additional languages: Sylvan, Gnomish, Elven, and Auran.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Sorry. I just can't get past the name.


I love the race but I also can't get past the name. They look fun as hell, and don't come off as lame. I could really imagine them in a world of dwarves, elves and orcs.

Sczarni RPG Superstar 2012 Top 32

Exocrat wrote:
Sorry. I just can't get past the name.

At least they weren't called Batmen.

Questions:
What is their maneuverability?
Can they glide without penalty?
The -4 encumbrance penalty is the same for light, medium, and heavy loads?
Why can't they use their wings offset the speed penalty to jumping?

I really like this race. You might want to take a closer look at the Core Rulebook to change your wording. Especially for the basic racial abilities and elemental proficiency. Looking professional always leaves a better impression in my book...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Clovis15 wrote:
Bat-Faries are, despite common misconceptions, not Fey creatures. They do not appreciate being confused with a fey creature...

Then they should probably not call themselves fairies. Try 'leatherwings' or something.


in my opinion they come off as a little bit strong because of flying, when compared to core races.

I would suggest to skip at least elemental proficiency.

Anyhow, in my games I probably wouldn't allow a player race to fly, that's about the as strong as a large player race.


Richard Leonhart wrote:

in my opinion they come off as a little bit strong because of flying, when compared to core races.

I would suggest to skip at least elemental proficiency.

Anyhow, in my games I probably wouldn't allow a player race to fly, that's about the as strong as a large player race.

It is very limited flight, maybe it could be like the Raptoran in 3.5 Races of the Wild.


Flight speed at 1st level is problematic, since it turns the usual 2-d battlefield into a 3-d affair. At high levels, not an issue- at low levels, it's a pain.

Since they are small and can't fly for extended periods, they probably won't be invoking the falling object damage rules all of the time (god I hated that game). It's still going to make some effects more complicated than they really need to be (how big is the Channel Energy burst on the ground? Can the Alchemist Bombs have a greater range, since they're pretty much falling, not being thrown?).

The Flight entry itself could probably be simplified. Let Armor Check and Encumbrance penalties apply to the Con check, and they simply can't fly when heavily encumbered. They cannot use the run or charge action with their flight speed. Their flight speed only grants them a +2 bonus to Fly checks, and they cannot take 10 in all conditions.

There probably ought to be a time they need to "cool down" for flying- they can make Con checks for several rounds until it is outright impossible for them to succeed, stop for six seconds, then do it again. They can even do this when fatigued or exhausted, which doesn't mesh with the implied mechanisms of the other restrictions.

Also, I agree with other people- a name change is probably in order.


Argh. I had originally written more, and in re-writing, erased it.

Combat Trained should probably just give a +2 Dodge bonus to AC. A conditional boost to Dex is wonky, moreso since it isn't acting as actual Dexterity and is only adding to AC. Dodge bonus is functionally identical and simpler.

Elemental Proficiency- interesting, but Save DCs are a very touchy subject to a lot of people. +1 to Caster Level is a bit less so. It adds to range, duration, and damage (up to spell cap), but does not increase the chances of a Save or Die working, and nets to overall less damage as things make their saving throws at the same rate as everyone else. The race already has a bonus to Charisma, so Sorcerers, Bards and Oracles already get +1 to all saving throws from that anyway.

Does their armor have to be modified due to their wings? The armor doesn't actually have to have a different base cost for them, but simply making a note that armor not made with their race in mind cannot be used without modification might be worthwhile.


As a suggestion for a name for the race how about

Flederkin (altered from Fledermaus, which is german for Bat)


FreelanceEvilGenius wrote:

As a suggestion for a name for the race how about

Flederkin (altered from Fledermaus, which is german for Bat)

I now finally get that character's name from "The Tick".

All of the suggestions will be taken into account if we ever actually return to the idea that was being worked on, and some of the suggestions here were very good ones. I actually originally intended to go more in depth on rules for flight and gear, but then the entire larger concept that this was a part of basically had the group's interest in it lost (I think this is the de facto fate of all conversion projects). I will admit that the feedback here was far more positive in general than I was expecting.

Thank you all for your time.

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