[House rule] Core races vs. ARG races


Homebrew and House Rules

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Since the thread's been necromancied already, I might as well write what I finally chose.

I went for the 30-pt buy option suggested by Xan_Ning, using those points to buy both the race and the ability points. My players loved that option, and had a blast creating their characters. I ended up with a hobgoblin ranger/fighter, a human cleric, a goblin gunslinger, an aasimar bard and a human witch. So far it seems to be balanced.


Azaelas Fayth wrote:

Believe it or not they are actually weaker than most. The aasimar only gain a bonus to mental stats no physical stats. Tieflings are only really powerful as an Abyssal and Infernal. Strix might fly. But that isn't valuable in say a dungeon crawl.

Why do you think Drow are powerful?

actually, aasimar make perfect clerics.

Dark Archive

Lithrac wrote:

I will be starting a new AP (Skull & Shackles) in a few months and have started introducing character options to my players in our last session, so that they might start thinking about their next character.

My players were especially excited about the ARG races being playable. In fact they were really excited about them, even making me fear that they'd all choose one of those races. That's something I don't want, preferring an odd race to be "something special" to roleplay. So I started thinking about ways of allowing those races while not encouraging all my players to take one, and preserving that "special feel" an uncommon race is supposed to convey.

Here are the options I thought about:

1) Allow only X non-core races in the group. That's an easy one of course, but I fear it might leave some players dissatisfied.

2) Core races get 20 pt.-buy, Non-core races get 15 pt.-buy. Here comes the houserule part: choosing that option would allow every player to make a decision for himself regardless of the group, and be happier with it.

I'm looking for input on option #2: is it a good or a bad idea? What would you do, while keeping the intention described above?

Play Up Prejudices!! I enjoy the game allot more when towns and cities play up against the shadowed races.... ( I love RP'ing my monsters, half orcs are my favorite race by far.)


Just throwing this in, i am currently running a freakshow campaign, prejudice isn't just a feature...its the theme. People who look like monsters to villagers are not gonna get a whole lot of participation from them.


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Teiidae wrote:
Also I would love to see your homebrewed Races Orthos.

As requested =) All of these are considered "standard" races in my campaign setting - for most part, except in areas where people are unfamiliar with them (or in the one area that's excessively pro-human/anti-anything else), none of these guys are getting chased out of town with torches and pitchforks. That's just the way I prefer the game: it's a fantasy setting, I want to see fantasy creatures that are part of normal society and civilization, and not have those facets of the world limited to humans, tall skinny humans, short stocky humans, two variants of even shorter humans, or big burly feral humans.

In addition to these, my Gnomes are still Fey type (but otherwise unchanged) and my Dwarves all have the Saltbeard traits (Dwarves are sailors and pirates in my world, Kobolds hold their usual mining and crafting niche).

Naga:
Naga are human from the waist up and enormous serpent from the waist down, with heavily scaled forearms and slitted reptilian eyes. They are the rulers of the Senkaku Islands region, a strongly honor-bound and ancestrally-reverent culture.

Naga Stats
* Ability Score Racial Traits: Naga are wise and hardy, but have difficulty with interacting with those outside their own insular culture. They gain +2 Constitution, +2 Wisdom, and -2 Charisma.
* Type: Naga are Monstrous Humanoids with the reptilian and nagastrani subtypes.
* Size: Naga are Large creatures and gain a +1 bonus to CMD and CMB, a -1 penalty on attack rolls, and -1 AC due to their size. While in their alternate Humanoid form Naga are Medium and have no bonuses or penalties due to their size.
** Undersized Weapons: Although a Naga is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons and wears armor as if it were one size category smaller than its actual size. When in their alternate Humanoid form this ability is negated, allowing them to wear Medium equipment then as well.
* Base Speed (Fast Speed): Naga have a base speed of 40 feet. The sinuous motion of their coils allows them to move at a much quicker rate than walking. Naga in their human forms are reduced to movement at 30 feet.
* Languages: Naga begin play speaking Common and Naga. Naga with high Intelligence scores can choose from the following: Aquan, Auran, Celestial, Draconic, Ignan, Tengu, or Terran.
* Armored: A Naga's scales give them a +1 bonus to Natural Armor. They retain this bonus while in their humanoid form.
* Poison Resistance: Naga gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
* Darkvision: Naga can see in the dark up to 60 feet.
* Predatory Nature: Naga have a predatory appearance and reptilian scent that unnerves most animals. They take a -2 penalty to all Handle Animal and Ride checks unless dealing with reptiles.
* Affiliation: While insular and reclusive when dealing with outsiders, Naga are extremely at home with dealing with their own kind, or with creatures like their kind. Naga gain a +2 bonus to Diplomacy when dealing with creatures with the reptilian or nagastrani subtypes.
* Survivalist: Naga gain a +2 racial bonus to Survival.
* Change Shape: A Naga can assume the appearance of a single form of a single humanoid race of Medium size, usually Human. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Naga in their humanoid forms are often noticeable by the fact that the scales on their hands, waist, and legs do not vanish when they change shape; unless willing to reveal their nature, shapeshifted Naga tend to wear gloves and concealing clothing in their human forms.


