Homebrew Races-Need some critique / help fixing


Homebrew and House Rules


Hey all. I was hoping you fine Pathfinder players could help me with my homebrew races. I'll be honest, when it comes to stat blocks, abilities, and balancing things out, I'm not the best. I'm good at concepts and coming up with something that's cool but making it work mechanically is really tricky for me. So, I figured that I would suck it up and ask you all for some assistance. All these races are actually being used in my homebrew campaign setting right now and we haven't really run into any problems but I'm sure you guys can find them and help me iron out the kinks. So here they are:
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Kheros
The rhino people of Unjanni are a proud and enduring race. They can withstand the harshest sandstorms and the coldest desert nights. Their small nomadic tribes travel the hot Unjanni deserts in search of a home they can not find and peace they cannot grasp. For all their strength, the Kheros have continued to be the target of slavers for centuries. This lifelong struggle for a home and safety has made the Kheros bitter and darkened what little humour they have. Still, they continue to search and to endure, for the Kheros are strong, stubborn, and, deep down, full of hope.

Physical Description: Broad, thick-limbed, and tall, the Kheros are rhino humanoids that hail from the sand covered continent Unjanni to the East. Their hide is as thick as their animal brethren and they reach a little over 7 feet in height. Kheros males lack any hair while the females can grow locks of long, onyx black if they so choose. The male’s facial features look identical to their rhino counterparts (long snout, big horns, etc) but females are smaller in frame with shorter snouts, smaller horns, and more varying complexions. While male Kheros hide ranges from grays and black, female skin ranges from light greys to shades of brown. A rare few are gifted with white flesh and that is seen as a sign of good fortune or a bad omen depending on the tribe. Kheros eyes are like that of most other races with white sclera and different colored pupils, usually hazel or dark blues within the rhino people. Their hands have three elongated digits (two fingers and a thumb) while their feet resemble the hooves of actual rhinos. Powerful and thick skinned, Kheros are not a race to take lightly.

Society: Kheros society is nomadic and tribal. They travel from place to place following their meals, going between known oases, and follow the commands of their chieftains. Unlike some human cultures, Kheros females are looked on almost as equals. They are seen to be just as strong and fit for battle when the time comes but when hunting it is the males who go and the females who look after the homes. Above all things a Kheros values his tribe and the Search. The tribe is life and the Search is what the Kheros have been striving for for decades. Many years ago when all Kheros were enslaved by the elemental Arashi it was prophesied that if they chose to break free and choose freedom over the lash they would one day find a true home. To this day it has not happened but that is there goal and they have been on the Search ever since. Finally, the most important part of Kheros social standing is their horns. Kheros prize their horns as much as Dwarves prize their beards, at least for males. The length and width denote how strong one appears while the color and number of bands around the horn denotes your rank and skill in the tribe. Many tribes are different but generally warriors and hunters have simple black rings, shamans and spirit healers have white rune covered bands, and the chief and his family have gold, intricate rings. Exiles have their horns broken upon eviction from the tribe.

Relations: Kheros are not a social people and that suits other races just fine. Most people don’t even meet Kheros since they are out roaming the deserts far from civilized society. Those who do meet the sand dwellers find them to be stubborn, simple minded brutes with a pessimistic view on life. Kheros find members of other races to be very odd and even downright intolerable. They view small creatures as weak and pay little heed to gnomes and halflings. Elves are arrogant and self-absorbed but they respect their reverence for nature. A human is not worth trusting for human loyalties can shift too easily and half-elves are seen as untrustworthy and arrogant as their human and elf counterparts. Dwarves and half-orcs are the only races that gain any true respect from the Kheros. Dwarves are strong and blunt while Kheros connect to the hard lives that most half-orcs go through. That being said, those that can find a way through a Kheros' thick skin and preconceived notions will find a loyal, longtime companion.

Alignment and Religion: Kheros don’t believe in the gods, only nature. They revere the bounty and majesty of the world and are quick to look to their elders and spirit guides for answers. The tribe is the most important thing to a Kheros and as such, all members of the tribe strictly adhere to the laws of their chief and spiritual leaders. They are not quick to come to the aid of others, seeing personal strength and ability as the most important trait a person can have. While many tribes adhere to strict laws set up by their warchiefs in order to find their paradise, there are leaders that simple freedom is enough and roam the desert for sheer movement. These tribes tend to be less dour and more free-spirited but even their spirits are waning after all these years. There are many tribes and each bends toward a more lawful, chaotic, or true neutral alignment.

