Non core races as PC's


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Al-Qadim was fun for mixed race parties, as enlightened ogres and hobgoblins were treated no different than enlightened humans and elves, and far, far better than 'barbarian' humans from the north, who worshipped their backwards unenlightened gods.

Spelljammer, as well, invited craziness, as a 'normal' party could have a giff or xixchil crewman rubbing shoulders with Star Frontiers knockoff races like the rastipedes and hadozee, and a whackier ship's crew could include a gnomish were-giant-space-hamster clockwork mage and a half ogre magi psionicist. :)

I've long wanted to make an 'iconic' humanoid party;

Badly burn-scarred and mostly hairless Goblin pyromancer 'witch' who usually runs out of fire spells far too soon, and has to fall back on throwing alchemists fire all over the place

Hobgoblin 'mameluke' spiked chain fighter (using a weapon forged from his former slave-chains), both hates and worships Zon-Kuthon, for different reasons. Thinks of kytons as angels.

Kobold dragon supremacist cleric/oracle whom the others tolerate for his healing arts, but otherwise primarily ignore (fortunately he rants in tongues, mostly draconic, and they don't understand his holy gibberish anyway)

Bugbear rogue / assassin / shadowdancer (who claims that her shadow companion is either a manifestation of her own hate, or the enslaved and conjoined tortured spirits of those she has murdered, whichever she thinks will most intimidate her current audience)

Gnoll ranger with hyena companion whose goal in life is to accrue so much savage and brutal glory that when he stands before Lamashtu, she takes him as a mate, and he becomes father to a new race of monsters (since, in his opinion, goblins, minotaurs and gnolls have more or less failed to properly elevate her, and a new race is needed)

Maybe an Orcish monk or a Lizardfolk druid w/monitor companion would also fit the group...

Liberty's Edge

Depending on the situation, the player and the campaign I can allow uncommon races. In Pathfinder I will try to add some mechanic to rebalance them as several of them are a little stronger at low level than the other races. The specific modifiers to rebalance them will vary with the race advantages and drawbacks.

Prejudice will almost always be one of the uncommon races problems.

Mikaze wrote:

Something on the note of social stigmas and prejudices:

I'm not going to say it's wrong; within reason it helps bring the world to life. But don't forget about the PC's deeds. If the player had gone the distance and the PC has risked life and limb repeatedly for the sake of others, it should have an effect. The prejudice and distrust may not disappear entirely, but an orc or tiefling that has saved some villagers several times over ought to be viewed differently after what they've done.

Just a bit of frustration seeping through, as I've both seen talk online discussing how some GMs never let the actions of the PC matter, no matter what, and have also experienced it firsthand with other players who continued to treat someone of race _________ like dirt regardless of all the times he/she saved their lives.

It's one thing to have the deck stacked against you and having to work for your place in the world. It's another to have absolutely no hope of bettering the situation.

Personally I think that the 3.X version of the game had a negative effect on the possibility of the general population recognizing the PC actions.

Levelling is way faster than before.

In older version of the game the growth of the PC notoriety was gradual and more "comprehensible" for the common NPC.
They were the guys that protected the village from a goblin raid, then got and killed the goblin chief.
The same guys that looted some old ruins and come in town to spend the dubious money.
It required several low key adventures before the PC got involved in things too far beyond the horizon of the common citizen to be comprehensible.

Now getting to more world encompassing adventures is faster.

When the PC start bragging that they have killed the evil lich that was trying to sap the magic energy from the kingdom the common guy will think "They have killed a dead guy that was trying to take away stuff from the mages? Who cares, it is much more important that this year the harvest was very bad with the plants withering before giving fruits."
They could be speaking of the same thing but the common guy will not realize it.

The common guy will not see them as heroes or even local celebrities. He will see them like a group of strange and incomprehensible guys that do things that will never have an impact on him, making more difficult for him to accept the unusual members of the adventuring group.

Naturally there will be differences from group to group and from setting to setting, but it is a trend I perceived in the 3.x.