Fenrin:
Fenrin are bipedal wolf-folk who live in semi-nomadic packs in the plains and tundra of the southern continent. They're otherwise heavily based on the Lupin from Dragon Compendium. Their culture is a blend of Scandinavian, Siberian, and Inuit.

Fenrin Stats
* Ability Score Racial Traits: Fenrin are powerfully built and possess a natural cunning, but are often poorly educated and slow of thought. They gain +2 Strength, +2 Wisdom, and -2 Intelligence.
* Type: Fenrin are Monstrous Humanoids with the fenrin subtype.
* Size: Fenrin are Medium creatures and have no bonuses or penalties due to their size.
* Base Speed: Fenrin have a base speed of 30 feet.
* Languages: Fenrin begin play speaking Common and Lupine. Fenrin with high Intelligence scores can choose from the following: Elven, Giant, Gnoll, Goblin, Halfling, Hive, and Sylvan.
* Scent: Fenrin have a strong sense of smell and possess the scent ability (Bestiary p. 304).
* Scent Vulnerability: Fenrin take a -2 penalty on all saving throws against attacks based on odor (such as a stinking cloud spell or a ghast's stench).
* Hunter's Senses: Fenrin gain a +2 bonus on Perception and Survival checks.
* Expert Rider: Fenrin always consider Ride and Handle Animal as class skills, and they gain a +2 bonus on all Ride checks. Fenrin rely on strong mounts while making their yearly nomadic movements and hunting.
* Darkvision: Fenrin can see in the dark up to 60 feet.
* Hatred: Fenrin have been trained from youth to hunt lycanthropes, particularly werewolves. They gain a +1 racial bonus on attack and damage rolls against lycanthropes.


Entomorph:
Entomorphs are moth-like insectoid humanoids, originally born of metamorphic means. Most entomorphs are mindless members of semi-alien hives; however, regularly enough to be recognized a victim manages to survive the transformation with their intellect and free will intact, or an entomorph pair simply produce new free-willed offspring. Their numbers are easily the smallest of the races of Finiens, and due to their origin they have no true racial homeland, but instead end up scattered amidst the regions of the world.

Entomorph Stats
* Ability Score Racial Traits: The insectoid form, sturdy exoskeleton, and hidden musculature of Entomorphs make them stronger than their size and frame would imply, and their partially-rewired minds are sharper, keener, and quicker than humans, but their insect nature and mannerisms make them alien and strange, and cause them difficulty in interacting as an individual. They gain +2 Strength, +2 Intelligence, and -2 Charisma.
* Type: Entomorphs are Monstrous Humanoids with the entonyd subtype. Entomorphs created through metamorphosis have the augmented subtype.
* Size: Entomorphs are Medium creatures and have no bonuses or penalties due to their size.
* Base Speed (Slow Speed): Entomorphs rely primarily on flight for movement, and are slower on the ground; they have a base speed of 20 feet. They are, however, capable of carrying great burdens while doing so: an Entomorph's speed is never modified by armor or encumbrance.
* Flight: Entomorphs usually have large moth-like wings. They have a flight speed of 40 feet, with Poor maneuverability.
* Languages: Entomorphs begin play speaking Common and Hive. Entomorphs with high Intelligence scores can choose from the following: Aklo, Boggard/Grippli, Draconic, Giant, Goblin, Lupine, and Sylvan.
* Hive Minded: While not connected to the true hivemind of their mindless kin and their Entonyd progenitors, free-willed Entomorphs still have an echo of that disconnected consciousness, and it makes it difficult to bend their minds toward outside influences. This grants them a +2 bonus to all will saves.
* Exoskeleton: An Entomorph's exoskeleton grants it a +1 bonus to Natural Armor.
* Darkvision: Entomorphs can see in the dark up to 60 feet.
* Secondary Arms: Entomorphs have a second pair of arms too small and weak to be properly suited for wielding weapons, aiding in combat maneuvers, or casting spells. These arms can however hold objects and wear "hand" and "ring" magic item slots (though the Entomorph can still only wear two rings and two hand magic items at a time).