Adventurers: Most Kheros do not usually choose the life of an adventurer, despite their hard lives. For those who do not become slaves and yearn for freedom, the most important thing to a Kheros is his tribe and their safety. The life of adventuring takes them away from that and it is a choice easily passed up. Still, like those of any race there are some who become adventurers, either escaped slaves, tribeless Kheros, or, unsurprisingly, exiles. They are prized warriors as well as tacticians, using the terrain against their enemies, charging unsuspecting foes with their sharpened horns and crushing many enemy skulls with a trusty warhammer. Kheros almost exclusively favor the fighter and barbarian classes.

Male Names:

Female Names:

Kheros Racial Traits
+2 Strength, +2 Consitution, +2 Wisdom, -2 Dexterity, -2 Charisma: The Kheros are extremely strong, enduring and wise but their bulk slows them down and their blunt and dark humour turns people off.

Medium: Kheros are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Kheros have a base speed of 20 feet but their speed is never modified by armor or encumberance.

Stability: Kheros receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Powerful: Kheros are natural strong and athletic. Kheros receive a +4 bonus on Athletics checks.

Unapologetic: Kheros are extremely stubborn and hard to talk to but have no problem getting their point across. Kheros gain a +2 bonus to Intimidate checks and a -2 to Diplomacy checks.

Battle Ready: A keen eye can be the difference between life and death in both battle and the desert. Kheros have a +4 bonus to Perception.

Rhino Hide: Kheros have naturally thick skin. Kheros gain a +1 Natural Armor bonus.

Gore: Kheros horns are sharp and ready for battle. Whenever a Kheros player Charges a target he may use his full attack action to gore him and move an extra 10 feet. The attack deals 1d10+Str damage and pushes the target a number of squares equal to the player’s Str modifier and falls prone. On a successful Reflex saving throw (DC 10+1\2 level+Str modifier) the damage is halved, the target is pushed the number of squares -2 and he does not fall prone. If a player does this more then twice during combat he becomes fatigued (see page 567 PRG)

Just Like Home: Shifting sands and rough terrain are common for the Kheros. Kheros ignore all penalties from difficult terrain that is sand, loose gravel, or broken ground. This ability combines with the properties of the Stability racial trait.

Keep Going: Wandering the desert has gifted the Kheros with great endurance. Kheros gain a +6 racial bonus to Survival checks when traveling in extremely hot conditions and when getting lost or avoiding natural hazards, such as quick sand.

Weapon Familiarity: Kheros are proficient with maces (light and heavy), warhammers, the earth breaker, and the Lucerne hammer (front cover of the Pathfinder Companion: Adventurer’s Armory) and treat all weapons with “kheros” in the title as martial.

Languages: Kheros begin play speaking Common and their native dialogue of Kheroi. Kheros with high Intelligence scores can choose from the following: Giant, Dwarven, Goblin, Orc, Terran, and Undercommon.
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Here's the first. I'm a big fan of anthro races and I wanted a rhino race from a far off land. I wanted them to be strong and powerful and tactical but viewed as though they were just brutes. I DID mean to give an extra +2 ability and -2 to another because I wanted them to be a bit stronger then other races. Also, as you can see of taken traits from other races like the dwarves because it fit well with the Kheros. This is one of 4 homebrew races.


Torga
Still waters and calm winds describe the Torga perfectly. The race of turtle folk are the epitome of patience, contemplation, and serenity. Torga are known as great healers as well as intriguing warriors and have recently become important spiritual advisors. Isolationists on many islands throughout the Azure Archipelago, they have only in the last few decades begun branching out and experiencing the world. Some think the youth of the race is causing this change but others believe the Torga see this as an opportunity for personal and spiritual growth. In any case the world is now open before them; for better or for worse.

Physical Description: As tall as your average human male, the Torga are humanoid turtles with tough, thick shells, well toned bodies, and three-fingered hands and feet. Usually wearing robes or vests, the turtle-folk have flesh in shades of green, blue, and sometimes even red. Torga eyes are like humans eyes but larger with blue, green, orange, gold, or lavender iris’. Though bald, they have recently starting wearing long head bands and do-rags, commonly bright in color. Some Torga, especially female, will braid the long fabric and try to get it to resemble the long tresses of humans and elves. Females of the race are slightly shorter then the males with more angular and soft features.