Pathfinder, with the different experience tracks should reverse this, at least partially, giving a PC group more time to "grow" with the local population, becoming a local staple and not an alien growth in the middle of the city.


I pretty much allow my players to play almost anything they want, unless it is completely unbalanced. This next campaign I am about to start already has a Dhampere, a Dwarf, and a Tengu. I ask my players to make backstories that make sense with the campaign, and have good reason to be doing what they are doing. If neither fits, it will come out and new characters will be made.

Pretty much all of my players choose race based on stats for class. More power to them, literally and figuratively. I see my job as DM as finding a way to make it fun for them. Will the race cause various odd interactions? Sure. Could it lead to in game bigotry? Sure. But how is it that much different from any one of us getting on a plane to the other side of the world? It's just a fantasy reflection of how people tend to treat each other, so why not use it to experience and learn from it?

I love making min-maxed characters sometimes. Other times I like trying to find the strangest combination and make it work. I try to let my players do the same thing. They can build almost anything they want, but they know the more bizarre it is, the more likely it is going to get messed with. In the end though, giving a lot of freedom has turned into a lot of fun.

If someone picking a certain race is going to ruin your fun, or your picking of a certain race will ruin theirs, I recommend having a talk about what you guys are in it to do, and figure out if your gaming styles match. If not, come join my group =P


Oh, and one of the most memorable characters I've ever played was a non-core. I was Jynx, the first Goblin Emissary to the "Tallies," because the goblins had decided they wanted peace. Broken English, many hundred pound meals, and a few "evil horsies" later, and we had some of the most fun as a group ever.


As a fellow GM I do not sympathize with the segregation of the so-called "core races", I find this limits the role playing potential.

In a vast, rich and fantastic world out of our collective imagination, is hard for me to believe that the only adventurers came from Middle-Earth.

Don't get me wrong, I LOVE the core races, but I allow anything that's not overpowered if it's justified.

Fortunately, my three players are Roleplayers, so they mostly make their choices in character creation and development depending heavily on flavor and fluff, and almost never on actual number crunching, so yeah, it's easier for me not to worry about them breaking the game with a killer combo.

I personally like the Changeling(or Doppelganger, a much preferred term IMHO) very much, and one of the fondest characters I played was a Human Thief with a lot of social skills and disguises, a jack of all trades archetype that would fitted a lot better as a Changeling, but alas this was 2E and my GM only allowed humans and elves.

In the end though, I agree with what appears to be the consensus in the thread, it's mostly setting specific, some settings allow fantastic racism to such degrees as to only tolerate humans and suffer the "human-looking" to a degree, while some settings could allow to every Burg to be politically correct beyond the impossible with their demographic.


Strangly the Tengu is the only noncore race i have major issues with the sword prof just seems way to much to balance it as a first level race.


Personally, as a player, I really dislike when other players play non-core races. I can live with it if they're a non-monstrous humanoid race or are disguised as a 'civilized' humanoid race (ghaele eladrin disguised as an elf, etc.), and often grow to like the characters developed like that.

I really hate when other players play monstrous races like trolls or goblins--and then the DM just flat-out ignores their odd race choice. No villages turning out to defend themselves against good-aligned troll PCs, no horrified looks and locked doors at the goblin PC. The lack of consequences and negative side-effects is just annoying.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Depends on the setting.

If monsters are rare, mythical things then people should be scared and hostile to strange creatures.

If monsters are common knowledge, unless that particular type of monster is known for rampaging violence, the PC should get little more than wary looks and questions. When you bump into an ogre magi in the street, antagonizing him is not the best response, knowing how easily he could kill you.


Ansha wrote:


I really hate when other players play monstrous races like trolls or goblins--and then the DM just flat-out ignores their odd race choice. No villages turning out to defend themselves against good-aligned troll PCs, no horrified looks and locked doors at the goblin PC. The lack of consequences and negative side-effects is just annoying.

That sounds like less of a problem with the race, and more of a problem with the way it is being DM'd. My goblin character was cowering all the time, yelling "Jynx friend!" at the top of his lungs.