Ael-Varan:
Ael-Vari (singular Ael-Varan) are an avian humanoid race descended from elves who passed through the realm of FaeReie - from whence they were once banished - and were warped by its magic. They have talons for hands and feet and birdlike wings growing from their shoulders, feathers for hair, and large raptoran eyes. Ael culture is built around flight, with their cities built up rather than outward; their civilization resembles ancient Rome, with the higher one is able to live - via flight, climbing ability, or other means to reach the literal "higher eschelons" - determining their status.

Ael-Varan Stats
* Ability Score Racial Traits: Ael-Vari are nimble and alluring, and despite their reclusiveness they have an inspiring presence; however, they are no less frail than the elves from which they are descended. They gain +2 Dexterity, +2 Charisma, and -2 Constitution.
* Type: Ael-Vari are Humanoids with the air and elf subtypes.
* Size: Ael-Vari are Medium creatures and have no bonuses or penalties due to their size.
* Base Speed: Ael-Vari have a base speed of 30 feet.
* Flight: Ael-Vari have a flight speed of 60 feet, with average maneuverability.
* Languages: Ael-Vari begin play speaking Common, Elven, and Sylvan. Ael-Vari with high Intelligence scores can choose from the following: Aklo, Auran, Draconic, Goblin, Hive, and Lupine.
* Elemental Affinity: If an Ael-Varan is a sorcerer with the djinni, air elemental, stormborn, or skyborne bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a member of this race able to cast Air or Weather domain spells casts its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
* Explorer: Ael-Vari receive a +2 racial bonus on Climb and Perception checks.
* Low-Light Vision: Ael-Vari have low-light vision, allowing them to see twice as far as humans in conditions of dim light.


Glaistig:
Glaistigs are a race of sentinel fey, defenders of the realm of FaeReie and guardians against the corruption of the Dark Song. Several Glaistigs accompanied the Gnomes when the Song seized their lands in FaeReie, following them to the Prime and continuing their watch against the shadow there. Glaistigs superficially resemble elves, save that their hair tends toward the same wild shades and styles as gnomes, and their legs are replaced with furry goat legs and hooves similar to a satyr or faun.

Glaistig Stats
* Ability Score Racial Traits: Glaistigs are tough and clever, but are somewhat ungainly in movement. Glaistig characters gain a +2 racial bonus to Constitution and Intelligence and take a -2 penalty to Dexterity.
* Type: Glaistigs are Fey creatures.
* Size: Glaistigs are Medium creatures and receive no bonuses or penalties due to their size.
* Base Speed: Glaistigs have a base speed of 30 feet.
* Languages: Glaistigs begin play speaking Common and Sylvan. Glaistigs with high Intelligence scores can choose from the following: Aklo, Auran, Draconic, Elven, Gnomish, Orc, and Terran.
* Damage Reduction: Glaistigs have the tough skin of warrior fey, pierced only by the touch of iron. Glaistig characters have DR 5/cold iron.
* Low-Light Vision: Glaistigs have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
* Healthy: Glaistigs have tough immune systems, allowing them to live on nearly anything much like the goats they resemble from the waist down. Glaistigs gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
* Mountaineer: Glaistigs are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. Nearly all Glaistigs live in rocky or mountainous regions and they are used to traversing treacherous terrain.
* Protector: Glaistigs are the sentinels of the fey, trained from birth to battle the enemies of their people. Glaistigs add +1 to the caster level of any abjuration spells they cast, and also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user’s character level.
* Stubborn: Glaistigs 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 the Glaistig 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 Glaistig 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 the other on the second round if the first reroll ability fails.
* Treacherous Earth (Su): Once per day, a Glaistig can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user’s level, after which the ground returns to normal.


