| Foghammer |
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Consensus seems to be that the blue and white ape-like humanoids on the cover of UC are yetis. They don't look like the yeti from the bestiary, though; they look way more awesome. Inspired by that, I decided to make a homebrew race based on them to effectively replace goliaths from WotCs Races of Stone, my favorite 3.5 race.
+2 Str, +2 Wis, -2 Int
Itayaki are powerful and have sharp senses, but are less civilized and eschew formal learning.
Medium: Itayaki are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Itayaki have a base speed of 30 feet.
Low-Light Vision: Itayaki can see twice as far as humans in conditions of dim light.
Acclimated: The Itayaki live among the craggy peaks of tall mountains and are not subject to the effects of high altitude. Unlike other races, Itayaki do not lose this acclimation if they leave the mountains for an extended period of time.
Tight Grip: And itayaki has a powerful grip. They get a +2 racial bonus on climb checks, a +2 to their Combat Maneuver Bonus when grappling, and +2 to their Combat Maneuver Defense to resist being disarmed.
Shaggy: Itayaki's thick fur grants them cold resistance 5, but they take a -4 penalty to any checks related to environmental heat stress.
Fangs: Itayaki have strong jaws and large incisors which grants them a primary bite attack that deals 1d4 damage.
Weapon Familiarity: Itayaki are proficient with slings, morningstars, light picks, heavy picks, and greatclubs.
Languages: Itayaki begin play speaking Common and Itayaki. Itayaki with high Intelligence scores can choose from the following: Draconic, Dwarven, Giant, and Gnome.
I am considering making them have 20' speed, but with the same encumbrance effect that dwarves have, but that seems like a bit much. The dwarf racial traits are what I've used as a measuring stick, because I feel like it gets more stuff than any other race, even if most are just subjective bonuses. (All races should be balanced against the dwarf.)
This race obviously leans towards a martial path, but I don't think it's stacked so heavily as to make it an obvious choice over another race.
| Foghammer |
I like this and will probably use them.
Thanks. ^__^
I got another one to throw in here, while I've got a thread up:
+4 Con, -2 Dex, -2 Int
Ibixians are tough as steel, but slow in some ways.
Medium: Ibixians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Darkvision: Ibixians can see in the dark up to 60 feet.
Stability: Ibixians receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Big Horned: Ibixians have a thick skull plate and large horns that grant them a primary gore attack that deals 1d4 damage, or 1d6 damage on a charge.
Philosophical: Ibixians add their Wisdom modifier (if positive) to Diplomacy and Knowledge (religion) checks.
Languages: Ibixians begin play speaking Common and Kapric. Ibixians with high Intelligence scores can choose from the following: Dwarven, Elven, Goblin, Gnoll, Orc, Sylvan.
Tall humanoids with the head of a powerful big-horned ram. They walk on two double jointed legs that end in cloven hooves. Ibixians are smaller than their minotaur cousins, but are still powerfully built. They are considerably less hostile, friendly even, if approached properly. They are a tad slow and lack some social capability, but are generally more docile than the average minotaur. They lean towards a pastoral, spiritual nature, but many take up arms as protectors of their shrines and temples.
I think this might count as a conversion, as there was a 3.5 race with this name and concept, but I didn't use it for reference, just took the name and appearance. Any fluff/mechanical resemblance is purely coincidental.
| Foghammer |
I may just dump all of my homebrew races in this thread. I've been on this kick lately, where I want to develop a planet with all new "core" races, and new monsters and the like. Something to do when Interplanetary Teleport comes into play.
I've already posted this one before, but it's been revised.
+2 Constitution, +2 Intelligence, –4 Charisma
Cho'gar are strong and quick-witted, but they think differently from most humanoids and have a hard time relating to other races.
Medium: As Medium creatures, cho'gar have no special bonuses or penalties due to their size.
Normal Speed: Cho'gar base land speed is 30 feet.
[b]Low-Light Vision: A cho'gar can see twice as far as a human in conditions of dim light.
Multiple Limbs: Cho'gar have four arms, and thus can choose to take the Multiweapon Fighting feat (page 315 of the Bestiary) instead of the Two-Weapon Fighting feat. Only one of these hands is considered their main hand; the other three are all off-hand.
Leaper: Cho'gar are natural jumpers. They receive a +5 bonus on long jumps, and high jumps they make have half the normal DC rounded up.
Languages: Cho'gar begin play speaking Common and Choga. Cho'gar with high Intelligence scores can choose from the following: Elven, Giant, Gnoll, Goblin, Halfling.
A [very much] cut down version of the Thri-Kreen.
| Tark of the Shoanti |
I am working on a setting myself where none of the "core" races are found at all.