I'm running a Goblin Alchemist at the moment in a Kingmaker game. It's a smart Goblin and as such manages to suppress her murderous urges most of the time(well, she is a vivisectionist so she gets her share, eventhough she claims it's for science). Our GM allowed her because he liked the concept and Kingmaker seamed on the lenient side on monstrous races. That said, she does prepare Disguise Self Extracts in order to appear like an odd Gnome when in town, otherwise she'd have to watch her back almost constantly and not be allowed anywhere without an escort from her core-race party members.


The one thing that gets me is how inherently wild, intellectually challenged or just (imo) in bad taste most of of the non core races are. For example, I'd love to play a goblin in the sense that I like warcraft goblins, but if the lore of PF or D&D is to be taken seriously this is a race of pathetic, weak, stupid little men that attack in mobs- hardly ideal for a real character. I think full orcs suffer a similar problem.

Tieflings I love with a passion. When I DM I consider them the 8th core race.

Assimars irk me because I'm not a fan of angels, but I consider them an option.

Kobolds are, at least to me, a little more clever than goblins and that makes them at least MORE valid a choice than goblins. Still, they have to fit the setting. If you're in a conservative religious town who's residents frequently get attacked by the things it's a no go. I still want to make a kobold character work.

Tengus are overt furries. None for me. 'Nuff said.

I think Dhampirs have some role playing potential if you can avoid a lame twilight character.

Are deep gnomes overpowered? How about deep dwarves?


DeathMetal4tw wrote:
My current DM is NOT leniant with races. We can pick something from the core and that's it.

That's his prerogative, of course. If he wants just core races, then you won't get anything else.

DeathMetal4tw wrote:


Personally I find this limiting, but when I confront him, his answer is "If a villager saw that thing in a town He'd kill it."

If he insists to portray a weird, nonsensical world, that, too, is his prerogative.

And it is nonsensical for a few reasons:

First of all, not all of the other races are universally reviled, and not all of the core races are universally accepted.

In some places, being non-human will mean being shunned, feared, hated, and all that. Not just being an orc or dhampir, but being anything other than pure human: Elves, dwarves, gnomes - all of them are mistrusted.

Aasimars are the opposite: While some still fear them just for being different, in less xenophobic places, they're often very welcome. They're the children of angels, creatures of pure goodness. Some of them even turn to evil because they're treated like a Golden Calf. Well, one has. At least.

But much more importantly: If a villager sees an orc or something like that, chances are he'll soil his britches and run screaming. He might *try* to harm it. Chances are that is the last mistake the bumpkin will ever make. :D

DeathMetal4tw wrote:


What is your take on allowing kobolds, tieflings, dhampirs, goblins and other bestiary races as characters?

I'm not against it. Not universally in favour of it, either. It all depends on the race and the campaign. I will tell them how much trouble they can expect if I do allow it (if I think before that this will mean more trouble to the campaign than it's worth, I won't allow in the first place)

DeathMetal4tw wrote:
For example, I'd love to play a goblin in the sense that I like warcraft goblins

Did you know that this isn't Warcraft?

However, if you don't want to play Warcraft but still want WC goblins, just ask the GM.

DeathMetal4tw wrote:
but if the lore of PF or D&D is to be taken seriously this is a race of pathetic, weak, stupid little men that attack in mobs- hardly ideal for a real character.

Wrong. They're not men. They be goblins. We all know what that means you be... :P

And remember, goblins were never meant to be player characters. They're monsters. Humanoid doesn't mean "made to be player character material". They provide "goblins as characters" in the Bestiary, but that's so you can easily make NPCs. You can play one as a PC, but that's not covered by warranty.

And note that PF goblins are really popular.

Just like gnomes.

DeathMetal4tw wrote:

I think full orcs suffer a similar problem.

No, because it's not a problem. It's a deliberate design choice. Monster, not PC.

DeathMetal4tw wrote:


Tengus are overt furries. None for me. 'Nuff said.

How can they be furries? They have feathers, not fur.

