Attempts to balance Bestiary races to ECL 0 (feedback and ideas needed)


Homebrew and House Rules


Hey everyone, GMing a campaign and having an affection for monster races I tried to give the races in the Bestiary some changes to put them to at least approximately equal power level with the Core races. They dont have to be as strong but they shouldnt be all too weak either.

They are not supposed to be the archetypical example of their race, rather some sort of paragon of their kind that are in some way more fit for adventuring than most of their kind (for example a Kobold PC could have a more apparent connection to her draconic ancestors, hence the charisma bonus, while others like for example a goblin or orc, are plainly more powerful), or in case the race has been downgraded they are actually a weaker example, maybe because they grew up in civilisation and didn't get naturally hardened, or simply killed for being less fit for survival in a tribe of their kind.

Aasimar Unchanged

Drow Unchanged

Duergar -2 CHA instead of -4

Gnoll
STR +4, CON +2, INT -2, CHA -2
- Base Speed 30 ft.
- Darkvision 60 ft.
- +1 Natural Armor bonus
- Natural weapon: Bite (1d6)
- Racial Proficiencies: Spear, Battleaxe, Longbow, Shields (no tower shield), light armour
- +4 racial bonus to Handle Animal checks made when dealing with Hyenas and closely related animals
- +2 racial bonus to survival checks

Goblin +2 INT

Hobgoblin Yet unchanged

Kobold +4 DEX instead of +2, +2 CHA, remove Light Sensitivity

Lizardfolk
STR +2, CON +2, INT -2
- Base speed 30 ft., Swim 10 ft.
- +4 racial bonus to Acrobatics checks
- +10 racial bonus to Swim checks (and all other advantages due to their swim speed)
- +1 Natural Armor bonus
- Natural weapons: 2 Claws (1d4), 1 Bite (1d4)
- Hold breath (see Bestiary)

Merfolk Unchanged (but not allowed unless the campaign is heavily sea-based)

Orc +2 CON, -0 WIS instead of -2, remove Light Sensitivity

Svirfneblin -2 CHA instead of -4

Tengu Unchanged

Tiefling Unchanged

Troglodyte
STR +2, CON +4, DEX -2, INT -2
- Base speed 30 ft.
- +4 racial bonus to stealth checks (+8 in rocky terrain)
- +2 Natural Armor bonus
- Natural Weapons: 2 Claws (1d4), 1 Bite (1d4)
- Stench (30 ft, DC 13, 10 rounds)
Probably not allowed due to the stench ability making it impossible to take a Troglodyte character into any social situation, that doesn't involve other Troglodytes.

So what do you think, should I cange anything for better balance, are they acceptably close to Core race power level? Which are too strong, which are (still) too weak?


Personally I'd be tempted to give Aasimar a -2 con, but it's not a major issue.

Dark Archive

My recommendation is to take a look at how the different abilities assign out to CR in the Bestiary and then make sure those balance out to ECL 0.

Just my 2cp.


Mikhaila Burnett wrote:

My recommendation is to take a look at how the different abilities assign out to CR in the Bestiary and then make sure those balance out to ECL 0.

Just my 2cp.

Been there, done that, It won't work since the CR also counts in equipment and classes. For example a standard Lizardfolk is CR1 with 2d8 racial hit dice and a +5 natural armour, but hardly any equipment (morningstar, javelin and a light shield), while for examle a gnoll at the same CR has much less racial abilities and features and only gets the CR from it's better equipment.

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