Orc:
Half-Orcs do not exist in my world - they are not compatible with humans for creating offspring. (The only reason Half-Elves exist is because of the Elves' Fey nature. Similar crossbreeds can happen between Halflings and Gnomes for the same reason.) Orcs instead are a tribal race from the northernmost lands of the world, often the enemy of the "civilized" humanoids to the south, but just as frequently their allies against the alien horrors of the realms beyond the northern mountains.

Orc Stats
* Ability Score Racial Traits: Orcs are powerfully built and fiercely cunning, but have little personal finesse. Orc characters gain +2 Strength, +2 Wisdom, and -2 Charisma.
* Type: Orcs are Humanoid creatures with the orc subtype.
* Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
* Base Speed: Orcs have a base speed of 30 feet.
* Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, Giant, Gnoll, Goblin, and Sylvan.
* Intimidating: Orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
* Weapon Familiarity: Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. (Note: Most of the core rulebook "dwarven" and "gnomish" weapons are usually kobold or orc make, and thus may be associated with this talent.)
* Darkvision: Orcs can see in the dark up to 60 feet.


Kobold:
Finiens Kobolds are one of the oldest, most-widespread, and most-respected races of the world. Much like Dwarves were the first to master shipbuilding and taught the other races the ways of the sea, Kobolds were born of the earth - their own creation myths say they were forged from stone and gems and given life from the "blood of the earth" - and taught the other races how to mine, craft, and smith. Kobold craftwork is considered the best of its kind more often than not, and there is rare a patch of fertile stone or ore-laden strata where there is not already a Kobold warren nearby, regardless what part of the world you are in.

Kobold Stats
* Ability Score Racial Traits: Kobolds are fast and nimble, and have become hardy and resilient after years spent toiling beneath the earth, but their small size makes them individually weak. They gain +2 Dexterity, +2 Constitution, and –2 Strength.
* Type: Kobolds are Humanoid creatures with the reptilian subtype.
* Size: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* Base Speed: Kobolds have a base speed of 30 feet.
* Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high Intelligence scores can choose from the following: Aklo, Giant, Goblin, Naga, Orc, Terran, and Undercommon.
* Armored: A Kobold's naturally scaly skin grants them a +1 natural armor bonus.
* Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Craft (any metalworking), Perception, and Profession (miner) checks. Craft (traps), Craft (any metalworking), and Stealth are always class skills for a kobold.
* Weapon Familiarity: Kobolds are proficient with all picks and hammers, and treat any weapon with the word "kobold" in its name as a martial weapon. (Note: Most of the core rulebook "dwarven" and "gnomish" weapons are usually kobold or orc make, and thus may be associated with this talent.)
* Minesight: Kobolds can see perfectly in the dark up to 90 feet, but are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. Kobolds regularly produce sundark goggles from obsidian or onyx chips to protect their eyes when traveling on the surface; kobolds wearing such goggles lose the dazzled effect from light and reduce their save penalty versus light spells to -1.


Ti'Larinn:
Xiekivi Ti'Larinn, Draconic for "The Untamed People", are cousins to Lizardfolk (or in their tongue, the Larinn or "The Tame"; Lizardfolk in turn refer to themselves as Duulo, "The Free") with a strong anarchic bent. Disdaining the tribal ways of their predecessors, Ti'Larinn are individualistic in the extreme, concerned primarily with personal liberties and freedoms, and willing to fight to the death - both for their own freedom and those of any oppressed people they meet. Ti'Larinn culture, such as it is, is scarce and sporadic, and only one rule truly unites them - "Do as thou wilt, so long as it harms no other". They are dire enemies of the Hobgoblins, who along with their feral kin are the other native races of the Ti'Larinn's continent, and the majority of their shared existence has been a neverending war between Ti'Larinn guerillas and the Hobgoblin war machine.