RPG Superstar 2015 Top 8

As a GM, I will allow "planetouched" (tieflings, aasimar, sylphs, undine, etc.). Depending on the theme of the campaign, I may also allow orcs, goblins, and kobolds (orcs and goblins can become citizens of a couple of my nations in my world). I enjoy these races as a player and GM, and have a place for them in my world as player characters. I am clear that anyone with dark heritage may be treated poorly in certain situations, as a roleplaying challenge.

However, as a player, if my GM tells me I can only play from core, then I design a character built around a core race, and speak nothing more of it. GM's world, GM's rules, and I am very sympathetic to a GM who wants to keep things simple. I'll simply save my non-core race concepts for a different game with a different GM.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

My two C-bills,

Sometimes the race goes with flavour. Fortunately Pathfinder took half-elves and made them on even footing with the other ‘core races’, same thing for half orcs. But sometimes an alternative race gives that flavour a bit of zing.

Some examples from my PC/NPC gallery:

Spoiler:

  • Imhohten and Tiyet. Fighter and Cleric/Oracle of Egyptian analogue. Brother and Sister/Husband and Wife. Aasimar fits for the ‘touch of divinity’ claimed by the pharoses of old, and the ‘special features’ of being an Aasimar allowed for the Anck-su-Namun style golden skin w/o using make up or prestidigitation every morning.
  • Hellena. Originally modeled after a certain blond Russian This character has taken on a life of her own in my writings, a hedonistic type who feigns not really caring that her powers come from the abyss. Demonic bloodline works sure, but in one of my early concepts, she ‘outs herself’ by dancing through a fire, so the tiefling fire resistance helps with that too.
  • Roh’gan. Hobgoblin Monk. This is one I’ve wanted to play, but never have. A hobgoblin who renounces his people’s warlike ways, instead preaching peace. Heavy focus on diplomacy here, the hobgoblin part just helps with the warlike nature. I could do the concept as a half-orc as well.
  • I posted a concept of a half drow somewhere on the boards. The idea being that he was abandoned by his mother in the woods to die, where he was raised by a blind hermit. The hermit just thought he was a ‘normal’ half elf.
  • Dhampir, haven’t played one yet, but the idea of a long lived *human* is enticing.
  • And just to round out the weird. My Elan I played for a high level game. To the dragon in the party, “You are what you are by a series of lucky events, starting with the moment your parents were attracted to each other physically. I am a self made woman.”
  • All could be done with ‘normal’ races. But using the alternative races adds a bit of spice, w/o being ‘all about the benefits’.


    you know of course, you could also ask why on his reasoning.
    you never know, you might come to a compromise


    First off, your GM is just playing by the RAW. Non-core races are just that and including them as player options is purely at GM discretion (and I would recommend with the consensus of the other players). The rules for non-core races have not been fully developed by Paizo, although they may provide some more rules on this in an Ultimate Races hardback talked about for next year.

    Non-core races present some unique issues:
    1) Not every GM is comfortable with them. They do present more challenges for a GM, and some GMs might not be up for that. The job is tough enough already.
    2) Not all the non-core races are well-balanced against the core races. Some are significantly more powerful and some are significantly less powerful.
    3) Non-core races are more difficult to roleplay as well. I would want to be pretty sure the player was up for the roleplaying challenge before allowing it.
    4) Some of these races would have a hard time fitting in in a typical campaign setting. There will be places they will not fit in and places they will spark adverse reactions. While this is not insurmountable, the player needs to know that will be the case and is just a consequence of their choice. Complaining about this after choosing to play a drow character will be sure to piss any GM off.
    5) Finally, some groups just don't like playing "weird" races. Make sure the whole group is OK with it before saddling them with an ogre monk or a kobold rogue. Not that others should have total veto power over your character, but it's polite to at least discuss it, since they have to accept that character as a member of the party.

    Scarab Sages

    One of the reasons that I as a GM limit playable races to (almost always) core races is that I tend to run low-fantasy games where having a huge number of civilized intelligent races doesn't make sense.