Society: Contemplation, meditation, and physical training are large components of Torga days. To be ignorant or unobservant is distasteful to the Torga and much of their day is given over to lessons of the world, nature, and healing. When not discussing worldly or spiritual matters they are training, practicing their martial prowess as a form of exercise, meditation and self defense. Of course, Torga need food and drink to live and there are those who farm and fish but even they are wise. The Torga are all vegetarians as well, with the exception of fish. Life is sacred to them and they are meant to heal pain, not cause it. Peaceful and patient warriors are the turtle folk and so they have been for centuries.

Relations: These last few decades have been very eye opening for the turtle folk. For many hundreds of years they had dealt with few other races and never for very long. Elves are the exception. Both long lived races; the elves and their wandering fleets have met with the Torga multiple times. They admire each others wisdom and both hold nature as almost divine. But where the Torga find elves to be slightly arrogant, the elves find the Torga slow and passive. Still, they get along well and this younger generation of Torga intrigues their old friends. The other races enthrall the turtle folk. Dwarves with their braided beards and ale, gnomes with their bright hair and humans with so many different clothes and complexions; to the Torga they are all fascinating.

Alignment and Religion: In all things, there is life and in all life there is good. This code is followed by all but the rarest Torga. Though they have no distinct religion the Torga have looked to the world and its natural wonders as their teachers. They do not pass judgment and always help those in need. That being said, it is only recently that Torga have started to see the pain and agony in the world. Many elders are content to leave the world to its own devices but offer help to those who come to them seeking guidance or healing. Younger Torga have begun however to question the lack of action by their elders and have taken it upon themselves to travel into the world and help heal it. Neutral and neutral good aligned Torga are the most common.

Adventurers: Up until recently the Torga rarely had adventurers. They were content to train, meditate, and simply live. Now that they have begun to travel the sense of adventure has blossomed amongst their race. To have the natural gift of healing and keep it for themselves seems selfish now and the Torga wish to bring their abilities to the rest of the world. In the same sense, they unarmed combat capabilities can now be used to fight for good and the betterment of others. With all their good intentions and skills, it’s a wonder they hadn’t shared their abilities sooner. Torga favor the monk, fighter, and cleric classes.

Torga Racial Traits

+2 Constitution, +2 Wisdom, -2 Intelligence: Torga are abundantly wise and physically healthy but their philosophical views on life tend to make it harder for them to embrace intricate formulas, new languages, and complex crafts.

Medium: Torga are medium creatures and have no bonuses or penalties due to their size.

Natural Swimmers: Being aquatic creatures and having a swim speed, Torga gain a +8 racial bonus to Swim checks and follow all others rules under the Special section of the Swim skill (page 108 PRG)

Aquatic: Torga are aquatic and can breathe water. Their land speed is 30 feet but their swim speed is 40 feet. They are amphibious and spend much of their time between both land and sea.

Shell: A thick shell gives added protection to even the most unsuspecting Torga. Torga gain a +1 Natural Armor bonus when being flanked and/or when they are considered flat-footed.

Mental Focus: Torga receive a +1 racial bonus to Will saves.
Nature Sense: Attuning themselves to nature and its lessons is something all Torga strive to understand. Torga gain a +4 bonus on Knowledge (nature) checks.
Natural Healers: All Torga are trained healers. Torga consider the Heal skill a trained skill and can place skill points into Heal with no penalty. They also receive a +5 racial bonus on all Heal checks.

Torgan Touch: Being exceptional healers, the Torga can, at times, cure those injured with merely a touch. Once (+Wisdom modifier) per day a Torga may, while in combat, take a standard action to cure an affliction of an ally or stabilize the dying without rolling a Heal check. While out of combat, a Torga once (+Wisdom modifier) per day may Take 10 in place of Taking 20 to use a Heal check on an ally and have it work the same as Taking 20.

Languages: Torga begin play speaking Common and Aquan. Torga with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.

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Alright, the influence for the Torga is quite obvious :P. I love TMNT and I wanted to make a race of anthro turtles but I wanted them to be more like tibetan monks and wise like Yoda. I feel they came out well but I'm not sure if I should fix their alignments and I also worry about the -2 to intelligence I gave them. I initially had them with a -2 Dex but I obviously wanted them to choose monk as their class and hurting their dex didn't feel right to me. I gave them -2 Int to compensate and I figured that it would be difficult for them to understand intricate devices as well as with learning things like new languages.


