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A Question on Making your Own Races


Suggestions/House Rules/Homebrew

Scarab Sages

Following my post about being a GM, I want to create playable races that do not exist in the Race Creator nor in the Bestiaries (for example, I'm having Catfolk and Tengus as playable races, with my permission, but I want another race or two based on other animals). Any ideas or tips?


The point of the race creator is to create your race. Lowlight vision, Scent, +2 to perception checks...Bam, wolf guy. I've got a race you can use. I created it using the race generator. It's based on the Viera, a race from Final Fantasy Tactics Advance. You can just call them rabbitfolk.

Viera

RACIAL QUALITIES

Type Humanoid [Subtype: Viera] (0 rp)

Size Medium (0 rp)

Speed Normal Speed [30ft] (0 rp) {+ 10ft Fast trait = 40 ft}

Ability Score Modifier [Standard - +2 DEX +2 WIS -2 CON] (0 rp)

Language [Standard - {Common, Viera} Sylvan, Elven, Aklo, Gnome, Goblin, Orc, Dwarven] (0 rp)

RACIAL TRAITS

Feat and Skill Racial Traits

Skill Bonus [ +2 Perception +2 Acrobatics] (4 rp)

Quick Reactions [ Improve Inititive as a Bonus Feat] (2 rp)

Movement Racial Traits

Fast [+10ft to Base Speed] (1 rp)

Jumper [Always considered to have a running start when making Acrobatic checks to jump] (2 rp)

Offense Racial Traits

Weapon Familiarity [Bows, Rapier, Scimitar, Longsword] (2 rp)

Senses Racial Traits

Low-light Vision (1 rp)

RP Total: 12 RP

I tried to get them as close to their video game counterparts as possible. If anyone wanted to play a male, the roll d% 1-10 since males are hardly ever seen.


I think my best advice is to first think about how this new race is going to fit in among the other races that you're allowing in the game. The core races (elves, dwarves, gnomes, halflings, half-orcs, half-elves, and humans) fit in well with each other without too much overlap. You have your sturdy races, your light nimble ones, ones that make good casters, ones that make good warriors, and so on.

If you're going to add a new race, you probably want to avoid overlapping too much with another race. For example, you don't want a race that has +2 dex, +2 int, -2 con racial modifiers that is resistant to sleep effects and is good with sword and sorcery, because what you'll wind up with is a reskinned elf. And then you haven't actually added that much to your game.

Also be sure to flesh them out entirely. Go through the pages for the existing races and see what was written about them to get an idea of what sort of details to fill out. Do they have a homeland, and if so, where? How do they get along with other races? What sorts of gods or religions do they worship? That sort of thing.

I found the Race Creator to be helpful, but only as a guideline. I used it when I had a couple homebrew races that I wanted to create for a game, and I wound up having to improvise a lot; at least half of the racial abilities I wound up giving them were either tweaked versions of listed abilities, or were entirely original, but priced by comparing them to similar abilities.

When in doubt, post your work here and ask for some feedback. ^__^


Chris P. Bacon wrote:
I wound up having to improvise a lot; at least half of the racial abilities I wound up giving them were either tweaked versions of listed abilities, or were entirely original, but priced by comparing them to similar abilities.

Quick question, who would YOU price Weakness to rust attacks for a half construct or construct?


Luna_Silvertear wrote:
Chris P. Bacon wrote:
I wound up having to improvise a lot; at least half of the racial abilities I wound up giving them were either tweaked versions of listed abilities, or were entirely original, but priced by comparing them to similar abilities.
Quick question, who would YOU price Weakness to rust attacks for a half construct or construct?

Accurately.

EDIT: Honestly, I'm not sure, that's a tough one. It's a big weakness if it can be exploited, but it's the sort of thing that otherwise won't come up very often at all. Considering that an elemental vulnerability is only worth -2 RP, it probably shouldn't be worth more than -1 or -2 RP; probably just -1.

Scarab Sages

Luna_Silvertear wrote:

I've got a race you can use. I created it using the race generator. It's based on the Viera, a race from Final Fantasy Tactics Advance. You can just call them rabbitfolk.