    You CAN have a high-fantasy setting where every tavern looks like an explosion in the Jim Henson Creature Shop and there's all kinds of unusual critters running around, which can be cool if you're into that thing. I think that would be much more appropriate for a party made up of a bunch of non-standard races.

    Jon Brazer Enterprises

    I run a kingmaker game and my rule is I'll allow any race. Having said that, the townspeople are scared of anything not from the major races, and even a few of them (elves cause cancer, after all). So if they bring in a new race and they get in the good graces of the rulers rather quickly, then no problem. Otherwise, they may have a problem with the locals.


    Dale McCoy Jr wrote:
    I run a kingmaker game and my rule is I'll allow any race. Having said that, the townspeople are scared of anything not from the major races, and even a few of them (elves cause cancer, after all). So if they bring in a new race and they get in the good graces of the rulers rather quickly, then no problem. Otherwise, they may have a problem with the locals.

    What???

    Jon Brazer Enterprises

    YouTube Video that Explains it All


    Honestly I consider goblins and orcs to be core races simply because they are so ubiquitous and unless you have some magical reason for ALL of them to be evil it only makes sense that a few would be heroic enough to be PCs. Sure they might run into problems in the more racist regions but so would elves and gnomes.


    i would gladly allow the non core 0 hd races with the exception of obviously overpowered stuff like the drow noble and svirfneblin.

    i wouldn't change most of them either.


    GM won't allow core races? Just be glad your GM allows magic users.

    In the campaign I'm currently playing in, if you want to play a magic user you either have to accept a seal over your heart that the evil overlords can use to kill you on a whim, or you are considered an outlaw and are hunted if you are ever caught using magic (or detected as a caster by Arcane sight).


    This Sylph race- from what I gather they're winged humanoids but is there any place (even in 3.5)where I can get stats for them? If not, does anyone know some lore?


    I generally allow various other races like the ones others have mentioned in this thread. Really it depends on the setting but since Aasimar and Tiefling look very much human than that argument goesn't go anywhere, especially as Tiefling's description can be edited (once had a player who's character was a Tiefling named Whisper, named so because her demonic heritage came out with her mouth being full of razor sharp teeth so she barely spoke above a whisper generally.

    So those two are ones people can's instantly point at and go "Monster! Kill, kill!" where as mites, kobolds and others I could see where he's coming from.

    One general thing to point out is that Half-orcs are rarther bestial in appearance and are often feared so they're a core race that depending on the area, people would go on a witch hunter over, however it's the DMs decision at the end of the day.

    DeathMetal4tw wrote:
    This Sylph race- from what I gather they're winged humanoids but is there any place (even in 3.5)where I can get stats for them? If not, does anyone know some lore?

    There's a humanoid called Sylph in Bestiary 2. They don't have wings, they're humanoids mixed with the ancestory with air elementals. More like Air Gensi imo.

    Mikaze wrote:


    Full disclocure: I'm not a believer in inherent alignments for mortal races. Always Chaotic Evil has always been my most hated trope in the game. This is also from the perspective that the player involved wants to play those races for the flavor rather than just the numbers.

    I perfer to think of it as "Often Chaotic Evil" or "Commonly Chaotic Evil" as many of those creatures are often that alighnment, but not always true. Afterall, Molthune has Hobgoblins, Centours and Nagas in it's army.

    Scarab Sages

    DeathMetal4tw wrote:

    The one thing that gets me is how inherently wild, intellectually challenged or just (imo) in bad taste most of of the non core races are. For example, I'd love to play a goblin in the sense that I like warcraft goblins, but if the lore of PF or D&D is to be taken seriously this is a race of pathetic, weak, stupid little men that attack in mobs- hardly ideal for a real character. I think full orcs suffer a similar problem.

    Tieflings I love with a passion. When I DM I consider them the 8th core race.

    Assimars irk me because I'm not a fan of angels, but I consider them an option.

    I think part of this is because we can all see how a half fiend would conflict with human culture, but not the same for an angelic being.

    A great example of the negative side of how people might deal with an angelic half breed can be seen in
    Spoiler:
    The background childhood of Nualia in the beginning of Rise of the Runelords.


