Wanna play Rocket Raccoon?


Homebrew and House Rules

Scarab Sages

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Using the race building rules (from memory, so forgive me if some of it is off) I have re-created Rocket Raccoon's race from Guardians of the Galaxy, and tried to fit it into the pathfinder world as best I could: Tell me what you guys think!

Halfworlders:

When the silver mountain fell into Numaria, it changed the course of Golarion forever. Since this event, some intelligent few have begun to untap and explore the secrets of the collection. One such man wanted to use the technology to aid those around him. Unfortunately for him, this man spent most of his years unwrapping the secrets of the technology, and by the time he had made significant headway, he was old and dying. He decided to set up a system to help those in need, the mentally ill especially, after he had passed.

Setting several robots to serve as orderlies and doctors did not work, as the patients were too scared of the soulless automotons, so in his last days, the man set his robots to convert furry, cuddly woodland critters into the doctors. The result was the sanctuary of 'halfworld' (half from Golarion, half from the silver mountain.) The robots uplifted several indigenous critters to human-level intelligence and outfitted them with other cybernetic enhancements, and have the creatures tend to the patients.

Halfworlder:

Type: Humanoid (Halfworlder) 0RP
Size: Small 0RP
Ability Score Modifiers: Standard (-2 Str, +2 Dex, +2 Chr)(0)
Base Speed: Slow (-1)RP
Skill bonus: +2 Perception, Heal, (+4)RP
Senses: Low-Light Vision (+1)RP
Scamper: 2(???)RP
Feat: 2 RP (???)
Bite: 1 RP

Size: All Halfworlders are descended from mundane animals that have been modified by numarian technology. These technological modifications are extensive enough to change their creature type, but are similar enough that all halfworlders share a common type. For some reason, only small-sized creatures were modified.

Ability scores: Their small frames make halfworlders rather weak, but exceedingly dexterous. In addition, most of them were modified to help people with their problems, giving them a rather impressive ability to impress others.

Speed: Their short, stubby legs makes it difficult for halfworlders to move around, giving them a base landspeed of 20 (however, see scamper, below).

Skill bonuses: Halfworlders retain some of their animal senses, giving them a +2 to perception. In addition, halfworlders were designed to help rehabilitate the mentally ill, and their numarian programming gives them a bonus to heal checks.

Low-light: Halfworlders have low-light vision.

Scamper (ex): While mostly biped, halfworlders are more quadrapedial than most bipeds. If a halfworlder has nothing in their hands (other than gloves, gauntlets, or the like) then they can, as a swift action, get on all fours. Their base move speed increases to 40 feet per round, and they are treated as quadrapedal for purposes of carrying weight and being tripped. They cannot use their hands or feet at all in this form (even to make unarmed attacks.) They gain a climb speed of 20 while scampering.

Feat: All Halfworlders are created from the technology of the crashed ship in Numaria and thus Start with the technologist feat

Natural attack: Halfworlders almost universally have a natural bite attack that deals 1d3 damage.

Language: All Halfworlders start with Common and Hallit. Halfworlders with a high intelligence may choose from any human language, Elven, Dwarven, Gnome, Halfling, Orc, or Goblin.

Alternate Racial Trait: Orderly. While the end goal of all halfworlders was to rehabilitate the ill, the system has realized that security is a concern. Thus, some halfworlders have been designated as 'security' instead of 'staff.' These halfworlders gain a +2 to a craft used to make weapons (such as Bower/fletcher, weaponsmithing, or alchemy) instead of a bonus to heal checks.

Dark Archive

I'm not sure what kind of feedback you're looking for, but...

The back-story is suitably wonky for a game that includes Guardians of the Galaxy elements. Once you come up with a name for this "man" who discovered the technology on Golarian and uncovered some of its functions he could become a suitably mythic figure in a campaign of this flavor.

The race itself isn't too zany or overpowered. I think some players will genuinely enjoy the opportunity to play an intelligent scampering raccoon, rabbit, badger, or otherwise.

