Are These Races Balanced?


Homebrew and House Rules


So, I've got a homebrew setting that I slapped together. You know the works: lots of lore, 50 or so deities (about half of which have completed descriptions), that sort of thing. The trouble is I'm not sure how well I've balanced the races and all that jazz.

I've been playtesting these various races in a megadungeon campaign, though I haven't gotten to try all of them out. So, without further ado, I will list:

1) Races that are new (without including fluff)
2) Old races with alternate racial traits or changed traits

In no particular order.

What I am looking for is a set of races that are reasonably well balanced. I suspect many of these races will be more powerful than standard races - but I need to know whether they are more powerful to Kasatha degrees or Tiefling degrees.

Also note that I am purposely erasing a lot of fluff. My fluff. Mine.

* * * * *

Dwarf:

Standard. Also, most dwarves replace Hatred with Ancient Enmity.

Alternate Racial Traits:
Winter Soldier - While dwarves may be feared for their sturdy phalanx, some are feared for their ability to march for days on end in pursuit of their enemies. Such dwarves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This ability replaces Stability.
Preemptive Volley - A dwarf with this trait may hurl a held weapon and draw a new weapon as free actions while performing a charge or bull rush. The weapon may be hurled at any point during the charge, and the new weapon may be drawn at any point. This attack is made in addition to the usual effects of charging and bull rushing. The thrown weapon gains the +2 bonus to attack from Charge. This ability replaces Weapon Familiarity and Hatred.

Half-Elf:

Standard, but with the following change:

Magical Flexibility - The adaptable nature of half-elves makes them develop a knack for manipulating magic on the fly. Once per day, half-elven spellcasters may spontaneously increase the spell level of a spell they cast by one and may apply a metamagic feat to make use of the increased spell level as a free action or, if they are prepared spellcasters, may exchange any current metamagic feat(s) applied to the spell for another they know. This replaces the Multitalented racial trait.

Gnome:

Rebuilt from Standard. Gnomes in this setting are meant to share both elvish and gnomish traits (they're essentially a half-breed race). They're meant to be good skill monkeys, especially when playing the role of The Face.

+2 CON, +2 INT, -2 STR
Small
20 speed
Defensive Training - Gnomes have a +1 dodge bonus to their armor class.
Gnomish Resistance - Having descended from both elves and dwarves, gnomes have the better qualities of each. They have immunity to sleep effects and spells and a +2 racial bonus to all saving throws against poison, spells and spell-like abilities.
Keen Senses - Gnomes receive a +2 racial bonus on Perception checks.
Low-Light Vision - Gnomes can see twice as far as humans in conditions of dim light.
Craftsman - Gnomes are naturally gifted craftsmen thanks to their dwarven nature. Upon character creation a gnome chooses one Craft skill. The gnome has a +2 bonus to skill
checks with that Craft skill.
Cosmopolitan - Gnomes can speak and read two additional languages of their choice. In addition, they choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for the gnome.
Wordsmith - Gnomes are good at knowing the right words to say in a given situation. Upon character creation gnomes choose one of the following skills: Bluff, Diplomacy, and Intimidate. The gnome has a +2 bonus to that skill.

Orc:

Rebuilt from Standard. Usually Lawful Evil. Their focus is on combat and they are meant to be on the high end of the power curve. They can be Lawful Barbarians / Bloodragers, but they take a penalty in any situation that involves "running away" by any means...

+2 to any two stats of their choice.
Medium
Favored Terrain - An orc must choose one type of terrain from the Ranger’s favored terrain list upon character creation. The orc gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while in this terrain. An orc traveling through their favored terrain normally leaves no trail and cannot be tracked (though they may leave a trail if they so choose).
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.
Darkvision - Orcs can see perfectly in the dark up to 60 feet.
Death Before Dishonor - Honor is a fierce commodity among orcs, and the loss of it by fleeing from the battlefield is seen as grievously unacceptable. Orcs cannot use the withdrawal action under any circumstances. They can flee the battlefield by other means (such as using a move action to move away from an opponent), but the act of retreat is so foreign to them that they take a -2 penalty to acrobatics checks to avoid attacks of opportunity and a -2 penalty to AC against attacks of opportunity made while attempting to flee the battle. If an orc uses magic to flee the battlefield (such as with the Dimension Door spell), the orc's AC is instead decreased by -2 until the start of his next turn and any concentration checks he makes until the next round take a -2 penalty.
Matter of Honor - Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 racial bonus on damage rolls against that creature.
Tempered Rage - Orcs may be a member of any class which provides or requires a rage class feature while still having a lawful alignment. They may progress in that class as much as they like without penalty and have access to all class features that would normally be barred to characters of a lawful alignment.
Weapon Familiarity - Orcs are proficient with naginatas. Orcs always consider tetsubos and nodachis to be martial weapons.

Hobgoblin:

Rebuilt from Standard. Usually Chaotic Evil.

+2 CON, +2 CHA
Medium
Beguiling Liar - Hobgoblins race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Big Smile, Sharp Dagger - Hobgoblins have a +2 racial bonus to Sleight of Hand checks made to conceal weapons on their person. In addition they deal an additional +1 damage with any attacks made during the surprise round.
Gregarious - When a hobgoblin successfully uses Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the hobgoblin’s Charisma-based skills for the next 24 hours.
Ally Shield - Hobgoblins gain Ally Shield as a bonus feat and may grant the feat to a single ally once per day as an immediate action. That ally retains the feat for a number of rounds equal to the hobgoblin’s character level.
Numerical Superiority - When a hobgoblin’s party has a perceived numerical advantage over their enemies, the hobgoblin gains a +1 morale bonus to attack rolls, skill checks, and saving throws versus fear. The party does not need to actually have a numerical advantage for hobgoblins to benefit from this ability; they only need to believe their group outnumbers their opponents. This ability does not function when the party is fighting creatures two or more size categories larger than the hobgoblin.

Alternate Racial Traits:
Horrifying (ex) - All hobgoblins have a nasty appearance, but some are born with downright horrific expressions. Anyone who sees the hobgoblin’s face must succeed a Fortitude save (DC 10 + CHA mod) or be Sickened for a number of rounds equal to 1/2 the Hobgoblin’s character level. Characters who suffer the ill effects of this ability or succeed on their save cannot be sickened by the same ability for 24 hours. Also, characters who have frequent exposure to the hobgoblin’s face may develop immunity to the ability at the hobgoblin’s (or GM’s) discretion. This ability does not work on creatures without an intelligence score. This ability replaces Numerical Superiority and Gregarious.