    IS THERE a winged race to be found anywhere in D&D 3.5 or pathfinder?


    DeathMetal4tw wrote:
    IS THERE a winged race to be found anywhere in D&D 3.5 or pathfinder?

    Strix. Inner Sea Campaign setting or Council of Thieves #1; and apparently they're going into the Advanced Race Guide.

    Dark Archive

    DeathMetal4tw wrote:
    IS THERE a winged race to be found anywhere in D&D 3.5 or pathfinder?

    3.5 has the Raptoran (hawk-people) in Races of the Wild, and the Avariel (winged elves) in Races of Faerun. (I prefer the Aarakocra, Al Karak Elam and / or Psittae to those, myself.)

    PF has a winged humanoid race called the Strix.


    My policy as a DM is to compromise with the player. Certainly, some settings make this easier; that's part of why Eberron was so awesome. But there are plenty of ways around the "kill on site" problems:

    1) Make him pretend to be the captured slave of another party member.
    2) Give him a magic item like hat of disguise; at 1800 gp it's perfectly reasonable even at low level.
    3) If that's too powerful, give him an item that only mimics one form, but that of a core race (which could be pretty funny if you want it to be).
    4) Failing all else, a few ranks of disguise will usually be sufficient.

    Frankly, I find it rather lazy for a DM to ban all non-core out of hand. If the player has a good idea and wants to go for it, talk with them to make it work. If the player is a pain and just wants to minmax ... why are you playing with them?


    Mikaze wrote:
    dhampir paladin

    ....

    Would this not self destruct? :P


    I Experiment on PCs wrote:
    Mikaze wrote:
    dhampir paladin

    ....

    Would this not self destruct? :P

    heh, actually funnny story. In my carrion crown AP one of my players made a Dhampire Paladin and then in retrospec realised about the negative energy affinity to I DM fiated that as a Paladin his faith in Sarenrae over comes his negative energy affinity and his lay on hands can work normally, however like every Paladin he will of course have to act in strict tennance of his faith.

    Dhampire Paladin

    Not to mention, he had a really good backstory.


    Has anyone had a Strix Character?


    DeathMetal4tw wrote:
    Has anyone had a Strix Character?

    Nope, difficult due to how they live unless you can come up with a really decent backstory.

    Strix


    A game I will never play in only allows humans...


    Bwang wrote:


    A game I will never play in only allows humans...

    ... and who's talking that? Did I miss a post?


    Little late but to chime in as a DM. I'm all for strange races. Running Serpent's Skull atm with a Mercane Magus, a Quickling Ninja, a Hound Archon Cleric/Magus, and a Brownie Wizard. My Legacy of Fire campaign run in Pathfinder had an Imp Wizard, a small earth elemental fighter, a Pixie Paladin, and a Halfling Summoner.

    However, I remove racial HD, most stat bonuses, and spread out almost all of the abilities across the 20 levels. I move spell-likes to levels a normal caster would get it. There are other balancing modifications I make. It ends up being a fairly higher power game so I can see why DMs wouldn't care for such shenanigans.

    But my group seems to enjoy it, and in the end that is what matters.


    Grae wrote:

    Little late but to chime in as a DM. I'm all for strange races. Running Serpent's Skull atm with a Mercane Magus, a Quickling Ninja, a Hound Archon Cleric/Magus, and a Brownie Wizard. My Legacy of Fire campaign run in Pathfinder had an Imp Wizard, a small earth elemental fighter, a Pixie Paladin, and a Halfling Summoner.

    However, I remove racial HD, most stat bonuses, and spread out almost all of the abilities across the 20 levels. I move spell-likes to levels a normal caster would get it. There are other balancing modifications I make. It ends up being a fairly higher power game so I can see why DMs wouldn't care for such shenanigans.

    But my group seems to enjoy it, and in the end that is what matters.

    I was thinking about how cool an imp wizard or sorcerer would be today.


    Tiny Coffee Golem wrote:
    I was thinking about how cool an imp wizard or sorcerer would be today.