Viera

RACIAL QUALITIES

Type Humanoid [Subtype: Viera] (0 rp)

Size Medium (0 rp)

Speed Normal Speed [30ft] (0 rp) {+ 10ft Fast trait = 40 ft}

Ability Score Modifier [Standard - +2 DEX +2 WIS -2 CON] (0 rp)

Language [Standard - {Common, Viera} Sylvan, Elven, Aklo, Gnome, Goblin, Orc, Dwarven] (0 rp)

RACIAL TRAITS

Feat and Skill Racial Traits

Skill Bonus [ +2 Perception +2 Acrobatics] (4 rp)

Quick Reactions [ Improve Inititive as a Bonus Feat] (2 rp)

Movement Racial Traits

Fast [+10ft to Base Speed] (1 rp)

Jumper [Always considered to have a running start when making Acrobatic checks to jump] (2 rp)

Offense Racial Traits

Weapon Familiarity [Bows, Rapier, Scimitar, Longsword] (2 rp)

Senses Racial Traits

Low-light Vision (1 rp)

RP Total: 12 RP

I tried to get them as close to their video game counterparts as possible. If anyone wanted to play a male, the roll d% 1-10 since males are hardly ever seen.

A rabbitfolk, huh? Interesting, I'll think about it.


Pathfinder Adventure Path Subscriber

You need turtle people.

And bison people.


To go with what Chris P. Bacon said; it also depends on the presence and absence of the other races... if elves fluff don't fit, but their stats do, then you can reskin and refluff them.


How would you guys and girls price Diminutive Size? what would be the bonuses and penalities for it?


Pathfinder Adventure Path, Roleplaying Game Subscriber

I played in a game where dwarves were re-skinned as badger folk, elves were a deer folk and half-orcs were a wolf folk.


Belle Mythix wrote:
How would you guys and girls price Diminutive Size? what would be the bonuses and penalities for it?

Personally, I don't think that a race of Diminutive size should ever be viable for a PC race. Digressing, I'd give it a 4 or 6 RP.

EDIT: I amend my previous comment. It should be 6 RP.


Luna_Silvertear wrote:
Belle Mythix wrote:
How would you guys and girls price Diminutive Size? what would be the bonuses and penalities for it?

Personally, I don't think that a race of Diminutive size should ever be viable for a PC race. Digressing, I'd give it a 4 or 6 RP.

EDIT: I amend my previous comment. It should be 6 RP.

Diminutive and Tiny Fey campaign? Players wanting to play little Fairies? etc...


Belle Mythix wrote:
Luna_Silvertear wrote:
Belle Mythix wrote:
How would you guys and girls price Diminutive Size? what would be the bonuses and penalities for it?

Personally, I don't think that a race of Diminutive size should ever be viable for a PC race. Digressing, I'd give it a 4 or 6 RP.

EDIT: I amend my previous comment. It should be 6 RP.

Diminutive and Tiny Fey campaign? Players wanting to play little Fairies? etc...

Ah...I see. Well, 6 is pretty solid RP cost for it.


Luna_Silvertear wrote:
Belle Mythix wrote:
Luna_Silvertear wrote:
Belle Mythix wrote:
How would you guys and girls price Diminutive Size? what would be the bonuses and penalities for it?

Personally, I don't think that a race of Diminutive size should ever be viable for a PC race. Digressing, I'd give it a 4 or 6 RP.

EDIT: I amend my previous comment. It should be 6 RP.

Diminutive and Tiny Fey campaign? Players wanting to play little Fairies? etc...
Ah...I see. Well, 6 is pretty solid RP cost for it.

Still doesn't help for stats and the like... ARG obviously doesn't follow the bestiaries.


6 RP or slightly more sounds about right, but the main problem is that a diminutive character won't fit in well with a standard adventuring group. For example, finding magical equipment and even buying traveling gear is going to be very difficult in most cases.


Chris P. Bacon wrote:
6 RP or slightly more sounds about right, but the main problem is that a diminutive character won't fit in well with a standard adventuring group. For example, finding magical equipment and even buying traveling gear is going to be very difficult in most cases.