Racial Feats:
Deathly Horrifying
Prerequisites: Hobgoblin, Horrifying racial trait, character level 6th
Benefit: A Hobgoblin with this feat may add 1/2 their character level to the DC of their Horrifying ability. Additionally, any creature that fails the DC by 5 or more is nauseated for 1 round.

Half-Ogre:

Evil, usually. Big, dumb, strong, but clumsily built. Their biggest benefit is Powerful Build, as per the 3.5 ability, coupled with a +4 to Strength; I can see this as potentially game-breaking. However, I tried to stack enough penalties on them that they're not necessarily the world's best go-to Fighter.

Namely, they suffer: a total of -2 to AC (thanks to -2 DEX and -1 Dodge), -1 Reflex, and illiteracy to start. They do gain a few benefits besides Powerful Build, but I hope this makes them, at least, comparable (rather than overwhelming) when paired with other combat-oriented races.

+4 STR, -2 DEX, -2 INT, -2 WIS
Medium
Powerful Build - The physical stature of a half-ogre lets him function in many ways as if he were one size category larger. Whenever a half-ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-ogre is treated as one size larger if doing so is advantageous to them. A half-ogre is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-ogre can use weapons designed for a creature one size larger without penalty, and a half-ogre’s unarmed attacks deal damage as if they were one size category larger. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Clumsy - Half-ogres are large, oafish creatures and have unnatural, twisted feet. They have a -1 dodge penalty to AC and a -1 penalty to reflex saves.
Illiterate - Half-ogres are illiterate upon character creation. Players may spend skill points on the linguistics skill to become literate in languages they already know. They require twice as many skill points to learn new languages (one to speak it and one to read it). Half-ogres may not be wizards. Half-ogre fighters may not have the Lore Warden archetype.
Brutish Demeanor - Half-ogres have a +2 bonus to intimidate and intimidate is always a class skill for them. However, they also take a -2 penalty to all diplomacy checks.
Elemental Resistance - At the beginning of play a Half-Ogre chooses an elemental damage type (Fire, Cold, Acid, Shocking). The half-ogre has resistance 5 to all damage of that type.
Giant Heritage - Half-ogre sorcerers count as if their spellcasting ability was 2 points higher if they choose any Elemental bloodline.
Big Appetite - Half-ogres must eat one and a half times as much as a regular medium-sized humanoid.

Satyr:

Rebuilt. Focused on both being capable in melee and having good charisma-focused abilities.

+2 STR, +2 CHA, -2 CON
Medium
Satyr Immunities - Satyrs are immune to magic Charm spells and effects and have a +2 racial saving throw bonus against Enchantment spells and effects. However, satyrs also take a -2 penalty on saving throws against spells that compel them to sing, laugh, or dance (such as Hideous Laughter) due to their natural inclination toward merry-making; their saving throw bonus against enchantment effects does not apply to these spells. This penalty (and the loss of the saving throw bonus) only applies to spells that are specifically designed to cause a satyr to suffer those effects; it does not apply to a Dominate Person spell cast with the intention of making a satyr dance, for instance.
Gregarious - When a satyr successfully uses Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the faun’s Charisma-based skills for the next 24 hours.
Woodland Stride - Satyrs may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Hooved - Satyrs cannot wear normal footwear. They can wear certain items that go in the foot slot, such as anklets, horseshoes, and leg bracers, but they cannot wear any shoes or boots.
Revelry - Satyrs are naturally inclined toward song, dance, and other forms of entertainment. They have a +2 racial bonus to Perform checks.
Sylvan Charm - Once per day a satyr with a charisma score of 11 or higher may use Charm Person as a spell-like ability (su). The spell save DC is charisma-based and the caster level is equal to their character level. Also, satyrs get a +1 racial bonus added to the save DC of any language-dependent spell they cast on characters or creatures that is (or may be) attracted to them.

Custom Race 1:

Name is redacted for reasons. They will be referred to as Race, as will all subsequent custom races.

+2 DEX, +2 WIS, -2 CON
Medium
Primal Sprint - RACE are capable of running at impressive speeds. A RACE can drop to all fours, increasing their movement speed by 10 feet. RACE cannot hold weapons in their hands while performing a Primal Sprint. When moving on all fours, RACE can charge across difficult terrain without penalty.
Arcane Brand - All RACE are covered with glowing tattoos that serve no purpose but to make them more distinct and easier to notice. RACE take a -4 penalty to Stealth checks that involve being seen. Invisible or out of sight RACE do not take this penalty. These tattoos also emit light in their square equal to that of a candle (with a color that matches the tattoos’).
Bite - RACE have a 1d3 bite attack. This attack can be performed as a primary attack or as a secondary attack if the RACE is using manufactured weapons.
Arcane Assault - Once per day a RACE may activate this ability as a swift action to make their attacks deal 1d4 force damage. This bonus damage may be dealt by unarmed strikes with the RACE’s elbows or hands (or attacks with weapons held in those hands) and with the RACE’s bite attack. This ability lasts for 1 round per character level. A RACE may end the effects of Arcane Assault as a free action.
Nimble Faller - RACE land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Bodyguard - RACE begin play with the Bodyguard feat. RACE may use this bonus feat even if they do not already have the prerequisite feat (Combat Reflexes).
Desert Runner - RACE receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Low-Light Vision - RACE can see twice as far as humans in conditions of dim light.

Custom Race 2:

I feel like this race is pretty well balanced. It's meant to be a pirate race along the lines of the Barbary Corsairs, and therefore is designed with that in mind.

+2 to any one attribute - Like humans and half-breeds, RACE are incredibly adaptable and can fill most any role in a party.
Medium
Natural Armor - RACE have a +1 natural armor bonus.
Swim - RACE have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.
Hold Breath - A RACE can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Elongated Skull - While RACE can wear most helmets just fine, the shape of their heads is unlike that of a human’s and closed helms must be specially made for them to wear them. RACE can wear open faced headslot items, such as hats, coifs, hoods, and helmets that do not cover the face; however, a RACE cannot wear full helms, bascinets or masks designed for use by humans and similar humanoids.
Claws - RACE receive two claw attacks that deal 1d4 damage each. These are primary natural attacks.
Corsair - RACE have a +2 racial bonus to both Profession (Sailor) checks and Appraise checks. Additionally, when climbing ropes or rope-like materials (such as vines) a RACE moves twice as fast.
Natural Knowledge - RACE have a +1 racial bonus to Knowledge (Nature) and Knowledge (Nature) is always a class skill for them.
Weapon Familiarity - RACE consider the falcata to be a martial weapon.