    It was entertaining. He took offense to people thinking he was the Halfling's familiar. He ended up being the administrator for the town in Legacy of Fire.

    The Pixie paladin solved a sphinxes riddle by hitting it with a memory arrow after the sphinx had announced the correct answer. Then just told him the answer after he failed the save.

    Odd races make for some interesting role playing and scenarios.

    Dark Archive

    Tiny Coffee Golem wrote:
    I was thinking about how cool an imp wizard or sorcerer would be today.

    We had a memorable NPC quest-giver / local spymaster who was the ring-of-invisibility-wearing raven familiar of a mid-level wizard who'd gotten stuck in a temporal stasis or petrified or something, ages ago (the raven was unclear on the specifics) who had taken a few levels in wizard. Notes would get dropped to his beggar and street-urchin 'minions' from high places with information and instructions, and nobody in the network knew who (or what) 'the boss' really was.

    A more PC race level version of the Quickling could be fun.

    I've always wanted to play a Spriggan. Surly little gnomish rogue who can hulk out to size large and mix it up when he's feeling threatened.


    Set wrote:


    I've always wanted to play a Spriggan. Surly little gnomish rogue who can hulk out to size large and mix it up when he's feeling threatened.

    A Spriggan could be playable more easily than many. They would be base small, can go to large. Adjust their stats for size and give them some temporary hit dice / points when they're large (and a limit on time they can spend large sized). Interesting...

    Sounds like time to add to "Sets Stuff" :)

    Dark Archive

    R_Chance wrote:
    They would be base small, can go to large. Adjust their stats for size and give them some temporary hit dice / points when they're large (and a limit on time they can spend large sized). Interesting...

    Limit the size change to a number of rounds equal to their Con mod, and only usable once / encounter, and it could be a usable thing, so long as it doesn't use the full size increase bonuses from the back of the Bestiary (+12 Str might be a bit much, even for something it can only use for 1-3 rounds!).

    I remember, way, way back in the day, being peeved that duergar could enlarge themselves, in the manner of a spriggan, and were a playable race (after the first Unearthed Arcana came out, with the cheesy overpowered races and classes, and that poor acrobat). I was like 'get your own schtick, duergar!'


    Set wrote:
    R_Chance wrote:
    They would be base small, can go to large. Adjust their stats for size and give them some temporary hit dice / points when they're large (and a limit on time they can spend large sized). Interesting...

    Limit the size change to a number of rounds equal to their Con mod, and only usable once / encounter, and it could be a usable thing, so long as it doesn't use the full size increase bonuses from the back of the Bestiary (+12 Str might be a bit much, even for something it can only use for 1-3 rounds!).

    I remember, way, way back in the day, being peeved that duergar could enlarge themselves, in the manner of a spriggan, and were a playable race (after the first Unearthed Arcana came out, with the cheesy overpowered races and classes, and that poor acrobat). I was like 'get your own schtick, duergar!'

    Or the number of times per day = to their Con bonus for a random number of rounds (or based on level maybe?). And yeah, +12 is too much. Interesting idea. Adjust the monster to match the PC / NPC version and you have a more interesting race. Imo at least.


    sheep999 wrote:

    GM won't allow core races? Just be glad your GM allows magic users.

    In the campaign I'm currently playing in, if you want to play a magic user you either have to accept a seal over your heart that the evil overlords can use to kill you on a whim, or you are considered an outlaw and are hunted if you are ever caught using magic (or detected as a caster by Arcane sight).

    In a buddy of mine's very cool homebrew world, all wizards get their spells through pacts with powerful outsiders, and the initiation ritual, which has to be played in-game, not assumed, is frequently deadly. Of course, as a consequence, those wizards that do exist are extremely powerful. In practice, this has made wizard pretty much an NPC class, as no player thus far has been willing to risk the ritual and put up with the outsider patron.


    In one group I run we have:
    NPC human cleric
    human scout
    half-elf bard
    elf sorcerer
    harpy fighter (archer)

    In the other group I run we have:
    human "unholy warrior" (the class name escapes me at the moment)
    half-orc cleric
    goliath monk
    illumian wizard
    goblin rogue

    The second group has just started Second Darkness, I told them I thought it would work pretty good as an evil campaign.