You might consider providing a short list of typical male and female names for this race. "Rocket" is obviously one, so maybe "Scooter", "Buzz", "Ratchet", "Clank", etc. Goofy stuff ought to be encouraged.

You'll probably need many more elements to make a true Guardians of the Galaxy flavored campaign (if that is indeed your goal), but this is a good start for sure.


You may also want to provide a list of typical creatures if they aren't all raccoons. If they can interbreed between different types of critters due to whatever alterations were made to them, you may want to cover whether hybrids are possible or if the species is only one way or another.

The climb thing while scampering may not work so well for something like a rabbit (though since they were modified it could work out anyway).

Scarab Sages

Thanks for the responses, I'm glad some people liked my idea. I had a few more things to post:

1) Breeding. All halfworlders are sterile, as all of the enhancements made by robots are, in cybernetic in nature, and they cannot have children. New halfworlders are created by the robots who run Halfworld 'uplifting' creatures as needed.

2) Typical Male Names: Rocket, Buckey, Sly, Scooter, Buzz, Ratchet, Azimuth
Typical Female Names: Honey, Angela, Krystal, Sally, Pistol

Alternate racial trait: Rabbit- These uplifted 'Continental Giant' rabbits stand at four feet tall and lack the climbing ability of their other halfworlder kin. When scampering, they do not gain a climb speed. However, while scampering they gain a +2 racial bonus to acrobatics made for jumping and are always considered to have a running start.

Racial Feats: Oooooh, YEAH!
Prerequisites: Halfworlder, Base Attack bonus +3, Proficient in light crossbows, heavy crossbows, or any two-handed firearm

In his very last days, the creator of halfworld realized that, despite the fact that Golarion had many small-sized humanoids, most of the world's sentient races (and thus equipment) were designed for larger builds. He tried to adjust his designs to compensate for this, but never completed his work. Strangely, some creatures have learned to make do with his rudimentary enhancements.

The owner of this feat no longer suffers the -2 penalty for using an over-sized weapon as long as as the weapon is only one size category larger. In addition, when this feat is taken, the character may choose one type of two-handed firearm, a light crossbow, or a heavy crossbow. They suffer no penalties and may use an oveer-sized version of that weapon as long as it is only one size-category larger.
Normal: Small creatures cannot use two-handed weapons designed for medium-sized creatures.

Racial Feat: Animal Nature
Some halfworlders have learned to tap back into their more primal nature while still retaining their sentience.
Prerequisites: Halfworlder
Benefit: You gain a +1 racial bonus to survival, and survival is always considered a class skill. In addition, you gain an additional ability based on your animal type.

Rabbit: Your racial bonus to perception increases by 4 (to a total of +6) for hearing-based perception checks

Fox: You gain the Carrion Scent ability

Raccoon: You gain a +2 racial bonus to stealth checks

Skunk: A skunk's powerful digging claws gives them a +2 competence bonus to break down doors and to tasks related to digging (as if they had a set of masterwork tools.)

Scarab Sages

Racial Trait: Numarian Tinkerer
Your unique connection to Numarian technology gives you insight on how this unique technology works.
Requires: Technologist feat, Halfworlder race

Once per week, you can recharge one use of a numarian technology item, such as a laser gun or a hypospray. If this is a pathfinder society character, you can instead recharge one use of a numarian device in between chronicles.


So the sterility, and possibly impotence, is why Rocket Racoon is so pissed about what was done to him.

Character hook: The character is seeking a magical way to become 100% natural. A wish or a new high level spell could do it. That's why they escaped and joined the adventuring party.

RPG Superstar 2009 Top 16, 2012 Top 32

If you'd like to mine other anthropomorphic raccoon races for ideas to incorporate into your homebrew race, consider picking up Animal Races: Clan of the Raccoon. That PDF has lots of raccoon-related character options (plus badgers, skunks, and wolverines).

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