Custom Race 3:

+2 STR, +2 CON, -2 INT - RACE are strong and seemingly deathless fighters but are lacking in cunning.
Medium
Natural Armor - RACE have a thick hide which provides them a +1 natural armor bonus.
Bite - RACE have a 1d4 bite attack. This attack can be performed as a primary attack or as a secondary attack if the RACE is using manufactured weapons.
Irongut - RACE consume things other races wouldn’t dare to touch and suffer few, if any, adverse effects for doing so. RACE may eat raw or rotting meat, even that of humanoids, without any penalties. They also have a +2 bonus to all saving throws against poison and disease.
Cackle (sp) - RACE gain the Witch hex of the same name and it functions the same way with the following exception: the ability may only be used a number of times per day equal to one-half the RACE’s character level (minimum of 1, rounded up), may be performed as a swift action, and also casts Evil Eye (another Witch hex) as a spell-like ability that targets a single creature within the same radius as the cackle. The save DC for this Evil Eye is 11 + the RACE’s Charisma modifier and the effect lasts for a number of rounds equal to 1 + the RACE’s Charisma modifier (minimum of 1) on a failed save. The Evil Eye ability does not improve in effectiveness as the RACE levels.
Gift of Chaos - Once per day a RACE may add a roll of 1d6 to a single saving throw. The use of this ability must be declared before either the saving throw or the d6 is rolled.
Chaos Affinity - RACE sorcerers with the Protean bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. RACE spellcasters with the Chaos domain use their domain powers and spells at +1 caster level.
Scavenger - RACE are natural scavengers and have developed senses specially honed to finding objects of value and edibility. RACE receive a +2 bonus to Perception checks made to spot hidden treasure or to find edible (and not-so-edible) food.

Custom Race 4:

Very much combat oriented. Should be clear how.

+2 STR, +2 WIS, -2 CHA
Medium
Horned[b] - RACE have a 1d6 gore attack. This may be used as a secondary attack in a full attack. It deals two times strength damage when used during a charge attempt.
[b]Stability
- RACE gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Unstoppable Charge - RACE gain a +2 racial bonus when performing bull rush attempts. They also gain a +2 attack bonus when charging, increasing their total charge attack modifier to +4. These bonuses do not apply when mounted. These bonuses do not stack with each other.
Well-Traveled - RACE have a racial +2 bonus to Knowledge (Local) and Knowledge (Local) is always a class skill for them.
RACE Body - RACE cannot wear normal helmets or boots. They can wear other items that go in those slots, such as anklets, horseshoes, circlets, hoods or wreaths, but they cannot wear any footwear and may only wear helmets that are specially designed for them.
Big Appetite - RACE must eat one and a half times as much as a regular medium-sized humanoid.
Know Thy Weapon (Ex) - RACE may discern the magical properties of weapons as if they were using Spellcraft with the Detect Magic cantrip. However, RACE make a Craft (Weapon) check in lieu of a Spellcraft check when discerning the magical qualities of a weapon in this manner. The DC to discern magical qualities is the same.
Darkvision 60 ft.
Weapon Familiarity - RACE are always proficient with shortspears, short swords, gladiuses, and greataxes.

Custom Race 5:

This race, I hope, is comparable to most standard races. I started with the Grippli for inspiration.

+2 DEX, +2 INT, -2 STR
Small, Amphibious
Slow and Steady - RACE have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Prehensile Tongue - RACE possess long, sticky tongues that can grasp small objects quickly and easily. While they cannot wield weapons with their tongues, they can use them to retrieve small, stowed objects carried on their persons as a swift action. They can also use their tongues to grasp small, unattended objects (or objects on a willing subject) within ten feet and to perform the Steal combat maneuver.
Jumper - RACE with this trait are always considered to have a running start when making Acrobatics checks to jump.
Herbal Knowledge RACE have a racial +2 bonus to Craft (Alchemy) and a +1 bonus to Knowledge (Nature) and Heal checks. Craft (Alchemy) is always considered to be a class skill.
Swamp Song - RACE may speak with amphibians as if using the spell Speak With Animals, but only to communicate the most basic of ideas.
Low-Light Vision - RACE can see twice as far as humans in conditions of dim light.
Weapon Familiarity - RACE consider the flask thrower to be a martial weapon, and are proficient in battle poi.


Half-Ogres seem INCREDIBLY bad. +4 Str is not worth those downsides. It's not worth it for the standard Orc either, and those are even worse.

Everything else with a name seems good.

Reading your custom races is obnoxious and I refuse to do it. If you want someone's opinion on something you can at least do them the courtesy of writing the name down so there aren't big glaring ANNOYING CAPITAL LETTERS FOR YOU every few words, especially when it makes the grammar of the sentence awkward where clearly there was supposed to be a plural or something and there's not.


Rynjin wrote:
Reading your custom races is obnoxious and I refuse to do it. If you want someone's opinion on something you can at least do them the courtesy of writing the name down so there aren't big glaring ANNOYING CAPITAL LETTERS FOR YOU every few words, especially when it makes the grammar of the sentence awkward where clearly there was supposed to be a plural or something and there's not.

The reason I did that is because a friend gave some input when I was designing those races and he suggested I keep the names / lore secret in the event that we ever want to do a bigger project with what I'm designing. I know it's annoying, but I'd have to put a stand-in of some sort anyway.

What about the actual abilities of the RACE races?


Half ogres don't seem that bad. In fact, their ability to use a larger weapon combined with the +4 str, i'd take that, in a second. Human str 18, greatsword, powerattack and all that: level 4, powerattack/weapon spec, attack +8 to hit, 2d6 + 14 damage. Half ogre, same feats, large greatsword, 22 str: 3d6 + 17 damage. No size penalty to attacks, either, because powerful build doesn't actually make him large sized. Fighter types tend to be one trick ponies anyway, even at later levels, but eveything fighters excel at, that half ogre would be better at it. Crazy maneuver bonuses, etc, better damage. Why not? Only thing he loses is the skills and will saves, but once you have your core feats, you could always take a trait or iron Will to make up for the low save.


#3 seems overpowered-- +3.5 on a save is kind of ridiculous, Cackle is obnoxiously good action economy, and their stat spread, while not ideal, is very good. Natural Armor and a Bite is icing on the cake.


On the RACE races, i like 'em. Points-wise, they certainly don't seem more powerful than say, an aasimar. Race 1/3/4 seem a little more powerful than the other 2, but I'm guessing those are within that 12-16 point range, which isn't bad, considering that's right where all the advanced races are in ARG. I think elves and gnomes are 10-12 points or thereabouts anyway.