Diminutive and Tiny Fey campaign... and GM willing to accept the unique snowflake...


Armadillo-girdled lizardfolk!

They should have the ability to curl up and roll around.


The challenge with custom races is to create a race that is balanced but unique. My group includes a couple of players (including me) that enjoy things like creating custom races and classes. I've created a couple. I am currently playing a hybrid half elf/half dryad race (we coined the term "drylf" for the race).

We spent a month going back and forth on the racial abilities, attribute adjustments, etc. Since the game was starting at level 1 it was imperative that the race be balanced against the common races, so we did everything we could to ensure that the end result did not have any powers or abilities that gave it an advantage, while still providing unique abilities and adjustments so that it wasn't just a knockoff of an existing race.

In the end we wound up giving it some advantages and disadvantages to balance out. For example, from its dryad heritage the race gained the ability to "treewalk" meaning that a drylf could walk among the canopy of a forest as if walking on level ground. Drylfs also gained longbow as a racial proficiency and spellcasting drylfs gained the ability to spontaneously substitute "entangle" for any other spell. They gained a +1 natural armor bonus. Racial attribute bonuses were +2 to wis and dex.

To balance that out, the drylf took a -2 to its constitution score and suffered an additional -2 to constitution when indoors or underground. It also took a -1 to strength and could not wear any armor made of metal. It suffered a -2 to fear effect saving throws and some other things.

In the end I think the race ended up as a pretty good race. It feels balanced, but it also feels unique enough that it is different to play compared to "normal" races. For example, my drylf doesn't stay in Inns when she travels. She finds a nice tree to sleep in. When it rains she gains health at twice the normal rate if she stands in the rain with her arms upraised and her toes digging in the dirt. Of course she heals at half rate otherwise. She's a lot of fun to play.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Nice bunny folk! Mine are much the same (well kinda: -2 Str rather than Con, no weapons, Xenophobic language, and I totally missed 'Quick Reactions', DOH!), but I made them Small (hence the -2 Str). Okay, a superficial resemblance at best: they both have ears!

What is your Fluff? Mine is still under repair, but they are a 'stone age' race of Fey touched hares, craven cowards and terrified of outsiders. They are a young race, few and small in a dangerous world.

To the Dragon's post, disadvantages are a tricky way of balancing a race. One of my players built a pure-melee race and wanted big discounts for three separate hits on their spell casting. I pointed out that they would never be in play and were thus worth nothing (I started playing Champions back in '82), and he folded. Dragon's partial list would seem to be a nail in the coffin to most and a serious turn-off for munchkins, but a real temptation for real role-players.


I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

Scarab Sages

Bwang wrote:

Nice bunny folk! Mine are much the same (well kinda: -2 Str rather than Con, no weapons, Xenophobic language, and I totally missed 'Quick Reactions', DOH!), but I made them Small (hence the -2 Str). Okay, a superficial resemblance at best: they both have ears!

What is your Fluff? Mine is still under repair, but they are a 'stone age' race of Fey touched hares, craven cowards and terrified of outsiders. They are a young race, few and small in a dangerous world.

Well, if you're talking to me, then the Rabbitfolk are a race that are either cautious or bold. Either way, they always see tricks and jinks as the best "tools" for escape. They would rather flee than fight if the enemy is too powerful, but some Rabbitfolk groups are trained to fight to the death.

Also, I was thinking on other animals that can be the basis for other custom-made races that I want to do. Here's the ideas:

A dromaeosaur (raptor dinosaur) people
A boar people (not like wereboars)
A weasel/otter people


Yukom wrote:
Bwang wrote:

Nice bunny folk! Mine are much the same (well kinda: -2 Str rather than Con, no weapons, Xenophobic language, and I totally missed 'Quick Reactions', DOH!), but I made them Small (hence the -2 Str). Okay, a superficial resemblance at best: they both have ears!

What is your Fluff? Mine is still under repair, but they are a 'stone age' race of Fey touched hares, craven cowards and terrified of outsiders. They are a young race, few and small in a dangerous world.