Vion

Vion are a curious, fearless, and death defying race. Though they are born from the sea they are natural wanderers and rarely stay in one place for long. The enticement of new people to meet and new places to see keeps all Vion on the move and the life of an adventure is a great calling to them. Charismatic and frighteningly beautiful, the lionfish humanoids make companions easily, just as long as their sharp teeth and claws don’t scare them off first. Vion are thrill seekers and tend to jump into things without thinking which causes other races to think them foolish and dangerous. A Vion, however, defends its all just part of the fun

Physical Description: Vion are tall, aquatic humanoids that greatly resemble the poisonous lionfish. They can grow to over 6 feet tall and their bodies are muscled and well built. Like the lionfish, Vion flesh ranges in colors from reds, yellows, oranges, and blues, to even whites, blacks, greens, and maroon accompanied with different colored stripes. Their flesh is all scaled except for their front torso. In place of hair Vion grow long spines on their head, arms and legs that they can collapse, usually when not in battle or in the ocean and that can be cut with little discomfort. Vion eyes are large black orbs with no iris but hues of color can sometimes be seen in their eyes. Fashion is not high on a Vion’s list of priorities and they can be found swimming the vast ocean in the nude. However, they recognize most humanoid societies find this taboo and will adorn themselves with light clothing to cover up, usually without much fabric and brightly colored. Finally, being carnivores of the sea, Vion have wicked claws and fangs that they use to cut open their prey. Beautiful but dangerous, Vion are an intriguing race to say the least.

Society: Vion have no social structure or caste system. They travel from place to place and it is uncommon for Vion to run into each other. There is only one time when Vion come together and that’s during the Enclave. The Enclave is when all members of their race travel to the remnants of their ancient city Draevin, pay respects to their ancestors and tell stories of their travels. During this time, they also compete in dangerous competitions and games. The Vion love to reminisce, tell stories and see who can do the crazier stunts, but it’s not long until they’re back out on another adventure.

Relations: Sahuagin are the only enemies that Vion truly have. For hundreds of years they have fought beneath the waves and there’s no sign of it ending. To others, Vion resemble gnomes in their interaction. All Vion are wanderers and only gather together once every decade to share stories of their adventurers amongst their people. But where gnomes choose to abandon relationships for craft, the Vion differ. Though they may be solitary and swim from one place to the next, they love to tell tales of their adventures to others and, if possible, bring others along for the ride. Vion may be lone wolves of the sea but that doesn’t mean they won’t stick with a pack for at least a little while.

Alignment and Religion: A sense of adventure, curiosity, and new experiences are what drive the Vion. They love to experience the world and all it offers and they throw themselves into each new quest with great enthusiasm. However, though they may be thrill seekers they wish no hurt upon others. Vion live their lives almost recklessly but that is their choice and they feel others should not be harmed for their ways. They are usually chaotic good or chaotic neutral. Though they have no personal god or religion, Vion will give a silent pray to Draelir when traveling the ocean and a smile to Kelrei’Vrin when attempting something dangerous.

Adventurers: Almost all Vion take up the life of adventuring. It embodies everything they want in life and allows them to enjoy nature and its wonders. Being ocean predators the Vion are skilled fighters, attacking with their claws and fangs. When on land or in a warband to attack Sahuagin they will wear armor and take up spears or tridents. Vion usually take up the path of the fighter or ranger for their adventuring careers but the path of the bard is equally tempting.

Male Names:

Female Names:

Vion Racial Traits

+2 Charisma, +2 Constitution, +2 Strength, -2 Wisdom: Vion are engaging, resilient, and physically strong but they are natural daredevils and tend to jump into situations without thinking.

Medium:Vion are Medium creatures and have no bonuses or penalties due to their size.

Low-Light Vision: All Vion have low-light vision.

Aquatic: Vion are aquatic and can breathe water. Their land speed is 30 feet but their swim speed is 50 feet. They are amphibious and spend much of their time between both land and sea.

Natural Swimmers: Being aquatic creatures and having a swim speed, Vion gain a +8 racial bonus to Swim checks and follow all others rules under the Special section of the Swim skill (page 108 PRG)

Predator Visage: The Vion know how to use their haunting beauty and charm against people. Vion gain a +4 racial bonus to Intimidate checks.

Claw and Fang: Vion have deadly teeth and sharp claws giving them natural attacks.
Bite-1d6+Str bonus dmg, Claw-1d4+Str bonus dmg. A Vion’s claws can be used as light off-hand weapons for the purposes of Two Weapon Fighting.

Vion Poison: The Vion can choose to secrete a poison when they make a natural attack. On a successful hit the target must make a Fort saving throw (DC 10+1/2 level+Con modifier) or become paralysed for 1d4 rounds.