I really like the feel of them, none of them seem like they were power-builds to be teh uberist, so much as just races who've adapted to whatever environment they tend to live in. P.S. I'd totally play that frog race or whatever they are. Like, a toad-alchemist, or a toad-shaman. Bulging eyes maybe, always has a sort of googly eyes thing going on, eyes that occasionally look in different directions, and not always at whoever the (race) is talking to.


Inlaa wrote:
Rynjin wrote:
Reading your custom races is obnoxious and I refuse to do it. If you want someone's opinion on something you can at least do them the courtesy of writing the name down so there aren't big glaring ANNOYING CAPITAL LETTERS FOR YOU every few words, especially when it makes the grammar of the sentence awkward where clearly there was supposed to be a plural or something and there's not.

The reason I did that is because a friend gave some input when I was designing those races and he suggested I keep the names / lore secret in the event that we ever want to do a bigger project with what I'm designing. I know it's annoying, but I'd have to put a stand-in of some sort anyway.

What about the actual abilities of the RACE races?

If that's your concern, put them in a Google Doc. Then Paizo can't use them (though you'd have to be pretty paranoid to think they would anyway).


kestral287 wrote:
#3 seems overpowered-- +3.5 on a save is kind of ridiculous, Cackle is obnoxiously good action economy, and their stat spread, while not ideal, is very good. Natural Armor and a Bite is icing on the cake.

Yeah, maybe the swift action thing might require a race feat, in hindsight. Being able to evil eye folks is kinda brutal on the low levels, particularly if that too, is usable as a swift action. If I read it correctly, using the cackle is separate from using evil eye (which, as written, i think is a standard action spell like ability)? Or are they a single racial ability combined into one swift action?

Anyway, maybe throw in "Constant Cackler" as a race feat (or whatever, I don't like that name, but with some work it could be catchier): (Race) can cackle twice more per day, and cackling is a swift action instead of a move action.

Then again, extending hexes by 1 round per cackle isn't the end of the world. Evil eye, on the other hand, is a -2 to AC, ability checks, lasting 4+rounds. That could get nasty, particularly if there were multiple (race) in one scenario going against a party. Either way, not game breaking, but it could be if the effect stacks (doesn't specify a type of penalty in the evil-eye description, so I don't know, but if they do stack it's horribly OP. level 10 warrior gets nerfed to uselessness by a war party of 10 level 1 cacklers.


p.s. paranoid or not, doesn't it seem just as extreme to be so annoyed by simply having to type "race 4" instead of "rhinobeast"?


Aemesh wrote:
p.s. paranoid or not, doesn't it seem just as extreme to be so annoyed by simply having to type "race 4" instead of "rhinobeast"?

It's reading it, not writing it. The flow is all wrong. It's like reading one of the especially bad SCP Wiki pages where every second word is <REDACTED>.


I see. I don't know, doesn't bug me, but then I have a buddy who's the same way; always in the works trying to get something published, refuses to email it to me for editing, nor does he allow anyone to make copies of his material. Yet oddly, he trusts me with the keys to his car, so *shrug* i don't take it personally.


Rynjin wrote:
Aemesh wrote:
p.s. paranoid or not, doesn't it seem just as extreme to be so annoyed by simply having to type "race 4" instead of "rhinobeast"?
It's reading it, not writing it. The flow is all wrong. It's like reading one of the especially bad SCP Wiki pages where every second word is <REDACTED>.

Every second word is what? I want to know!

On a more serious note, Half-Ogres are terrible and Satyrs really don't need Charm Person as a SLA. SLAs are Sp, by the way. Su is supernatural.


Thanks for the input thus far.

It's not Paizo that I'm worried about, but rather the surprise factor and such. In case I DO make this an open source for a PDF thing (open source is the idea), I'd rather reserve the setting's fluff for THAT time. I can write something else if it really bothers you in their place.

Quote:
Yeah, maybe the swift action thing might require a race feat, in hindsight. Being able to evil eye folks is kinda brutal on the low levels, particularly if that too, is usable as a swift action. If I read it correctly, using the cackle is separate from using evil eye (which, as written, i think is a standard action spell like ability)? Or are they a single racial ability combined into one swift action?

I like what you're saying - use feats to make it eventually become a swift action. As it is, it's a single swift action to do both, and yeah that's pretty powerful. I've been thinking of nerfing it somehow, but I wanted to get opinions first.

So, starting off as evil eye + cackle as separate abilities, move actions each; then graduating to eventually being able to use Cackle as a swift action via a feat, but still having Evil Eye as a move action. Sound fair? Would still make Gnoll spellcasters pretty strong.

The Constant Cackler feat might be what I use.

The limiting factor on it ATM is the character level. It just doesn't seem... enough.

Quote:
#3 seems overpowered-- +3.5 on a save is kind of ridiculous

I suppose so. Would you suggest a 1d4 instead? Would nerfing the race's cackle and evil eye be enough?

Last idea: would outright removing the Cackle / Evil Eye be the best route? If so, what would you folks add in its place?

What about Orcs? As they are, is the retreating penalty a good balancing act? Nothing broken about Lawful Barbarians?

Quote:
On a more serious note, Half-Ogres are terrible and Satyrs really don't need Charm Person as a SLA. SLAs are Sp, by the way. Su is supernatural.

Would you remove Charm Person completely from the Satyrs? What would make playing a Half-Ogre viable to you? (I've seen two people say they dislike it and one person say they like it.)


A +4 really only warrants two -2's at best. As such I'd make them something like this:

+4 Str, -2 Dex, -2 Int to get the "Slow and Clumsy" idea in there.

Keep Powerful Build.

Drop Clumsy, Illiterate, and Giant Heritage.

That puts him roughly on par with other published races of about Orc level of power.

Since you seem to be aiming for a slightly higher power level, add something like +2 Natural Armor, which can then be traded for Giant Heritage as an alternate racial trait (or vice versa).


Half-Ogre: Personally I'm not sure I see a reason for them to exist in a world in which Orcs are an actual, functional class. That said, if I'm eating a -2 on two very important stats and a -2 on a somewhat important stat, I better be getting something really awesome out of it. +4 Strength isn't.

Powerful Build is decent, but it's incredibly overrated. Unless you build around it, the advantages are negligible. If you build around it, you're probably doing so with outside help or you're making compromises in either your BAB or CMB. Better hope your awesome Huge-but-really-Gigantic grappler never has to actually throw a punch or recognize that eventually yes, things will have CMD outstripping your CMB.

The energy resistance is laughably negligible and the spellcasting is only going to be useful for Sorcerers. Who aren't taking advantage of the +4 Str. So that one might as well not exist.

So: decent but not great benefits. In return, massive penalties across the board. Yeah... you literally couldn't pay me to play one of these as written.

