Mothman Race; Needs Reviews!


Homebrew and House Rules


It's pretty self-explanatory but I'll get into it anyway.

The 'Mothkin' as I have termed them [for obvious reasons], appear as tall lanky humans. Usually around 6 feet tall. Their skin tends to be well tanned. Their hair and eyes range from anywhere between the Human-norms.

All 'Mothkin' have moth-like wings, with a wide enough wingspan to get the required lift for true flight, though they become incapable of flight when wet. Most subtypes of 'Mothkin' have abstract, yet beautiful, designs on their wings. When not in use, these wings wrap around the creatures' entire torso, disguised as a "hooded poncho".

For all intents and purposes, most unknowing persons treat them no different than ordinary humans. But once the fact that their beautifully decorated poncho is actually a pair of wings becomes apparent, the Mothkin are often revered as an oddity if nothing else.

Culturally, the 'Mothkin' are not so different from Human society and often integrate with the Humans. The following are the stats I've used so far to create the 'Mothkin' using the Pathfinder RPG Race Creation Guide. Only 6 RP [Race Points] used thus far!

Type Quality; Humanoid [Fey] 2RP

Size Quality; Medium

Speed Quality; Normal [30ft]

Ability Scores; Standard [-2Str +2Dex]

Language; Standard [common/racial+7]

Low-Light Vision [see; Fey Subtype]

Camouflage; +4 Stealth checks in one Favored Terrain [tundra, mountains, desert, jungle, forest- choose one] 1RP

Curiosity; +4 Diplomacy checks to gather information and Knowledge (history/local). If these are already class skills, you get a +2 on those checks. 4RP

ALL SUGGESTIONS WELCOME!!!


F.Y.I

"Mothkin" - Plural

"Mothman" / "Mothwoman" - Singular

Sczarni

-2 to will save vs spells with the pattern or light descriptor =D


lantzkev wrote:
-2 to will save vs spells with the pattern or light descriptor =D

Ah, excellent idea.

On another note, I've been reading up on real world Moths and would like to add the following features;

Because real world moths judge their direction by moonlight, they can do this at night as under a constant "discern north/direction" spell.

And that bit about not being able to fly with wet wings? Apparently a moth's wings are covered in a thing oil-like layer that repels water so this is no longer an issue XD


Question. Where are they getting the flight from? I could be wrong, but none of the stuff you've given them seems to give flight, which would explain why your RP cost is so low. If I remember the ARG properly (mine is downstairs on the dining table, and I'm rugged up in bed so I won't be double checking it til morning), I'm pretty sure giving them flight would cost 6RP on its own for 40ft with Poor manoeuvrability.


Tinkergoth wrote:
Question. Where are they getting the flight from? I could be wrong, but none of the stuff you've given them seems to give flight, which would explain why your RP cost is so low. If I remember the ARG properly (mine is downstairs on the dining table, and I'm rugged up in bed so I won't be double checking it til morning), I'm pretty sure giving them flight would cost 6RP on its own for 40ft with Poor manoeuvrability.

True. But I'm still caught on why it ought to be "poor maneuverability"; I mean, if you're born with legs then it's assumed that you learn to walk. If you're born with fins, you learn to swim, if you're born with wings, you fly. By this logic, I should be "walking with poor maneuverability"?

This just doesn't make much sense to me and I'm hoping somebody has a house-rule to fix this.


Because unlike real life, this is a game and it needs to be (relatively) balanced. Having flight right from the start is a massive bonus. Additionally, all poor manoeuvrability means is that you have a penalty to your fly checks. It can be offset by putting skill points into the Fly skill.

I'd also point out that just being born with wings isn't going to make you a graceful flier. For in game examples, look at the dragons. Adult Black Dragon has Fligt 200ft (Poor). In real life, look at the flightless birds. They've got wings, but they do nothing for them.

Here we go, just found this on the PRD. Flight is an Advanced Trait in the race builder.

PRD wrote:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

So it'd be 4 RP for Flight 30ft (Clumsy). Making it 6 gives you 40ft (Poor), and you can continue to improve it from there.

That said, if you don't like this then you can just change it yourself. Why do you need to wait for someone else to house-rule it? If you're the GM, just go ahead and rule it yourself. If you're a player, discuss it with your GM and see if they're willing to work with you on it.

One thing to consider though is that players who have flight way too early can derail games if the GM isn't 100% prepared for it. There's a reason that most of the featured and uncommon races from the ARG that have flight require feat investment to get it, and won't get it til 7th level at a minimum.


Tinkergoth wrote:

Having flight right from the start is a massive bonus.

How is being able to fly a "massive bonus"? So what if I can fly into the air and use my bow from up in the sky, doesnt make me immune to arrows or ranged magic.

I fail to see how, roleplay-wise, it's broken?


From a mechanical perspective, games like Pathfinder and D&D make certain assumptions about what you're capable of. And I didn't say it was broken, only that it's a massive bonus. Because it is.

Okay, so you're not immune to ranged magic and arrows. But you sure can stay right the hell away from the heavy hitting melee characters, which can be fairly prevalent depending on the game. You can fly around obstacles that were intended to be significant challenges. There's an island you need to reach and the lake it's on is filled with dangerous creatures? Never mind, just fly there.

I'm not saying that flight from the word go is a 100% bad thing, I'm saying that if you're not careful it can cause problems. The GM for one of my old games gave my character flight from level 1 and forgot to adjust the challenge for it, and I proceeded to derail things from the start without even realising that's what I was doing. How was I to know that he didn't expect my reaction to be "I fly away" when facing unbeatable odds on my own. Suddenly he had to come up with a completely different way to introduce me to the rest of the party.

If it works in your game, do it. But you asked for feedback and review, and given that I don't know the context of your game, all I can go on is mechanics. Based on the mechanics, you've ignored the step of actually giving them the ability to fly unless you do decide to house rule it.

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