Well, if you're talking to me, then the Rabbitfolk are a race that are either cautious or bold. Either way, they always see tricks and jinks as the best "tools" for escape. They would rather flee than fight if the enemy is too powerful, but some Rabbitfolk groups are trained to fight to the death.

Also, I was thinking on other animals that can be the basis for other custom-made races that I want to do. Here's the ideas:

A dromaeosaur (raptor dinosaur) people
A boar people (not like wereboars)
A weasel/otter people

I'm sure he was talking to me. I basically ripped them from the FF Tactics games. Their abilities are based on the ones they have in game.


Bwang wrote:
To the Dragon's post, disadvantages are a tricky way of balancing a race. One of my players built a pure-melee race and wanted big discounts for three separate hits on their spell casting. I pointed out that they would never be in play and were thus worth nothing (I started playing Champions back in '82), and he folded. Dragon's partial list would seem to be a nail in the coffin to most and a serious turn-off for munchkins, but a real temptation for real role-players.

True, in retrospect I sort of wish we had more guidance on race creation at the time. It's been several years since we created the race. The -2 to con on creation isn't too bad, you can work around that without too much trouble, but the additional -2 for going underground or indoors is a real killer. Especially since the great majority of her adventuring career has been in dungeons so far. Every time we go into a dungeon she loses hit points equal to her level just for going in. The -2 to con is not the only penalty either, she also takes a hit in several skills while underground, like perception and survival. She also suffers natural healing penalties. The concept is that she needs the forest to be whole. The GM eventually created a custom magic item that allows her to ignore the underground/indoor penalty for one hour per day, so in general that gives her one encounter per day she can do at full strength.

But even so she is a very, very fun character to play. Probably my second most favorite character in my 30+ years of playing RPGs.

I also once played a hybrid gnome/pixie (we called it a "gnixie"), and a long time ago I played an RPG with a custom gargoyle race... That was fun.


Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

The Avens kinda remind me of the Raptorans from Races of The Wild.


Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

What are the level adjustments for these races?


Belle Mythix wrote:
Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

The Avens kinda remind me of the Raptorans from Races of The Wild.

Yeah, I'm still working on their fluff, but for now I'm using the Raptorian's fluff. But once I'm done, they'll be a little similar.


Adamantine Dragon wrote:
Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

What are the level adjustments for these races?

They're in line with the Aasamars and Tieflings.


Spyder25 wrote:
Adamantine Dragon wrote:
Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

What are the level adjustments for these races?
They're in line with the Aasamars and Tieflings.

I am impressed with the amount of detail and effort that you've gone to for these races.

But do you seriously think they are comparable to Tieflings and Aasimars? Tieflings and Aasimars have +2 to two scores and -2 to another, with only one of the +2 in a physical stat (which is in line with most "balanced" races) and other than that their only significant racial abilities are some resistances and a spell-like ability comparable to a gnome's "dancing lights".

Your races have flight, massive bonuses to physical attacks, huge bonuses to skills (+8 to climb?) and other major advantages when compared to standard races.

I'm not trying to be critical, as I said I am impressed with the work, but most of these races would not be allowed as level 1 characters in my own campaigns.


I have other races that I created, but I need to tweak them because of the ARG, but I'll post them later. The ones in my Google Drive are for any generic setting, but I'm using them in my own setting. My setting is if you took the He-man Universe and the Thundercats Universe and mixed them.


Adamantine Dragon wrote:
Spyder25 wrote:
Adamantine Dragon wrote:
Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

What are the level adjustments for these races?
They're in line with the Aasamars and Tieflings.

I am impressed with the amount of detail and effort that you've gone to for these races.

But do you seriously think they are comparable to Tieflings and Aasimars? Tieflings and Aasimars have +2 to two scores and -2 to another, with only one of the +2 in a physical stat (which is in line with most "balanced" races) and other than that their only significant racial abilities are some resistances and a spell-like ability comparable to a gnome's "dancing lights".

Your races have flight, massive bonuses to physical attacks, huge bonuses to skills (+8 to climb?) and other major advantages when compared to standard races.

I'm not trying to be critical, as I said I am impressed with the work, but most of these races would not be allowed as level 1 characters in my own dungeons.