Satyr: Pull the Charm Person for something less absurdly powerful of an SLA.

Gnolls: Yeah, you kinda called out what Race #3 is.

So unless I miss my mark, Cackle is a move action Hex and Evil Eye is a standard action Hex. That means that using both together is, on the whole, equivalent to a full-attack action.

That's not Swift Action material and, frankly, should never be swift action material.

Pull it or gimp it massively.

On their saves, I would find a fixed bonus rather than a die roll. Fixed bonuses tend to go over better because they're predictable and controllable as well as cutting down on table-time.


I think the half ogres exist because, lets face it, there's always someone who wants the flavor of a really huge bruiser - who at the same time, doesn't have green skin and little piggy tusks. Anyway, I'd have to agree that the ogrey stats are very single-flavor, and they aren't particularly versatile, but -2 dodge ac and reflex saves is nothing next to +2 to hit and damage and access to large weapons. Also, getting an effective +4 to cmd against trips, bullrushes, and grapples is definitely not trivial, while getting a +1 to do so on offense (plus the str bonus, too) is also not trivial. Well, at least not in the first ten levels. If anything though, include Overrun in that list of maneuvers- id think it be more difficult to just run one over with all that extra mass.

If anything I think the other stats are just fine. I mean, who cares, they're ogres, they're made for melee builds, and as a race goes, that's exactly what their full ogre cousins are like, big brutey basher types.

Anyway, if you're really concerned about them being underpowered, add some kind of arbitrary hp bonus (+1/lvl, because, hey, they're really thick) and I think it's fine, but otherwise: allow for some racial traits to swap out the clumsy, elemental resistances, or illiterate traits. For example, "tame upbringing": This half-ogre has been brought up in a more disciplined environment, either under the lash or under a kind mentor, and no longer suffers from illiteracy/diplomacy penalty. However, it's left him quite a bit less fierce and less able to deal with the harsh elements of his heritage, and as a result he doesn't get the intimidate bonus, or the elemental resistance. or "Anger Issues: while much more primal, and less clumsy than other of their kin, this half-ogre does tend to require a leash - when presented with a challenge to its territory/machismo, will save vs. X or violence ensues... Etc, etc...

Anyway, it doesn't take much focus to slap some powerattackey feats on one and make him out-deeps a standard meleer of a base race. For that reason I say leave it, it's more about flavor anyway, right? And I think it has the flavor of a half-ogre. Besides, those two-hander/ brute force melee builds are *already* really powerful at the low levels. But if that's the flavor someone wants, who cares if they feel overpowered until 10, when it's ultimately the same disparity faced by human/base-race mundanes versus casters. pre level 10: <mundane/melee might, post level 10 <casters.

Anyway, as for random save bonuses, i'd tend to agree: if only to make it easier for the Gm to control/ mitigate a scenario. It's pretty powerful to be able to use on any save type (will, fort or reflex) and toss a +d6 bonus on it - except, what the hey, it's once per day. Paladins, monks, a dozen other classes have constant bonuses, over many other classes, and there are plenty of races with flat, constant +3 vs all illusions, or +2 versus spells, or poisons, or whatnot. a once a day ability isn't OP even if it is a d6, though the extra rolling is always a tad annoying. Besides, it's a chaos thing, so more random = better taste. Maybe even make it like, d8-2 or d10-3. That way, they might even get a penalty. Chaos means sometimes bad too lol.


If we're talking balanced, I wanted to know if this race I built when I started playing was even halfway balanced.

They are sort of a mix between Suli and Samsarans in lore. I call them Astrals, native outsiders with ties to the Astral Plane.

Spoiler:

Race: Astrals (energy being)
Background: The Astral plane is a silvery void that connects the Material and Inner Planes to the Outer Planes. A being from the Astral Plane is a descendant of an adventurer who was trapped on otherworldly planes of existence. While their bodies have fallen prey to the disparate planes, their energy and essence live on, taking form once back on the Material Plane. Aside from their heightened awareness, the defining feature of the Astral race is their ability to survive.

Alignment: The most common alignment for an Astral is one of neutrality, however individual Astrals may be of any alignment.
Type: Outsider (native) (3 RP)
Size: Medium (0 RP)
Speed: Normal Speed (0 RP)
Language: Standard (0 RP)
Start with Common & one Planar language (see below)
Aside from above, high Int gives you a choice of:
Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran
Ability Modifier:
Standard (1 RP)
+2 Con, +2 Wis, -2 Cha
Traits (11 RP for standard outsider)

Negative Traits
Elemental Vulnerability (–2 RP): acid
Elemental Vulnerability (–2 RP): fire
Elemental Vulnerability (–2 RP): cold
Elemental Vulnerability (–2 RP): lightning
Negative Energy Affinity (–1 RP)

Positive Traits
Resist Level Drain (1 RP)
Enclave Protector (2 RP)
Spell-Like Ability, Greater(4 RP, = level of spell per spell)
Dimension Door (4 RP)
OPTION: Astral Beings have the option to switch this out for the “Freedom of Movement” spell
Lucky, Greater(4 RP)
Low Light Vision (1 RP)
Darkvision (0 RP w/ Outsider)
Shards of the Past (4 RP)

What do you guys think?


-2 AC for +2 hit/damage is an even trade at best...and then you throw on the other things, which are all either not useful or outright detriments to the race.

I'll take 2 Str/Con or Str/Dex on an Orc any day versus your version of the Half-Ogre.


Rynjin wrote:

-2 AC for +2 hit/damage is an even trade at best...and then you throw on the other things, which are all either not useful or outright detriments to the race.

I'll take 2 Str/Con or Str/Dex on an Orc any day versus your version of the Half-Ogre.

I won't begrudge you that. But if a player comes into a game with a starting 22 str (at like level 3) and runs into a combat doing 3d6+19 damage with his massive sword, overhand chop, power attack, furious focus and cleave, I guarantee the other players will start being like , "wtf, isn't that a little over the top?" just saying, there are a few ways to make that extra 2 str really shine. But if you would prefer the flexibility in stats, all power to you, I'm taking the little frog race anyway, and I'm taking alchemist and infuse potions, and I'm bombing all your *sses! *ribbit*


Here's the thing...it's overkill.

2d6+9 kills things just as dead as 3d6+12.

Meanwhile you have -2 AC, Ref saves, -1 Will saves, Perception and Sense Motive checks, -1 skill per level, -1 Knowledge checks, and -2 Diplomacy. With an inability to read.

For a whopping 6 extra damage...which is pointless until about level 3, at which point it MIGHT let you kill things a round sooner if they have lower than average HP.