    The characters don't have much trouble being "strange" since it takes place in my own version of riddleport which is a cross between Tortuga and Mos Eisley. The city mercenary guards tend to be hobgoblins for example.

    To be clear, I still run 3.5, so we still use LA*, so most unusually races are punished pretty harshly so there isn't much super powerful racial choices. I do allow players to do Savage Species type progressions.

    *I give players the equivalent of a level in commoner for each LA.


    DeathMetal4tw wrote:

    My current DM is NOT leniant with races. We can pick something from the core and that's it. Personally I find this limiting, but when I confront him, his answer is "If a villager saw that thing in a town He'd kill it."

    What is your take on allowing kobolds, tieflings, dhampirs, goblins and other bestiary races as characters?

    Yes to kobolds, tieflings, and goblins.

    No to dhampirs. (Because they don't exist in my world, because children of undead are, well, just plain dead)

    As DM, my style is that NPCs tend to react more to the PCs' fashion sense than to what race they might be. Dirty, scummy-looking characters get chased out of town, even if they're pure human stock. A well-dressed (and well-behaved) troll, on the other hand, would garner a lot of respect.

    Adventurers tend to fall somewhere in the middle, of course, since they often wear expensive cloaks, furs, armour, and jewelery, but they've also just come in from a long night of dungeon-delving, so they'll look and smell like utter filth. Most villagers will (smartly) avoid them, a few will smell opportunity and gold, and an even smaller number, well...

    Occasionally some village will have a troublemaker who's racist against "monstrous" PCs. Perhaps for good reason, like maybe orcs killed his family. Or perhaps he's a well-meaning cleric who thinks he's doing his deity's will by keeping the town clean. The point is, these are "encounters" in their own right, and not disadvantages of playing the monster. These encounters can go either way, and PCs can usually win them over with Diplomacy.

    It's also significant whether the party sticks together. If the party lizardman wizard decides to go wandering the streets alone at night, the local toughs might think they can get away with robbing and beating him. But basically anyone with an entourage is less likely to get harassed.


    R_Chance wrote:
    Bwang wrote:


    A game I will never play in only allows humans...
    ... and who's talking that? Did I miss a post?

    Just pointing out that some folks are more restrictive than the CORE purists here. The 'dm' griped about 'humans with pointy ears' throughout the 3.0 game we both played in and runs easily the most restrictive magic games I've encountered since the 80s.


    Bwang wrote:
    R_Chance wrote:
    Bwang wrote:


    A game I will never play in only allows humans...
    ... and who's talking that? Did I miss a post?
    Just pointing out that some folks are more restrictive than the CORE purists here. The 'dm' griped about 'humans with pointy ears' throughout the 3.0 game we both played in and runs easily the most restrictive magic games I've encountered since the 80s.

    That does make it clearer. I thought I'd missed out on something. I went back through the posts but couldn't find it :)


    Thread revived!


    1 person marked this as a favorite.

    Personally, I'd rather that there be some level of background/world lore that would make a monster race a bit more 'mainstream' before I'd want to see too much of it in-game. I'd want a reason in place that makes it unlikely that their mere presence will cause a big to-do every session. It can get really tiring for everyone else.

    That opinion has less to do with any particular race choice, and more to do with the people making it. By the thread content thus far I might be alone in this, but I've seen WAY more choices like that made as a bid for an extra allotment of attention than for some stat bonus, or for role play. I've also seen a lot of tables quietly sighing and rolling their eyes at each other over it.

    It's the reason I dislike gnomes. Nothing at all to do with the race as I've ever seen it written, and everything to do with how many times I've had to listen to some guy's 'original' take on them. *drumroll* helium-voiced man-child! Yay. It's come up a lot.

    Anyway, that aside, if I were to play something like a kobold, say, I'd want to do it in a setting like Open Design's 'Midgard', where they actually play a role in society in places like Zobeck and are well-written into the scenery.

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