Well I have had people playtest these races and they have worked well in a 1st level game. I'm using them in my own game right now and things are going great. Also, I'm not using most of the standard races.

*Edit*: The Kamaki aren't being used in my game, sorry forgot to post that.


Spyder25 wrote:
Adamantine Dragon wrote:
Spyder25 wrote:
Adamantine Dragon wrote:
Spyder25 wrote:

I have a few races that I created and a few that I modified from other sources. Here is a link to the PDF's that I created:

Avens.
Kamaki.
Radians.
Rhoxians.

I'm also working on a few more racs, such are merfolks that can walk on land, cat folk (think of the Thundercats), fire elemental like race (nothing like the ifrit things), a dragonborn like race, and a race of shadow people.

What are the level adjustments for these races?
They're in line with the Aasamars and Tieflings.

I am impressed with the amount of detail and effort that you've gone to for these races.

But do you seriously think they are comparable to Tieflings and Aasimars? Tieflings and Aasimars have +2 to two scores and -2 to another, with only one of the +2 in a physical stat (which is in line with most "balanced" races) and other than that their only significant racial abilities are some resistances and a spell-like ability comparable to a gnome's "dancing lights".

Your races have flight, massive bonuses to physical attacks, huge bonuses to skills (+8 to climb?) and other major advantages when compared to standard races.

I'm not trying to be critical, as I said I am impressed with the work, but most of these races would not be allowed as level 1 characters in my own dungeons.

Well I have had people playtest these races and they have worked well in a 1st level game. I'm using them in my own game right now and things are going great. Also, I'm not using most of the standard races.

*Edit*: The Kamaki aren't being used in my game, sorry forgot to post that.

I have no doubt they work quite well. They most certainly should. It used to be that flight by itself was a +1 level adjustment in the race building systems I've seen, and that's before all the other stuff your Avens get. But anyway, it's your game, and as I said, I am impressed with the work you've done. But if you brought your characters into one of my campaigns, expect to be assigned a level adjustment consistent with what I believe constitutes "balancing" races.


Adamantine Dragon wrote:
I have no doubt they work quite well. They most certainly should. It used to be that flight by itself was a +1 level adjustment in the race building systems I've seen, and that's before all the other stuff your Avens get. But anyway, it's your game, and as I said, I am impressed with the work you've done. But if you brought your characters into one of my campaigns, expect to be assigned a level adjustment consistent with what I believe constitutes "balancing" races.

Thank you for the feedback and what not. And I wouldn't bring my races to your game, in another GM's game I use the races that they allow. On another note, I do need to axe a couple of things on the Avens and Rhoxians. The Radians are fine, at least I think they are, and the Kamaki was for someone else.


Spyder25 wrote:
Adamantine Dragon wrote:
I have no doubt they work quite well. They most certainly should. It used to be that flight by itself was a +1 level adjustment in the race building systems I've seen, and that's before all the other stuff your Avens get. But anyway, it's your game, and as I said, I am impressed with the work you've done. But if you brought your characters into one of my campaigns, expect to be assigned a level adjustment consistent with what I believe constitutes "balancing" races.
Thank you for the feedback and what not. And I wouldn't bring my races to your game, in another GM's game I use the races that they allow. On another note, I do need to axe a couple of things on the Avens and Rhoxians. The Radians are fine, at least I think they are, and the Kamaki was for someone else.

The Radians were, I think, the most balanced of the races from my review of them.

I'm not saying your races wouldn't be allowed Spyder, I'm just saying that they don't appear to me to be balanced when compared to the standard races. That's all. I like the concepts, and really appreciate the effort you've put into them. But if I were playing a half-elf ranger in a party with, say, a druid Aven, I'd feel pretty lame in comparison.


Adamantine Dragon wrote:
Spyder25 wrote:
Adamantine Dragon wrote:
I have no doubt they work quite well. They most certainly should. It used to be that flight by itself was a +1 level adjustment in the race building systems I've seen, and that's before all the other stuff your Avens get. But anyway, it's your game, and as I said, I am impressed with the work you've done. But if you brought your characters into one of my campaigns, expect to be assigned a level adjustment consistent with what I believe constitutes "balancing" races.
Thank you for the feedback and what not. And I wouldn't bring my races to your game, in another GM's game I use the races that they allow. On another note, I do need to axe a couple of things on the Avens and Rhoxians. The Radians are fine, at least I think they are, and the Kamaki was for someone else.

