Homebrew Race: Nar'gul


Homebrew and House Rules


EDIT: wut?

http://www.d20pfsrd.com/races/races-of-the-dragon-empires/nagaji

First off, I'd like to note that I made the following race with the help of Golden's Guide to Race Creation.

http://www.giantitp.com/forums/showthread.php?t=183223

As for the main event, here it is:

Nar'gul

(0) +2 Dexterity, +2 Charisma, -2 Constitution

(0) Medium Size

(0) Humanoid

(2) Darkvision (60 feet)

(0) Weapon Familiarity/Proficiency: All Nar'gul are proficient with the star knife (their traditional weapon of choice) and Spiked Armor. Nar'gul treat the khopesh as a martial weapon.
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Note: Golden’s Guide to Race Building lists weapon proficiencies as a one point ability, but the only two weapons my race gets automatic proficiency in are such weak/situational choices that I chose not to deduct a point.

(4) Spiked Tail: Nar'gul possess a long, sinuous tail that ends in a spike. This provides a secondary attack that deals 1d6 slashing damage.

(4) Spell Resistance: Nar'gul characters posses SR 5+lvl

(-1) Frail Flesh: Nar'gul spell resistance counts as 2 higher than it actually is when a healing spell is directed at the Nar'gul. In addition, the DC to heal or otherwise stabilize an Nar'gul is 2 higher than normal.

Note: While this was not in Golden’s Guide as an example ability, I estimated it’s worth at around -1 point.

(1) Acrobatic: Nar'gul tails aid in balance and delicate maneuvers, granting Nar'gul a +2 bonus to the acrobatics skill

Description

Nar'gul resemble pale, lithe humans with a few very notable exceptions. For one, they lack any sort of hair- In it’s place they possess spiny fins on their heads (look up dark naga in the bestiary for a good visual example). These fins vary in hue from dark blue to violet to shades of gray. In addition, Nar'gul posses long tails that end in scythe like spikes that can vary greatly in length and appearance between individuals. Average Nar'gul height is about three inches shorter than average human height.
Nar'gul culture is ancient and their race’s past is shrouded in mystery. While some call caves home, others are just as welcome in forests or cities. Their large but secluded native island has long been subjected to bombardment by some unseen magical force, and over time the Nar'gul have developed a resistance to magic that helps them survive in such a place. Because of a constant preoccupation with pleasure and a rash temperament, most Nar'gul gravitate towards the neutral and chaotic end of the alignment spectrum, although this is far from a rule.


This looks like a fairly balanced race. If you want another way of dealing with the frailty of their flesh, you could make it where they take additional bleeding damage from any wound they receive.


The Frail Flesh ability definitely makes the Bone Oracle's Resit Life revelation much more appealing. I like the race.


I appreciate the feedback, guys. Indagare, the bleeding damage idea is awesome. I don't want to over-complicate things though, so I don't think I'll impose your rule as written. I don't want my guys bleeding out over every hit. However I may soon tweak them so that if they have to take bleed damage in the first place they take extra.

Grand Lodge

Etymology?


W E Ray wrote:
Etymology?

Regrettably, none. One thing I didn't specify was that the name is entirely temporary. I wanted to post the idea and name it when something struck me.


Glad to hear the name is temporary - my first thought after seeing the topic was that it will be some sort of playable mini-ogre, then I thought about Orgrim Doomhammer from Warcraft series.


How about some feedback instead of dwelling on the temporary name? lmao


I'm considering the name Nar'gul. The etymology traces back to Naga, as there is rumored to be Naga ancestry involved.


*bump*


Nicely balanced and the flavor is really cool. I like the idea of a Naga-fied human. I'm actually interested in more of their backstory.

Grand Lodge

Oooh!

I've always loved the Naga but there's never really been any design development with them. With the Naga / Nar'gul relationship potential for development, I could fall in love with your creation. So,....

*takes another look at OP

Does the Tail attack have Reach? This seems pretty significant; I suggest "no."

I like PC Races with SR 5+Lvl but there's so little playtesting it against the Core & Base Races that it's hard to judge for Balance. Playtest it and share your observations (over the next 8-10 months) -- I will. I'll try to make some NPC Nar'guls in the next couple months strictly using RAW and see what they look like compared to the PCs. Just note, my mileage varies from most gamers cuz I like high-powered PCs in my games (super point buys, max HP).

Regarding the Frail Flesh balancing the SR: because I think the SR is likely to be too strong, in addition to (or instead of) the Bleed Indagare suggested (another salute to the good suggestion), include a -1 Nat AC to Frail Flesh.

Finally, Nar'guls have a +2 Attack, Damage, Knowledge, Bluff, Diplomacy & Save vs Poison against ALL Nagas.

....

Ultimately, I'm MUCH more a Fluff guy than a Crunch guy so I'm really only interested in backstory, not mechanics -- but I like it.


I have additional thoughts, because my thoughts are sometimes additional.

What about selecting the type of Naga from which they are descended? It could alter their look a little and give a benefit/drawback for each Naga type or maybe some flavor-rific SLAs.

And what about the poison? All Naga have poison. Maybe a race-specific feat that allows you add poison to your tail attack?


I am extremely honored at the interest thrown my way. I'm in the middle of finals, so if I don't respond with adequate haste (which I probably will anyway), please do not take that for lack of enthusiasm. I'll address some points:

-The tail attack does not have reach. These creatures have fairly long tails but they're not massive. They depend on their legs to get around so their tails aren't as long as a snake's would be proportionately, but they're long and strong enough to be a threat.

-The Spell resistance was intended to be equal to the dwarf's alternate racial trait, which is why I chose 5+level. I'd like to keep it there because I find it effective enough, on paper at least.

-The minus one to natural armor seems deliciously absurd. Should I want to squeeze a point for additional abilities, I will strongly consider this.

-The bonus to damage, etc. against nagas is interesting and fluffy, but I fear that the bonuses get lost in limbo. They're too powerful to be worth nothing and too situational to be worth buying. I may include a nerfed version of this as a 0 point ability.

-The "type" of naga thing is a very cool idea, and it's something I considered from jump. The problem is that I don't want to cram this race down everybody's throat at my game table. All of the sudden there's a new race- but it's really 2-3 races! I believe I'll make one version of these guys and make more if the time comes.

-The poison thing. Again, something I was thinking about. I didn't want to do it at first because poison has an evil sort of aesthetic and I don't want to pidgeonhole my race into seeming evil, but there's no denying that it works. If I can squeeze out a point, I'd like to add a poison ability.

-EDIT: On matters of fluff and backstory, I will begin work on that soon. Know that it will not be extensive, but it will be effective enough.

Again, I appreciate the enthusiasm. Thank you all for your feedback.

Grand Lodge

Regarding your Background Fluff w/ Nagas -- go for it, BUT,... I'll look at yours then just come up with my own, probably, DM's prerogotive and all.


MORE TALK. I demand satisfaction!


NEWS EVERYONE! HOW DID THIS HAPPEN?!

http://www.d20pfsrd.com/races/races-of-the-dragon-empires/nagaji

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