It’s In Their Blood: Due to their ability to create and secrete poison, they are exceptionally tolerant of most other concoctions. Vion gain poison resistance 10.

Weapon Familiarity: Vion are proficient with the trident, shortspear, and the longspear and treat all weapons with “vion” in the name as martial.

Languages: Vion begin play speaking Common and Aquan. Vion with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.
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This race came about after talking with my gf and having her draw a lionfish mer-folk. I originally, like my other races, statted these out for 4th edition but when I decided to do a Pathfinder Campaign I statted them out again. As you can see from there stats I wanted them to be stronger then regular humanoids but I'm sure it needs work. I also think I went a little astray with them because my gf wanted to play a bard so I think I worried too much about them having knowledge skills and being wise but I like their flavor and having them as curious wanderers which obviously fits well with the bard class.


Hobgoblins
Leaders of the Vronmar Empire, hobgoblins have plagued the mountains and plains of Devrün for longer then their empire has existed. Their strength and cunning have allowed them to not only bring dozens of warring goblinoid tribes under their banner but keep their empire together for more then a century. They are cruel, militaristic, and hold no love for any of the races they battle on a daily basis. In their minds, Devrün and the world belongs to them, and in time it shall.

Physical Description: Standing almost as tall as their orc allies, hobgoblins are well-muscled and agile. These yellow-eyed conquerors drape themselves in elaborate armor and clothing, wearing their jet black hair long and tied back. Though all hobgoblins are crimson skinned, those that ingest dragon’s blood to tap into magical energy or dabble in alchemy find there skin turns to a purple or dark blue. As cruel and precise as they are in battle, they are also precise in their grooming. Hobgoblins keep clean shaven or trimmed beards and do not keep their hair untamed. To them it is simply another way to feel superior to their dirty, primitive goblin kin. Covered in clothing of dark tones, usually deep reds and stark blacks, the rulers of the Vronmar Empire are frightening in both dress and viciousness.

Society: To hobgoblins, those that are weaker or dumber then you must serve you. To that end, the first of their slaves were their very brethren the goblins. From there they took to manipulating ogres and bugbears into their fold and during the war have taken many slaves from their enemy races. They are proud and strong, and find solace in the cruelty they shower upon others. Though mighty and efficient, the Vronmar Empire lacks magical might. Distrusting at first, the hobgoblins have seen its power and effectiveness when used against them and by their giant allies. Now they crave it and search desperately for a way to obtain it. Whether drinking dragon’s blood or delving into the arts of alchemy these red skinned conquerors yearn for arcane ability.

Alignment and Religion: Cruel and precise, the Vronmar Empire functions in a military fashion. Slaves follow the orders of their masters, and their masters follow the orders of their superiors. Even Vronmar labor and torture is done with efficiency and attention to detail. This leads hobgoblins to set personal and societal goals. Even their faith, built upon cruelty, pain, and personal superiority; functions on specific rules and tenants. To this end, hobgoblins follow the lawful evil direction of alignment opposite their chaotic evil brethren. Though not particularly spiritual in the past, the hobgoblins have found faith in what they call The Paths. Represented by three gods and one goddess, it focuses on the pain of others, the endurance of pain, the strength in one’s self and other selfish, harmful practices.

Relations: Hobgoblins hold little love for anyone but themselves. Their enemy races are little more then obstacles to be either crushed or controlled. To that end, they respect the strength humans and dwarves show as slaves and combatants but feel no kinship with them. Even their orc allies are simply a means to an end; a strong weapon to be used against their foes but quickly discarded at the right moment. Only the giants gain any respect from the hobgoblins but that is due to their size, strength, and magically ability, not out of any emotional capacity. If there is one emotion they feel toward others, that is hate; hate towards the elves. Their frail bodies, pale flesh, and magical skill have always incited rage from the hobgoblins and it was that anger that turned Arien’Berel to ash. None are better then a hobgoblin and not even the strongest enemy will be shown mercy.

Adventurers: Hobgoblins make up the rulers, slave masters, and war leaders of the Vronmar Empire. Most similar to the nobility of other races, hobgoblins much prefer to lead mass armies or lavish in their newly conquered homes subjugating its people. Of course not all hobgoblins lead war parties or whip slaves and not all wish to fight the battles of others. Hobgoblin adventurers tend to have greater ambition then fighting for their leaders and prodding bound slaves until they pass out from exhaustion. They seek fortune and power, the power to carve out their own empire or take a piece of what’s been conquered. They favor the fighter, rogue, and alchemist classes but all paths are open to the ambition of a Vronmar hobgoblin.

