Help me balance this races!


Homebrew and House Rules


Hello, everyone! I've been working on a setting and I wanted to try something wild and different with the races, so I built a few. I based them around the seven deadly sins, all with the cheesy latin names.

The thing is I was wondering if you could help me balancing them a bit. Here they are:

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Avaritia:

Standard Racial Traits

Ability Score Racial Traits: Avaritia are nimble and perceptive. They gain +2 Dexterity and +2 Wisdom
Tupe: Avaritia are Humanoid creatures.
Size: Tristitia are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Avaritia have a base speed of 30 feet.
Languages: Avaritia begin play speaking Common and Avaritian. Avaritia with high Intelligence scores can learn any language they want.

Defense Racial Traits

Desert Runner: Avaritia 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.

Feat and Skill Racial Traits

Greed: Avaritia gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
Sneaky: Avaritia gain a +4 racial bonus on Stealth checks.

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Gula:

Standard Racial Traits

Ability Score Racial Traits: Gula are extremely fat, making them slow and weak, but protecting them from damage. They gain -2 Strength, -4 Dexterity and +2 Constitution.
Type: Gula are Humanoids with the Reptilian subtype.
Size: Gula are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Gula have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Gula begin play speaking Common and Gula. Gula with high Intelligence scores can choose from the following: Aboleth, Aklo, Aquan, Avaritian, Dwarven, Infernal and Iran.

Defense Racial Traits

Stability: Gula receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Movement Racial Traits

Swim: Gula have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Senses Racial Traits

Darkvision: Gula can see in the dark up to 60 feet.
Water Sense: Gula can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

Offense Racial Traits

Stench Aura: Gula secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.
Grabbing Tentacles: Benefit: Gula can make melee attacks with their long tentacles. This is a single secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tentacle is attached (this penalty does not stack if multiple tentacles are attached). The tentacle can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tentacle (AC 11, damage does not reduce the Gula's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tentacle from the target as a free action. A member of this race can only have one creature attached to its tentacle at a time.
Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), a Gula can envenom a weapon that it wields with its toxic saliva. Applying venom in this way is a swift action.
Gula's Gastric Juices: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Other Racial Traits:

Amphibious: Gula are amphibious and can breathe both air and water.

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Invidia:

Standard Racial Traits

Ability Score Racial Traits: Invidia are clever and assume beautiful, but frail, forms. They gain -2 Con, +2 Int and +2 Cha.
Type: Invidia are Humanoid creatures with the Shapechanger subtype.
Size: Invidia are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.
Base Speed: Invidia have a base speed of 30 feet.
Languages: Invidia begin play speaking Common and Protean. Invidia with high Intelligence scores can learn any language they want.

Feat and Skill Racial Traits

Camouflage: Invidia gain a +4 racial bonus on Stealth checks while within an Urban terrain.
Integrated: Invidia gain a +1 bonus on Bluff, Disguise and Knowledge (local) checks.

Magical Racial Traits

Greater Change Shape: Invidia can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Object of Desire: Invidia add +1 to their caster level when casting charm person and charm monster.

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Ira:

Standard Racial Traits

Ability Score Racial Traits: Ira are very strong, but also deformous and many times dim and absentminded. They gain +4 Str, -2 Int, -2 Cha and -2 Wis.
Type: Ira are Humanoids with the Giant subtype.
Size: Ira are Large creatures and thus gain a +2 size bonus to Strenght, a -2 size penalty to Dexterity, a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. Ira take up a space that is 10 feet by 10 feet and habe a reach of 5 feet.
Base Speed: Ira have a base speed of 30 feet.
Languages: Ira begin play speaking Common and Ira. Ira with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Gulan, Orc and Terran.

Senses Racial Traits

Darkvision: Ira can see in the dark up to 60 feet.
Low-Light Vision: Ira can see twice as far as normal in conditions of dim light.

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Luxuria:

Standard Racial Traits

Ability Score Racial Traits: Luxuria can be brutal and clumsy. They gain +4 Str, -2 Dex and -2 Int.
Type: Luxuria are Monstrous Humanoid creatures.
Size: Luxuria are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Luxuria have a base speed of 30 feet.
Languages: Luxuria begin play speaking Common and Luxurian. Luxurian with high Intelligence scores can choose from the following: Avaritian, Gulan, Halfling, Ignan, Infernal and Tristitian.