Ti'Larinn Stats
Ability Score Racial Traits: Ti'Larinn are powerfully built and possess a strong presence of self, but are often reckless and possess poor forward-thinking skills and rationale. They gain +2 Strength, +2 Charisma, -2 Wisdom.
Type: Ti'Larinn are humanoids with the reptilian subtype.
Size: Ti'Larinn are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Ti'Larinn have a base speed of 30 feet, a climb speed of 20 feet, and a swim speed of 30 feet.
Languages: Ti'Larinn begin play speaking Draconic and Common. Ti'Larinn with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
Solid Scaled: Ti'Larinn have scaly hides that grant a +1 natural armor bonus to AC.
Raptor Claws: While their fangs have atrophied compared to their Lizardfolk cousins, Ti'Larinn have devastating claws on both hands and feet and know how to use them. They have two claws and two talons that deal 1d4 points of damage each.
Tipping the Scales: Ti'Larinn offset their inherent recklessness with a wealth of luck. They gain a +1 to all saving throws.
Sly and Wary: Ti'Larinn are inherently suspicious of those outside their personal circle, and driven by nature and necessity to self-sufficiency. Sense Motive and Survival are always class skills for a Ti'Larinn.
Reckless Endangerment: The Ti'Larinn's penchant for trial-and-error based approaches grants them a +2 racial bonus to Use Magic Device checks.


Aranea and Arachne:
Descendents of the goddess Arachne, once cursed by her predecessor Avatar of Craftsmanship into spider form, these creatures have a dual nature both arachnid and humanoid. The names "Aranea" and "Arachne" are something of a misnomer, though one that most of the spiderfolk are willing to tolerate. Regardless of the stage of their life cycle they are currently in, the race refers to itself as a whole as the "Children of Arachne", though they have somewhat adopted the term "Aranea" for the middle form of their metamorphosis rather than simply referring to it as a juvenile or intermediate phase. Extremely long-lived, Araneas spend the first sixty to eighty years of their life as sapient man-sized spiders before cocooning and assuming their dualized form. After another seven to eight hundred years, they metamorphose again, emerging from their cocoons in a hybrid form that mirrors their divine ancestor's appearance. Arachnes can live between 1500 and 2000 years in total (aggregate of all three of their life cycle stages).

Aranea Stats
Ability Score Racial Traits: Araneas are creatures of mind over body, with superior intellects but little physical power. Aranea characters gain a +2 racial bonus to Intelligence and Charisma and take a -2 penalty to Strength.
Type: Araneas are magical beasts.
Size: Araneas are Medium creatures and receive no bonuses or penalties due to their size.
Base Speed: Araneas have a base speed of 30 feet and a climb speed of 20 feet. In their human forms they do not have a climb speed.
Expert Climber: Araneas in their spider form can cling to cave walls and even ceilings, as if constantly under the effects of a nonmagical spider climb spell. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
Languages: Araneas begin play speaking Common and Arachnid (which is only speakable in their spider form). Araneas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Darkvision: Araneas can see perfectly in the dark up to 60 feet.
Change Shape: Araneas can assume the appearance of a single form of a single medium-sized humanoid race, usually human. The form is static and cannot be changed each time it takes this form. They gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Web: Araneas can create webs as per the web ability.
Poisonous Bite: Araneas gain a natural bite attack, dealing 1d4 damage plus the Aranea's Strength modifier. The bite is a primary attack, or a secondary attack if wielding manufactured weapons. Araneas lose their bite attack while in their Humanoid form. (Poison: save Fort DC (10+1/2 HD+CON mod); frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save is Constitution based.)