From an OPTIMIZATION perspective, it's a raw deal, not just a personal preference one.


I'm probably going to remove the Dodge AC penalty to half-ogres and adjust their stats to +4 STR / -2 DEX / -2 INT. Tacking on an alternate racial trait for +1 Natural AC and a +1 to saving throws vs. poison and disease as a replacement for the 5 resistance to energy comes to mind as well. Keeping the -1 Reflex.

The gnolls (I accidentally said "gnoll" it seems) are meant to have a very specific flavor, one heavily leaning around chaos, so I will be keeping the +1d6 once per day to a save I think. Scrapping the Cackle / Evil eye seems best, but I definitely want them to have the hyena laugh incorporated into their race in some way and give it a magical flair. Perhaps Tasha's Hideous Laughter with CL = to character level as a move action once per day (assuming 11 CHA +)? The point with them is they're meant to seem absolutely nuts and wild, and the laughter that hyenas have (and gnolls are based off hyenas) really needs a presence.

Quote:
I won't begrudge you that. But if a player comes into a game with a starting 22 str (at like level 3) and runs into a combat doing 3d6+19 damage with his massive sword, overhand chop, power attack, furious focus and cleave

This is kind of the sort of person I expected to take the Half-Ogre with the original concept. Y'know, "It's really specialized for what it does."

That said, fixes are still coming.

Quote:
Satyr: Pull the Charm Person for something less absurdly powerful of an SLA.

Unnatural Lust?

EDIT: Oh, for Half-Ogres: taking away illiterate, too, probably. That... or giving them something to make up for it. Thoughts? I want them to come across as the big, slow slugger.


Unnatural Lust is a hilarious and yet still useful spell and I'd play the hell out of a character with it as a racial SLA.


Rynjin wrote:
Unnatural Lust is a hilarious and yet still useful spell and I'd play the hell out of a character with it as a racial SLA.

Yeah, the flavor is really nice, and it's useful for all sorts of situations - combat and non-combat. It's a great way to ruin someone's reputation.


Inlaa wrote:
Rynjin wrote:
Unnatural Lust is a hilarious and yet still useful spell and I'd play the hell out of a character with it as a racial SLA.
Yeah, the flavor is really nice, and it's useful for all sorts of situations - combat and non-combat. It's a great way to ruin someone's reputation.

and also to punish obnoxious pcs, lol. "Your character suddenly finds the bandit lord really attractive. Really really attractive. You never suspected that you were gay, but now, you don't know."

Sovereign Court

Race 4 comes off like Krynn style Minotaurs with some minor tweaks.


If anything, I'd want half-ogres to be more extreme brutes. Give them a Constitution bonus to go with the +4 Strength, and bonuses to Overrun and Grapple. Balance it out with penalties to AC.

kestral287 wrote:
+3.5 on a save is kind of ridiculous

Once a day, and you have to declare it before you know if you'll need it? It's nowhere near as good as the '+2 against all poison and magic' that dwarves get.


At first glance Orcs are way too powerfull they get versatile human and a ton of other stuff. Also hobgoblins +5 on telling lies is huge and Will screw the works over Big time.
Generally it seems you have med the races with mechanics in mind. I Think it better to take a step back and think more flavor and less mechanics first. Pehaps you have don that. But a face race is boring even if it is costum made to be OP.
Sorry if i Sound negative.


Half-elven magical flexibility might need something in there to stop a 7th level wizard taking an enlarged fireball and making it a quickened or maximised fireball. Well, 1/day limits that I guess.

Under orc - nodachis already are martial weapons.

Horrifying hobgoblins need a range on that. Maybe 30' or so. Deathly horrifying may meet your criteria of broken good, I'd drop the chance of nauseating enemies to natural 1 on the save, or remove it entirely.

Satyrs have a con penalty? Not how I'd envision them. I'd have thought they could party all night.


I just woke up, so I'm just going to reply to a few posts before working on some fixes and looking at that Astrals race.

Quote:
Under orc - nodachis already are martial weapons.

I thought they were Exotic. Thank you! Orcs will just know how to use them naturally then.

Quote:
Horrifying hobgoblins need a range on that. Maybe 30' or so. Deathly horrifying may meet your criteria of broken good, I'd drop the chance of nauseating enemies to natural 1 on the save, or remove it entirely.

Hm. Yeah, this is why I needed to post these for public review. A 30 foot range seems good; and I am trying to avoid broken good. Would a two feat buy-in in order to get the Nauseating balance it out (one to add 1/2 character level, one to make it nauseate enemies for 1 round / day)?

Quote:
Satyrs have a con penalty? Not how I'd envision them. I'd have thought they could party all night.

There's a very specific reason for this that's ingrained in the world lore. It was a decision made based on the race's heritage and such in this setting.

Quote:

At first glance Orcs are way too powerfull they get versatile human and a ton of other stuff. Also hobgoblins +5 on telling lies is huge and Will screw the works over Big time.

Generally it seems you have med the races with mechanics in mind. I Think it better to take a step back and think more flavor and less mechanics first. Pehaps you have don that. But a face race is boring even if it is costum made to be OP.
Sorry if i Sound negative.

No, that's fine! Orcs are a tricky race for me because I want them to definitely look more powerful than other races at first. I want their balancing acts to be a bit extreme, however. One thing I've been considering is giving them versatile human with that second +2 forced on Constitution or the like, making them have to put the their first +2 on a non-Constitution stat. Lore-wise, they're meant to be a race that's only been held back in their wars with humans by their refusal to retreat when the situation is way out of hand.

Does anyone else have the same opinion on Hobgoblins? I personally feel the +4 bonus is fair because it's very specifically the ability to tell lies that they're good at, and it's meant to make them very good when partnered with a goblin (the hobgoblin is the face and the other to be the eyes and ears - because goblins have that amazing stealth bonus). Thoughts?

Quote:
Race 4 comes off like Krynn style Minotaurs with some minor tweaks.

Naughty secrets! Krynn was a source of inspiration for this race.

Quote:
Once a day, and you have to declare it before you know if you'll need it? It's nowhere near as good as the '+2 against all poison and magic' that dwarves get.

Right, it's something you have to use when you THINK you'll need it. That said, I liked Aemesh's idea a lot, so I'll be turning it into a 1d8-2 so it has a chance of being anything from a -1 to a +6. It makes the gnolls feel more chaotic.

Quote:
If anything, I'd want half-ogres to be more extreme brutes. Give them a Constitution bonus to go with the +4 Strength, and bonuses to Overrun and Grapple. Balance it out with penalties to AC.

I'll think about this. I'm going to tinker with the race and see if removing a few of the penalties and adding on a few bonuses like that works best.