Hobgoblin Racial Traits

+2 Dexterity, +2 Constitution, +2 Charisma: Not only are the hobgoblins of Vronmar fast and hearty but they have an alluring confidence about them.

Normal Speed: Hobgoblins have a speed of 30 feet.

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

Alert: Hobgoblins are always battle ready. Hobgoblins receive a +1 racial bonus to initiative rolls.

Keen Senses: Hobgoblins gain a +2 racial bonus on Perception checks.

Sneaky: Their goblin heritage has gifted them with a silent gait. Hobgoblins gain a +4 racial bonus on Stealth checks.

Scholar: Hobgoblins have a fondness for their past and the history of the people they conquer. Hobgoblins gain a +4 racial bonus on Knowledge (history) checks.

Resilient: Hobgoblins DR5 against the first attack made against them in combat.

Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, and Orc.
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Yes, hobgoblins are in the Pathfinder Beastiary but they didn't work for my campaign. A) I don't like the design of Pathfinder Hobgoblins and much prefer the thin, red hobgoblins of old and present DnD and B) the Pathfinder stats weren't epic enough for me. I wanted my hobgoblins to be hard to kill as well as alluring with little weakness, hence no -2 to any ability. I don't know about the DR5 but that's why I'm asking for your help. I wanted them to be able to take some damage before really being hurt. I kind of combined aspects of Pathfinder hobgoblins with 4th edition hobgoblins.

The Exchange

The seem OK. Only actual Play can determine whether they are overpowered (or under powered).

Silver Crusade

Kheros Racial Traits
+2 Strength, +2 Consitution, +2 Wisdom, -2 Dexterity, -2 Charisma: The Kheros are extremely strong, enduring and wise but their bulk slows them down and their blunt and dark humour turns people off.

You realy need to tone down the abilitys on this one. Mainly your making a race that is only good for a few classes. Barbarian, Fighter, Wizard, Battle Cleric, Witch. Others you can do but will be harder becous you get a - to dex and cha.

Medium: Kheros are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Kheros have a base speed of 20 feet but their speed is never modified by armor or encumberance.

Stability: Kheros receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Powerful: Kheros are natural strong and athletic. Kheros receive a +4 bonus on Athletics checks.

I just want to know what Athletics is? If it's acrobatics there is a problem. I recomend droping it to a +2. or drop it all to gether.

Unapologetic: Kheros are extremely stubborn and hard to talk to but have no problem getting their point across. Kheros gain a +2 bonus to Intimidate checks and a -2 to Diplomacy checks.

I see this as being taken care off with the -2Cha. All it dose is incress intimadate. You realy don't take the -2 diplomacy. It's just not a skill any one that picks this race will take.

Battle Ready: A keen eye can be the difference between life and death in both battle and the desert. Kheros have a +4 bonus to Perception.

With it being a +4 it needs to be limited use. IE ambush only. Or reduced to a +2.

Rhino Hide: Kheros have naturally thick skin. Kheros gain a +1 Natural Armor bonus.

Gore: Kheros horns are sharp and ready for battle. Whenever a Kheros player Charges a target he may use his full attack action to gore him and move an extra 10 feet. The attack deals 1d10+Str damage and pushes the target a number of squares equal to the player’s Str modifier and falls prone. On a successful Reflex saving throw (DC 10+1\2 level+Str modifier) the damage is halved, the target is pushed the number of squares -2 and he does not fall prone. If a player does this more then twice during combat he becomes fatigued (see page 567 PRG)

This is way to power full. Should be more like. Gore: On a charge attack you can gore your target for 1D10+Str Mod damage and preform a free bull rush attempt. Short and sweet.

Just Like Home: Shifting sands and rough terrain are common for the Kheros. Kheros ignore all penalties from difficult terrain that is sand, loose gravel, or broken ground. This ability combines with the properties of the Stability racial trait.

This needs removed. Its way over powered. This is not a problem if you don't use a battle map. Becous you can fuge your way around it. With one you notice a huge difrence.

Keep Going: Wandering the desert has gifted the Kheros with great endurance. Kheros gain a +6 racial bonus to Survival checks when traveling in extremely hot conditions and when getting lost or avoiding natural hazards, such as quick sand.

The bouns are +2 static, +4 none static. Reduce to +4.

Weapon Familiarity: Kheros are proficient with maces (light and heavy), warhammers, the earth breaker, and the Lucerne hammer (front cover of the Pathfinder Companion: Adventurer’s Armory) and treat all weapons with “kheros” in the title as martial.

