Garuda PC and RCC (Racial Character Class) help?


Homebrew and House Rules


In the 3rd Bestiary is the Garuda native outsider. I am about to start another campaign of RotRL with a new group, and one of my players (has experience) has made a request of this as his race. I have already informed him that, possibly using the ARG, we will have to tone down the race to LA+0, but can try to keep the flavor.

Base racial abilities, as far as I've come up with, include wings (fly 30' poor) bite, and low light vision. Stat adjustment hasn't been finalized.

It sounds like he is interested in Ranger as his class, but making the race and LA+0 leaves a lot of what makes the Garuda a Garuda. I started thinking about making a Racial Class to give him the option of gaining more racial abilities, but I have no idea how I should distribute the abilities across the 10 or so levels that would make up a RAW Garuda.

I would appreciate any input on this matter you may have.


The way Rite Publishing creates racial paragon classes. Look at minotaur for example. Since it's a CR 4 monster, make a racial class build look like the bestiary version at 4th level. So weaken those powers 1-3rd, and advance those powers (with new added powers) going up to 20th level. Of course these design schemes preceeded the ARG, by a couple years.

Look to In the Company of Monsters, or any of the Kaidan race guides for kappa, tengu and henge using the same structure.

This makes for vary balanced monster races and classes specifically designed for a given race.


The player companion for Aasimar also has different heritage options, one of which lets you be descended from a Garuda. Might be a easier option than creating a playable Garuda that isn't overpowered and is still a Garuda.


I spent a little time breaking it down. This assumes that the Garuda has glide, bite, hatred, and low-light vision as base racial abilities.

Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Wings, talons, talons or wings, SR 11
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2 +2 +0 +3 +0 DR 1/evil or magic, SR 12, claws, weapon finesse, natural armor +1
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3 +3 +1 +3 +1 DR 2/evil or magic, SR 13, fly 30ft (poor), pounce,
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4 +4 +1 +4 +1 DR 3/evil or magic, SR 14, dark vision (60ft).
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5 +5 +1 +4 +1 DR 4/evil or magic,SR15,natural armor +2
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6 +6 +2 +5 +2 DR 5/evil or magic, SR 16, fly 40ft(avg)
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7 +7 +2 +5 +2 DR 6/evil or magic, SR 16, fly 50ft(avg)
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8 +8 +2 +6 +2 DR 7/evil or magic, SR 18, fly 60ft(avg), natural armor +3
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9 +9 +3 +6 +3 DR 8/evil or magic, SR 19, fly 70ft(avg)
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10 +10 +3 +7 +3 DR 9/evil or magic, SR 20, fly 80ft(good)
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11 +11 +3 +7 +3 DR 10/evil or magic, SR 21,
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12 +12 +4 +8 +4
13 +13 +4 +8 +4
14 +14 +4 +9 +4
15 +15 +5 +9 +5
16 +16 +5 +10 +5
17 +17 +5 +10 +5
18 +18 +6 +11 +6
19 +19 +6 +11 +6
20 +20 +6 +12 +6

Not included is the spell casting. Starting at level 5, the Garuda is treated as a 1st level sorcerer, with cantrips being usable at lvl 4.

disregarding attributes causing discrepancies and equipment, this will result in a RAW CR9 Garuda.

Wings, talons and claws all refer to the natural weapon attacks.

I would very much like some input on what's here.

Grand Lodge

Seriously, check out the Garuda-Blooded Aasimar, and the Aasimar feats.

If you would like to add more abilities, then put them into custom feats.

Way easier.


I'll be running the Aasimar idea past my player tomorrow.


I'm not sure if this will help at all but Dragon Magazine 352 had the Garuda from China Miéville's Bas-Lag world, which were based on the Hindu/Buddhist mythological Garuda. Off the top of my head I'm not sure if it had a Level Adjustment but I think the majority of those races did.


The player as excepted my work above, and a number of restriction that I placed on the Garuda's abilities (spell, proficiency). Should be a good build that isn't too strong or too weak.
I have to say, I really did enjoy deconstructing this creature into a Racial Class. I don't know how far we'll get in RotRL before I have to move out of state, but at least he can carry my work over to a different game if that GM allows it.

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