Defense Racial Traits

Fearless: Luxuria gain a +2 racial bonus on all saving throws against fear effects.
Natural Armor: Luxuria gain a +1 natural armor bonus to their Armor Class.

Movement Racial Traits

Sprinter: Luxuria gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Offense Racial Traits

Bite: Luxuria gain a natural bite attack, dealing 1d3 points of damage. The bite is a primary attack, or a secondary attack if the Luxuria is wielding manufactured weapons.
Relentless: Luxuria gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Luxuria and its opponent are standing on the ground.

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Superbia:

Standard Racial Traits

Ability Scores Racial Traits: Superbia characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Type: Superbia are Humanoid creatures.
Size: Superbia are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.
Base Speed: Superbia have a base speed of 20 feet.
Languages: Superbia begin play speaking Common and the language of their home society. Superbia with high Intelligence scores can learn any languages they want.

Defense Racial Traits

Ancient Foe: Superbia gain a +2 dodge bonus to AC against Outsiders and a +2 racial bonus on combat maneuver checks made to grapple them.
Lucky: Superbia gain a +1 racial bonus on all saving throws.
Unnatural: Superbia unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. They take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward Superbia is one step worse than normal.

Feat and Skill Racial Traits

Flexible Bonus Feat: Superbia select one extra feat at 1st level.

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Tristitia:

Standard Racial Traits

Ability Score Racial Traits: Tristitia are resistant and contemplative, but they don't go along well with others and their appearance is hideous for many. They gain +2 Constitution, +2 Intelligence, and –2 Charisma.
Type: Tristitia are Monstrous Humanoid creatures.
Size: Tristitia are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Tristitia have a base speed of 30 feet.
Languages: Tristitia begin play speaking Common and Tristitian. Tristitia with high Intelligence scores can choose from the following: Abyssal, Avaritian, Celestial, Draconic, Elven, Iran, Sylvan

Defense Racial Traits

Rocky Hide: Tristitia have a +1 natural armor bonus.

Feat and Skill Racial Traits

Camouflage: Tristitia gain a +2 racial bonus on Stealth checks. This bonus goes up to +6 when the gargoyle is in an Urban terrain.

Movement Racial Traits

Rocky Wings:  Tristitia gain a +4 racial bonus on Fly checks.

Senses Racial Traits

Darkvision: Tristitia can see perfectly in the dark up to 60 feet.

Offense Racial Traits

Bite: Tristitia gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the Tristitia is wielding manufactured weapons.

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Could you help me with this? Any feedback?

Thanks in advance!


Considering how they share a theme, why have different languages?


The Sideromancer wrote:
Considering how they share a theme, why have different languages?

Because they are the "Core" races. Humans, Elves, Dwarves and such are very uncommon and these seven occupy most of the world's population.


Tristia are very xenophobic to arcane magic. They int counts as 6 less for the purpose of all arcane spells.
Luxuria: speed of 20feet
Invidia:
Due to their chaotic nature they are treated always for any arcane spell as having a 20% miss chance
Those classes are JUST too good for casters


Helikon wrote:

Tristia are very xenophobic to arcane magic. They int counts as 6 less for the purpose of all arcane spells.

Luxuria: speed of 20feet
Invidia:
Due to their chaotic nature they are treated always for any arcane spell as having a 20% miss chance
Those classes are JUST too good for casters

What classes?

Do you mean the Luxuria, Invidia and Tristitia races?

Tristitia gain a bonus to Constitution and Intelligence, while Gnomes gain it to Charisma and Dwarves to Wisdom, so that doesn't feel like a problem. Is it the Fly bonus?

Luxuria don't gain a bonus to any mental ability score and don't have any magic racial traits, I don't know why would they be so great for casters.

The Invidia gain a bonus to Charisma and Intelligence, but it is not better than the one of an Aasimar to Wisdom and Charisma (which can be useful to clerics). They also gain a bonus to Charm Person and Charm Monster, is that the problem? I'm worried about Change Shape, but that's not specific for casters.

Thanks for helping me with this.


It might be helpful to think that a +5% is equivocal to a +1 and a -5% is equivocal to -1.

And a -6 is a sure pigeon hole against arcane caster.


JosMartigan wrote:

It might be helpful to think that a +5% is equivocal to a +1 and a -5% is equivocal to -1.

And a -6 is a sure pigeon hole against arcane caster.

So maybe a 5% arcane spell failure chance? Sounds reasonable, thanks!

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