By the way, thank you all for your constructive criticism. Keep it coming if you see anything else you'd like to comment on.


Oh, I see what you were saying about the half-elven ability now, AVR. I'll just change the text slightly to make it clear that it cannot exceed the spell level of the currently prepared spell and its applied metamagics +1.


Is anyone else seeing RACE 1 being the kind of thing some players would come up with if you gave them the race builder and told them to make a monk? Because it seems pretty good for a monk:

DEX and WIS up

Arcane Assault is only good for a monkish character.

Nimble Faller seems to fit in with a monkish theme.

Bodyguard can be useful for certain monk builds.

Primal Dash is two feats (fleet + fleet) without penalty if you don't use weapons in the first place.


If I was trying to game the system and make a monk-race, I'd want a penalty to Int or Cha rather than Con.


Concerning Arcane Assault...

Quote:
Arcane Assault - Once per day a RACE may activate this ability as a swift action to make their attacks deal 1d4 force damage. This bonus damage may be dealt by unarmed strikes with the RACE’s elbows or hands (or attacks with weapons held in those hands) and with the RACE’s bite attack. This ability lasts for 1 round per character level. A RACE may end the effects of Arcane Assault as a free action.

So it can be used with hand-held weapons as well. It's based off the Energy Assault ability from the race builder.

That said, yes, this race SHOULD be good for monks among a few others. It was drafted up as a bodyguard race (hence the feat) and was meant to be good at both dealing armed and unarmed damage. Monks are frequently considered a weak class, so I had no qualms with letting them have a solid movement ability in return for being unable to wield weapons while doing so (since, yeah, it still leaves them with the option of fighting unarmed).

In my current campaign, one of the players is playing a Magus of this race. This actually works out fairly well: she can Primal Sprint to reach something quickly (because this ignores difficult terrain) and deliver a spell through a touch attack or natural attack; she's always armed even if she's grappled; her Arcane Assault is extra damage that's good in essentially every situation. The downside is no +INT, but there's no penalty to that either.


So, having looked at the Astral race...

I don't see anything broken about them. They have good abilities, but the energy weaknesses will probably come into play pretty frequently during any given campaign whether through spells or enchanted weapons and so forth. I suppose having Evasion would help a character avoid a lot of that penalty, maybe? They do have +2 to all saving throws after all.

CON and WIS are not broken ability score modifiers in and of themselves, though the race could make for a solid Monk. It gets evasion, Dimension Door (or Freedom of Movement), and with saving throws like that an Astral Monk could easily be considered comparable to a paladin as far as defenses go.

Really, it's a good race without being outright broken. I don't think I'd use it personally (for flavor reasons), but I know a few people that would.

Anyway, here's a new version of the Half-Ogre. I gave them a carrying capacity increase, reduced the penalties for Clumsy and Illiterate (keeping both), gave them an alternate racial trait, remove the -2 WIS, and added a +2 CON. I did keep the -1 Dodge AC, but I tried to give them a couple bonuses to make up for it. Opinions, please:

Half-Ogre:

+4 STR, +2 CON, -2 DEX, -2 INT
Medium
Powerful Build - The physical stature of a half-ogre lets him function in many ways as if he were one size category larger. Whenever a half-ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-ogre is treated as one size larger if doing so is advantageous to them. A half-ogre is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-ogre can use weapons designed for a creature one size larger without penalty, and a half-ogre’s unarmed attacks deal damage as if they were one size category larger. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Strong Back - Half-ogres determine their carrying capacity as if they had an additional 2 points of strength. This stacks with similar effects.
Bulky - Half-ogres learn ways to force their way through crowds with sheer brute force. Half-ogres have a +2 racial bonus when making overrun and bull rush attempts.
Clumsy - Half-ogres are large, oafish creatures and have unnatural, twisted feet. They have a -1 penalty to Dodge AC.
Illiterate - Half-ogres are illiterate upon character creation. Players may spend one skill point on the Linguistics skill to become literate in all languages they already know in addition to the benefits of learning an additional language.
Brutish Demeanor - Half-ogres have a +2 bonus to intimidate and intimidate is always a class skill for them. However, they also take a -2 penalty to all diplomacy checks.
Elemental Resistance - At the beginning of play a Half-Ogre chooses an elemental damage type (Fire, Cold, Acid, Shocking). The half-ogre has resistance 5 to all damage of that type.
Giant Heritage - Half-ogre sorcerers count as if their spellcasting ability was 2 points higher if they choose any Elemental bloodline.
Big Appetite - Half-ogres must eat one and a half times as much as a regular medium-sized humanoid.

Alternate Racial Traits
Thick Hide - Some half-ogres have very thick skin. This gives them a +1 Natural Armor bonus. This ability replaces Elemental Resistance.
Throw a Rock At It - When angry, a typical response for half-ogres is to grab something big and hurl it at someone else. Half-ogres with this racial trait may wield two-handed improvised throwing weapons without penalty (such as a boulder or a table). In addition, their ranged increment with such weapons increases by 10 feet and they may use their strength bonus in place of dexterity for their attack roll. This ability replaces the Strong Back, Elemental Resistance and Bulky racial traits.


My two coppers on Half-Ogres:

They already receive a -1 penalty to Dodge AC due to taking a -2 penalty to Dexterity. Clumsy is... Well, clumsy. The Illiterate option is rather silly; it's just a speed bump that is completely negated by taking a single rank in Linguistics for a purpose that I'm as-of-yet unaware. Giant Heritage is awkwardly written; it should count as if their spellcaster level was 2 levels higher if they choose an Elemental bloodline. Two points makes no sense. Big appetite is there for flavour, but not much of anything else.

Generally speaking, your racial benefits being stackable is problematic, given that your racial "penalties" are meager.

I might recommend that you rework this race yet again to provide both a solid platform upon which to build, then work in benefits and penalties that make not just thematic sense, but mechanical sense as well. The race just comes across as awkward.

My two coppers on Hobgoblins (since you asked):

They just come across as a Mary Sue race. There's no real downside, including your Horrifying alternate racial trait being somewhat counter to their Charisma bonus. While I recognize that Charisma isn't simply physical comeliness, if all Hobgoblins have a nasty appearance, then why do they have a Charisma bonus in the first place? Maybe they're super-confident and sauve, which offsets their ugly appearance, but then shouldn't they have a +/- 0 bonus/penalty to Charisma to fit in, thematically?

Anyway, it's not overwhelming or broken at first glance, but it's not particularly appealing, either. In essence, it lacks character.

Best wishes!


Erm, Charisma is QUALITY of appearance, not type. You really think Green Hags, Balors, and frickin' CTHULHU are great beauties?