Stability, Powerful, Unapologetic, Battle Ready, Rhino Hide, Gore, Just Like Home, Keap Going. Way to meny specal abilitys for a player race. Keap only one. Or remove some of the other specal abilitys no more then 4 to 6 total. And thats still a very power full race.

Languages: Kheros begin play speaking Common and their native dialogue of Kheroi. Kheros with high Intelligence scores can choose from the following: Giant, Dwarven, Goblin, Orc, Terran, and Undercommon.


Go to this thread: PF Race Building Guide . It's a great starting point to see if your races are balanced with the core races, and gives you an idea of exactly where you need to trim.


http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/pFRaceBuildingGuide&page=1&source=search#0

Thank you for this. I will definitely give it a look.

Sovereign Court

Based on the race building guide, here are my evaluations of the races. Remember, a race should only have 10 points.

Kheros
Ability Bonuses: 4 points.
Slow and Steady: -2 points, like the Dwarf trait.
Stability: 2 points. Like the Dwarf trait.
Unapologetic: 1 point. I give this a point because this race will make a lot of Fighters and Barbarians with those adjustments, and so Intimidate will be significantly more useful for this race than Diplomacy.
Battle Ready: 2 points.
Gore: 6 points. This is a brutal natural attack.
Rhino Hide: 4 points.
Just like Home: 1 point. Circumstantial, but very good in those circumstances.
Keep Going: 1 point. Circumstantial, but that is a HUGE bonus it gives in that circumstance.
Weapon Familiarity: 1 point.

Total: 20. Way too powerful.

Overall, this race is a bit weird, and you definitely break standard conventions in making races. For example, racial bonuses to skills shouldn't exceed +2, except when it comes to races with extra modes of mobility such as climbing or swimming and the skills associated with that movement. Also, your mechanics for the Gore attack seem very convoluted and odd. If I were you, I would rework it as your standard 1d8+Str gore attack and give a free bull rush if you charge with it.

Torga

I could give this race a point analysis, but that would be pointless because of the Natural Healers and Torgan Touch abilities. Those two can't really be evaluated in the point system, and they're my two biggest issues with this race. First, races should really only get a +2 bonus to any skill except in the cases I outlined above. Second, Torgan Touch is effectively a MUCH better version of Cure Disease and Resist Poison that can be cast multiple times per day. If you get rid of Torgan Touch and reduce Natural Healers and Nature Sense to +2 bonuses, this race will be in line with the core races.

Vion

Ability Adjustments: 8 points.
Low-Light Vision: 1 point.
Aquatic/Natural Swimmers: 6 points.
Predator Visage: 3 points. Another convention-breaker.
Claw and Fang: 8 points.
Weapon Familiarity: 0 points.

Total: 26 points. Way overpowered.

The poison-related abilities are troublesome. That poison they get is absolutely ridiculous, and should either be heavily nerfed or removed entirely. As it is, it puts the race over the limit for being in line with the core seven on its own. And I don't think Poison Resistance actually exists within the rules.

Hobgoblin

Ability Adjustments: 12 points.
Darkvision: 2 points.
Alert: 1 point.
Keen Senses: 1 point.
Sneaky: 2 point.
Scholar: 2 points.
Resilient: 6 points. DR is awesome, even if it's only for one attack.

Total: 26 points. Really overpowered.

I would recommend just using the Hobgoblin from the Bestiary.

--------------------------------------------------------------------

Overall, these races are all quite overpowered and break many common conventions in making races. There are a few ways you can fix this, as detailed below.

1) Rework the races to be more in line with the core races.
2) Do away with the core seven races entirely, and only allow players to be these so they're all balanced with each other. If you do this, I would recommend that you apply the Advanced simple template from the Bestiary to compensate for the characters being more powerful.
3) Give characters who play one of the core races instead of these an extra level to keep them balanced with these races. Still apply the Advanced template to all creatures.

Sczarni RPG Superstar 2012 Top 32

Squidsmasher listed your gore attack for the Kheros at 6 points. I would put the total at 10 points, besides the fact the gore ability is impossible due to the rules.

4 points for the double gore damage dice increase above a normal medium size creature (not allowable by the rules). 6 points for the push; 10 foot of movement and being knocked prone is equivalent to a feat (2 points), the extra movement backwards for Str modifier is hard to calculate but I put it at 4 just based on the bonus to Str and the fact anyone choosing this race is more likely to have an above average Str. The fact their is a save and a limit to usage, reduced the total number by 2.