Arachne Stats
Ability Score Racial Traits: Arachnes are powerfully built, strongly armored, sturdy, and naturally healthy, in addition to retaining their superior intellects, but sacrifice speed and agility for their size and strength. Arachne characters gain a +2 racial bonus to Strength, Constitution, Intelligence, and Charisma and take a -2 penalty to Dexterity.
Level Adjustment: An Arachne is always one level lower than its experience total would dictate, to allow for its superior power level. (See Drow Noble for a race already in the game that functions this way.)
Type: Arachnes are monstrous humanoids.
Size: Arachnes are Large creatures. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Arachnes have a base speed of 30 feet and a climb speed of 20 feet. In their human forms they do not have a climb speed.
Expert Climber: Arachnes in their normal or spider form can cling to cave walls and even ceilings, as if constantly under the effects of a nonmagical spider climb spell. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
Languages: Arachnes begin play speaking Common and Arachnid. Arachnes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Darkvision: Arachnes can see perfectly in the dark up to 60 feet.
Natural Armor: Arachnes gain a +2 natural armor bonus to their Armor Class.
Change Shape: Arachnes can assume the appearance of a single form of a single medium-sized humanoid race, usually Human. The form is static and cannot be changed each time it takes this form. They gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. They can also use this ability to assume a fully spider appearance, appearing exactly as they had in their natural form as an Aranea, save Large size instead of Medium. An Arachne can shift from one of its three forms to either of the other two, without having to go through its hybrid form if it does not wish to.
Web: Arachnes can create webs as per the web ability.
Poisonous Bite: Arachnes gain a natural bite attack, dealing 1d4 damage plus the Arachne's Strength modifier. The bite is a primary attack, or a secondary attack if wielding manufactured weapons. Araneas lose their bite attack while in their Humanoid form, but retain it in their natural hybrid form. (Poison: save Fort DC (10+1/2 HD+CON mod); frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save is Constitution based.)


My players all know that when I make campaigns, their character choices are going to influence what happens, not the other way around.

So if they all decided to be uncommon races, they will all have to deal with being outsiders, probably blamed for some crime or accused of being demons, some such like that.

I find telling a player that their character will be ostracized or excluded in some way as a certain race and that they may have to hide their true nature is enough to make them think twice, but if they still want to do it, it can make for some really interesting RP.

Then again in groups with really bad RPers I can see this not working.


I have the same sort of concern that Lithrac does/did. I want to open up more races for my players but I fear that the rulebook ones will get pushed to the wayside in favour of cool new options. I don't want to penalize anyone but a party made up of random races doesn't quite fit my ideal.


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Orthos wrote:
Teiidae wrote:
Also I would love to see your homebrewed Races Orthos.

As requested =) All of these are considered "standard" races in my campaign setting - for most part, except in areas where people are unfamiliar with them (or in the one area that's excessively pro-human/anti-anything else), none of these guys are getting chased out of town with torches and pitchforks. That's just the way I prefer the game: it's a fantasy setting, I want to see fantasy creatures that are part of normal society and civilization, and not have those facets of the world limited to humans, tall skinny humans, short stocky humans, two variants of even shorter humans, or big burly feral humans.

In addition to these, my Gnomes are still Fey type (but otherwise unchanged) and my Dwarves all have the Saltbeard traits (Dwarves are sailors and pirates in my world, Kobolds hold their usual mining and crafting niche).

** spoiler omitted **...

...Excuse me i just had a small stroke from all the awesome feat potential from the truly awesome races.


1 person marked this as a favorite.
Orthos wrote:
Teiidae wrote:
Also I would love to see your homebrewed Races Orthos.

As requested =) All of these are considered "standard" races in my campaign setting - for most part, except in areas where people are unfamiliar with them (or in the one area that's excessively pro-human/anti-anything else), none of these guys are getting chased out of town with torches and pitchforks. That's just the way I prefer the game: it's a fantasy setting, I want to see fantasy creatures that are part of normal society and civilization, and not have those facets of the world limited to humans, tall skinny humans, short stocky humans, two variants of even shorter humans, or big burly feral humans.

In addition to these, my Gnomes are still Fey type (but otherwise unchanged) and my Dwarves all have the Saltbeard traits (Dwarves are sailors and pirates in my world, Kobolds hold their usual mining and crafting niche).

** spoiler omitted **...

Wow.....very impressive. I personally prefer the "humans in funny suits" for most of the world. But, when it comes to exotic races, this is the sort of thing I aspire to.

Well done.


Thanks both of you =)

Toaster, I've seen some of the awesome feats you've done for other people's custom races... if something jumps to mind, I am definitely open to suggestions =D


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Shouldn't the Naga be immune to being tripped (as merfolk) because they don't have legs?


I should probably note that, yes, as well as the +12 CMD bonus the Aranea and Arachne get against trip attempts in their spider or hybrid forms due to their many legs. Thanks!


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Great races Orthos!

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