Homebrew Races: Wretched Ones


Homebrew and House Rules


I'm currently running a game in a homebrew setting and right now it revolves around Ogres. In my world, Ogres were once powerful, intelligent empire-builders. I know it sounds alot like Dragonlance but its has its differences. Eventually they became so powerful and obsessed with personal gratification they degenerated into cruelty and excess and started worshiping fel powers. Then the gods became angry and cursed them blah blah blah.

Anyway there are several different subspecies of ogres and here is one of them. I just wanted peoples opinions on it and if I should tweak anything.

Wretched One
-+2 Constitution, +2 Intelligence, -2 Wisdom, A Wretched One’s altered physiology gives him a natural hardiness and his thoughts have a clarity born of Madness.
-Aberration: Wretched Ones are Aberrations, not humanoids.
-Size: Medium
-Speed: 30 feet
-Darkvision out to 60 feet
-Malformed Hands: Wretched Ones have two claw natural attacks that deal 1d4 damage, but this also confers a –2 penalty to disable device and sleight of hand skill checks.
-Spell Resistance of 6+ class levels: Wretched Ones are born of dark arcane energies.

Despite what you may think these are technically the 'Good Guys' because they lead ascetic, self-sacrificing lives and oppose the return of the High Ogres.


Are you sure about Aberration type? I would reserve that for very unnatural beings (ala pseudonatural starspawn or another Cthulukin) and instead go with Monstrous Humanoid or even kept Humanoid (giant) - trolls can be considered twisted and grotesque and still are mere Humanoids (giants).


The Definition of an Aberration, in game, is (in part): 'An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.' I have two playable races that I have designated such. Both have serious fluff entries and backgrounds as well as technical tinkering to bring out their internal 'oddness'. Both are RP challenges that no player has yet taken, though to be fair, little opportunity has yet existed. Everyone who has sat and read through them has agreed that they should be Aberrations.

Mechanically, I'm OK with what you've started, but I would suggest more crunch to give players a feel of just how 'odd' they are, compared to an Elf/Dwarf dichotomy.

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