No, their high Cha represents how terrifying they look.


I get that, Rynjin. However, there's nothing else that really plays into the quality aspect in what we're being shown.


What else needs to play into it? It's an Alternate Racial Trait. Some Hobgoblins are butt ugly and scare small children with their faces.


Quote:
Giant Heritage is awkwardly written; it should count as if their spellcaster level was 2 levels higher if they choose an Elemental bloodline.
Tiefling: Fiendish Sorcery wrote:
Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

The reason I say "spellcasting ability" is because there is at least one way to get INT as a spellcasting ability score for Sorcerers (thanks Crossblooded Sage/whatever) and I THINK there may be a way to use WIS? I can just change "spellcasting ability" to "spellcasting ability score." I honestly don't know why I left score out.

Quote:

Erm, Charisma is QUALITY of appearance, not type. You really think Green Hags, Balors, and frickin' CTHULHU are great beauties?

No, their high Cha represents how terrifying they look.

Right. The thing about Hobgoblins is they're fairly ugly looking but have this ability to be amazing liars and generally get whatever point they want to make across.

Concerning their power level, I'm thinking about what would actually be the best way to weaken them while keeping to their themes - backstabbing, lying, cheating, and being cowardly. Slapping a -2 WIS is something I'd consider, as it would simultaneously make them poor clerics (they're not exactly the picture of a devout priest) and lower their saves vs. fear. Thoughts?

As for them being a Mary Sue race... If you're talking about power level when you say that, that's one thing. Flavor-wise, uh, they're a cowardly race that uses its friends as meatshields, lies a lot, is ugly, etc. I don't see how those traits are Mary Sueish, since a Mary Sue is frequently a perfect sort of person or an outright author insert. (I HOPE hobgoblins aren't author inserts, because what does that say about me?)

Quote:
I might recommend that you rework this race yet again to provide both a solid platform upon which to build, then work in benefits and penalties that make not just thematic sense, but mechanical sense as well. The race just comes across as awkward.

Fair enough. I'd like to emphasize the brute strength aspect of the race, of course.

If I were to rebuild it, the things I for sure want to keep:

1) The ability scores that are present - this should be the core of what makes a half-ogre desirable while emphasizing that it's not designed with defense in mind.
2) Giant Heritage - this makes Half-Ogre sorcerers viable (and yes, I want them to be viable for the race). I'm tempted to say "Sorcerers and Bloodragers," but that might make the Bloodrager all TOO natural a choice. (Large sized weaponry, +4 STR, +2 CON, low AC already, 2 less CHA needed for spellcasting; that'd be a solid fit I'd think.)
3) The energy resistance is important for flavor reasons mostly, which is why I put down an alternate racial trait to swap it out. I picked +1 natural armor because 5 resist and 1 nat. armor have the same costs in the race builder.
4) For that reason, the alternate racial trait giving +1 Natural AC is staying in as well.
5) Powerful build + the high Strength is really what makes this race something noteworthy, so that's the final component I really want to include.

Given all that, it's not a matter of scrapping and starting over to me so much as working around those five things.

The rest is a lot more flexible. Illiterate I want so that, yes, it IS a small roadblock if you want to be able to read, but it's not something I feel MUST be included. Strong Back, the second alternate racial trait - those are tertiary components. Big appetite has an impact on games where you actually keep track of food supplies (I know some GMs handwave that).

As for Clumsy, I've no qualms with removing that. I wanted to see what people's opinions were with these changes I just made are first.

Again, I know all these races SHOULD end up higher powered than, say, your average human, but I want them to sit comfortably around Tiefling / Aasimar level if I can get them there.

I'd like to hear more opinions and thoughts before I make any further changes. I'd also like to hear opinions on what should be changed specifically for Half-Ogres - such as swiping away Clumsy entirely, or adding a certain trait you have in mind, etc.


I get the sense that you want more of a half ogre-mage (Oni) than a half ogre, so here would be my recommendations (and yes, I recognize that this deviates from your "things you'd like to keep"):

Half Ogre-Mage (Oni):

Advanced Race
Type: Outsider (Native, Oni subtype) 3 RP
Size: Medium
Speed: Normal
Languages: Xenophobic (Starting with Giant; having access to Common, Orc, Goblin, Cyclops)
Ability Scores: Flexible (+2 Strength, +2 Constitution) 2 RP
Powerful Build: (As you described.) I place it somewhere around 4 RP
Elemental Vulnerability (Fire or Acid): Vulnerability to the chosen energy type. -2 RP
Natural Armor: +1 Natural AC 2 RP
Change Shape, Greater: 6 RP
Elemental Affinity (Cold or Electricity): (Choose one.) 1 RP
Gatecrasher: 2 RP
Relentless: 2 RP

Total: 20 RP

Ultimately, not as strong or as dim-witted as you were envisioning, but I feel it's respectable. Also, since I got the sense that you were building more off of an oni (ogre mage) than a true ogre, given the elemental affinities, I felt that this was a decent representation, as Ogre Magi have regeneration, but that regeneration is vulnerable to acid and fire.

Best wishes!


Not quite, not really. It's like this:

Ogres are MEANT to be big dumb brutes in this setting. The -2 INT is something that's pretty much non-negotiable. Ogres, however, are descended from giants, who are frequently associated with an element. Ergo, Half-Ogres should have the option of being respectable sorcerers while being terrible wizards, and they should have the physical and mental racial adjustments knotting their concept with those of an ogre.

It's not a bad idea that you've presented, but it just doesn't work for what I need in this setting.


So, I've done some thinking concerning gnolls.

Their cackle ability needs to go, as previously discussed. Replacing it with a spell-like ability seems best. Here are a few options I was considering:

1) Enemy's Heart. This fits into the idea of gnolls being willing to eat ANYTHING. Casting it once per day seems like fun. This is my first choice.

2) Mad Hallicination. Chaos and madness go hand-in-hand.

3) Hideous Laughter. Hyenas are known for their laugh, as are gnolls in this setting. Casting this once per day could be a fun enough trick, and it makes them naturally useful against another race in this setting (the satyr race).

4) I could keep Evil Eye as an ability for the gnolls and make it something they use once per day as a standard action.

5) Howling Agony. This is a 3rd level spell and a pretty powerful one, so it's not my last choice on this list; that said, I like the imagery of a cackling gnoll sending an enemy into violent throes.

Thoughts? More commentary would be appreciated, either on the gnoll (Race #3) or the other races.

RPG Superstar Season 9 Top 16

Flavor should guide a race's design. When you have little or no flavor or information about races, there's not really anything I can comment on.

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