The Radians were, I think, the most balanced of the races from my review of them.

I'm not saying your races wouldn't be allowed Spyder, I'm just saying that they don't appear to me to be balanced when compared to the standard races. That's all. I like the concepts, and really appreciate the effort you've put into them. But if I were playing a half-elf ranger in a party with, say, a druid Aven, I'd feel pretty lame in comparison.

I know, I was just saying that I don't bring my own race creations to another GM's game. I do that out of respect....unlike some of my players, lol. As for your comparison- that is what you're doing wrong, you're playing a half-elf. Just kidding, but I see your point. I was thinking of changing the flight to gliding for the Avens. And I need to change some of the physical attributes of the Rhoxians. They do seem too melee focused. I think I'm going to get rid of the gore and powerful charge and have them as racial feats. And have flight as a racial feat for the Avens.

Liberty's Edge

1 person marked this as a favorite.

One word: Ostrichfolk.

You know you want to.

DO IT.


Daynen wrote:

One word: Ostrichfolk.

You know you want to.

DO IT.

.....Dang, he's right.


Spyder, just for comparison, I had a race with wings too, but at level 1 they didn't have flight. Flight was something that required some investment from the character to develop such that the winged character would gain flight at about the same time as standard races usually gain flight. (I think flight was pretty easily obtainable around level 6 or so, as I recall.)

But the wings did give the race some advantages at lower levels. It gave the character a boost to balance (this was back in the days of different skill sets) a boost to jump and the ability to move horizontally while levitating. So they were useful.


Adamantine Dragon wrote:

Spyder, just for comparison, I had a race with wings too, but at level 1 they didn't have flight. Flight was something that required some investment from the character to develop such that the winged character would gain flight at about the same time as standard races usually gain flight. (I think flight was pretty easily obtainable around level 6 or so, as I recall.)

But the wings did give the race some advantages at lower levels. It gave the character a boost to balance (this was back in the days of different skill sets) a boost to jump and the ability to move horizontally while levitating. So they were useful.

Well its settled then, I'm giving them gliding and making flight a racial feat for lvl 6. again, thanks for the feedback.


Spyder25 wrote:
Adamantine Dragon wrote:

Spyder, just for comparison, I had a race with wings too, but at level 1 they didn't have flight. Flight was something that required some investment from the character to develop such that the winged character would gain flight at about the same time as standard races usually gain flight. (I think flight was pretty easily obtainable around level 6 or so, as I recall.)

But the wings did give the race some advantages at lower levels. It gave the character a boost to balance (this was back in the days of different skill sets) a boost to jump and the ability to move horizontally while levitating. So they were useful.

Well its settled then, I'm giving them gliding and making flight a racial feat for lvl 6. again, thanks for the feedback.

Or go the raptoran way; Gliding at first, limited flight at 5th, full flight at 10th... and beside, in PF feats are at the odd levels.


Belle Mythix wrote:
Spyder25 wrote:
Adamantine Dragon wrote:

Spyder, just for comparison, I had a race with wings too, but at level 1 they didn't have flight. Flight was something that required some investment from the character to develop such that the winged character would gain flight at about the same time as standard races usually gain flight. (I think flight was pretty easily obtainable around level 6 or so, as I recall.)

But the wings did give the race some advantages at lower levels. It gave the character a boost to balance (this was back in the days of different skill sets) a boost to jump and the ability to move horizontally while levitating. So they were useful.

Well its settled then, I'm giving them gliding and making flight a racial feat for lvl 6. again, thanks for the feedback.

Or go the raptoran way; Gliding at first, limited flight at 5th, full flight at 10th... and beside, in PF feats are at the odd levels.

Well, that too is an option. Thanks for reminding me of that.


Ok, I've updated the rhoxians, the previous link should link you to the PDF. I haven't gotten to the avens yet, but I will.

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