Squidmasher wrote:

Based on the race building guide, here are my evaluations of the races. Remember, a race should only have 10 points.

Kheros
Ability Bonuses: 4 points.
Slow and Steady: -2 points, like the Dwarf trait.
Stability: 2 points. Like the Dwarf trait.
Unapologetic: 1 point. I give this a point because this race will make a lot of Fighters and Barbarians with those adjustments, and so Intimidate will be significantly more useful for this race than Diplomacy.
Battle Ready: 2 points.
Gore: 6 points. This is a brutal natural attack.
Rhino Hide: 4 points.
Just like Home: 1 point. Circumstantial, but very good in those circumstances.
Keep Going: 1 point. Circumstantial, but that is a HUGE bonus it gives in that circumstance.
Weapon Familiarity: 1 point.

Total: 20. Way too powerful.

Overall, this race is a bit weird, and you definitely break standard conventions in making races. For example, racial bonuses to skills shouldn't exceed +2, except when it comes to races with extra modes of mobility such as climbing or swimming and the skills associated with that movement. Also, your mechanics for the Gore attack seem very convoluted and odd. If I were you, I would rework it as your standard 1d8+Str gore attack and give a free bull rush if you charge with it.

Torga

I could give this race a point analysis, but that would be pointless because of the Natural Healers and Torgan Touch abilities. Those two can't really be evaluated in the point system, and they're my two biggest issues with this race. First, races should really only get a +2 bonus to any skill except in the cases I outlined above. Second, Torgan Touch is effectively a MUCH better version of Cure Disease and Resist Poison that can be cast multiple times per day. If you get rid of Torgan Touch and reduce Natural Healers and Nature Sense to +2 bonuses, this race will be in line with the core races.

Vion

Ability Adjustments: 8 points....

Thank you for the critique and after looking all that over I'm definitely like yikes! I do have a couple questions and comments.

A)Where is this point analysis located? Both you and Thomas used it but I'm not sure if you're talking about an evaluation system in any of the books or somewhere. I you speaking of the link Shaa'ghi attached above? I would very much appreciate some clarification.

B) I understand why you want me to scrap things like the Vion's poison, the Torgan touch, etc. They are too overpowered and I agree. My problem is that getting rid of them entirely infringes on the flavor of the race. Vion are a lionfish race so having natural attacks and poison is crucial to their design. Torga are adept healers and though I'm sure the Torga Touch ability is too much I still would like to see them with an strong curing racial ability. So instead of saying to scrap it I would appreciate some ideas on how to nerf said abilities or ideas on alternate abilities that could work better.

C)I should have been more clear that I DO NOT wish for these races to be balanced with the core races. With the exception of the Torga, I have meant for the others to be superior to other player races. In 3.5 terms, I'm looking for the Vion and Kheros to be at a +1 or +2 level adjustment and the hobgoblins to be at around a +2 or +3. Obviously I have shot way over that but I am looking for them to be above average.

D)Again, the hobgoblins from the Beastiary and their stats don't pose as much of a threat as I need for my campaign. As an example, I'm looking for my hobgoblins to be as strong as LotR Uruk-Hai. Very powerful and resilient but also cunning. Once again, I agree mine are way to overpowered but I would much rather nerf them then use the Pathfinder versions.

Once again I appreciate all the assistance and I will definitely be re-tooling these all when I have a chance. Please keep the advice coming :)


The point system comes from the link provided by Shaa'ghi. It's a pretty good guide to gauge the powers of your races, especially in comparison to the core class. Even if you're looking to making something superior to them it'll give you a good idea of just how much more powerful they will be.

Sovereign Court

WanderingJester wrote:
Response

You don't really need to scrap the poison or the Torgan Touch, but you do need to make them less brutal. The Vion poison is way too powerful; the DC scales too high and the penalty for failure is pretty much death. If I were you, I would make the DC somewhere in the 11-13 range and the effect something like 1d2 Dex or Str damage. Then you could make racial feats that allow a Vion to increase the effects or DC of his poison. Torgan touch could be reworked similarly. Make it automatic stabilization as a standard action, and then add racial feats that allow it to act as Cure Poison or Remove Disease instead. But as it stands, both abilities are far too powerful to hand out to races meant for PCs.

As for Hobgoblins, I can understand your viewpoint. I would nerf Sneaky and Scholar to +2 each, and then I would change Resilient to DR 1/Adamantine or something like that.

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