The races I have so far a a fish-like race (land dwelling, Buddhist types) , a race much like the quill boars from WoW, a race of tree people, an insectoid race (trying so hard to avoid the whole thri-kreen thing), a race of avian peoples (like skexis spl? from Dark Crystal, but not evil, per say). I plan on working in about 3-4 more if it doesn't overcrowd the world. I'll post more on them as I progress if people are interested.
meeko
|
Consensus seems to be that the blue and white ape-like humanoids on the cover of UC are yetis. They don't look like the yeti from the bestiary, though; they look way more awesome. Inspired by that, I decided to make a homebrew race based on them to effectively replace goliaths from WotCs Races of Stone, my favorite 3.5 race.
** spoiler omitted **
I am considering making them have 20' speed, but with the same encumbrance effect that dwarves have, but that seems like a bit much. The dwarf racial traits are what I've used as a measuring stick, because I feel like it gets more stuff than any other race, even if most are just...
you do understand this is going to totally break the grapple monk... a natural attack, +2str AND +2 to wis!?!?!?!?!?!?! pluss that grapple bonus? daaaaayum. p.s. natural attacks scale in damage with a monks unarmed damage.
in my opinion a little op.
| Spyder25 |
Foghammer wrote:Consensus seems to be that the blue and white ape-like humanoids on the cover of UC are yetis. They don't look like the yeti from the bestiary, though; they look way more awesome. Inspired by that, I decided to make a homebrew race based on them to effectively replace goliaths from WotCs Races of Stone, my favorite 3.5 race.
** spoiler omitted **
I am considering making them have 20' speed, but with the same encumbrance effect that dwarves have, but that seems like a bit much. The dwarf racial traits are what I've used as a measuring stick, because I feel like it gets more stuff than any other race, even if most are just...
you do understand this is going to totally break the grapple monk... a natural attack, +2str AND +2 to wis!?!?!?!?!?!?! pluss that grapple bonus? daaaaayum. p.s. natural attacks scale in damage with a monks unarmed damage.
in my opinion a little op.
I would think that a creatures natural attack and unarmed strike damage would be different. All it says in the core rulebook is that unarmed strike cound as manufacturing weapons and natural weapons, not that natural weapons count for unarmed strike.
meeko
|
meeko wrote:I would think that a creatures natural attack and unarmed strike damage would be different. All it says in the core rulebook is that unarmed strike cound as manufacturing weapons and natural weapons, not that natural weapons count for unarmed strike.Foghammer wrote:Consensus seems to be that the blue and white ape-like humanoids on the cover of UC are yetis. They don't look like the yeti from the bestiary, though; they look way more awesome. Inspired by that, I decided to make a homebrew race based on them to effectively replace goliaths from WotCs Races of Stone, my favorite 3.5 race.
** spoiler omitted **
I am considering making them have 20' speed, but with the same encumbrance effect that dwarves have, but that seems like a bit much. The dwarf racial traits are what I've used as a measuring stick, because I feel like it gets more stuff than any other race, even if most are just...
you do understand this is going to totally break the grapple monk... a natural attack, +2str AND +2 to wis!?!?!?!?!?!?! pluss that grapple bonus? daaaaayum. p.s. natural attacks scale in damage with a monks unarmed damage.
in my opinion a little op.
If his fists were to be treated as "natural attacks" and "unarmed strikes" then all subsequent natural attacks would also be treated as unarmed strikes, thus granting the monks damage. we may have to take it to rules to find out, but even if im wrong the grapple bonus and the str+wis with a negative in a dump stat are just too op. i recommend changing the str to con or dex witch would better coincide with the core races, specifically the dwarf.
| Spyder25 |
If his fists were to be treated as "natural attacks" and "unarmed strikes" then all subsequent natural attacks would also be treated as unarmed strikes, thus granting the monks damage. we may have to take it to rules to find out, but even if im wrong the grapple bonus and the str+wis with a negative in a dump stat are just too op. i recommend changing the str to con or dex witch would better coincide with the core races, specifically the dwarf.
In the rules for Unarmed Strike for the monk it says, "Unarmed strikes are considered manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve manufactured weapons or natural weapons". Furthermore, it also states in Flurry of Blows, that a monk can't make natural attacks in addition to his flurry of blows. Now why would they separate that from unarmed strikes in that section if unarmed strikes and natural weapons scaled the same in damage?
And the thing with bonuses to grapple, +2 Str, and +2 Wis, it just means he is going to be better that other grapple monks. I honestly see no problem with giving a race a +2 Str, besides, a DM can just rule that that race can't be a monk due to where they're located or some other fact.
| Foghammer |
There is a feat in UC that allows you to use natural attacks with FoB. There is a clear distinction, so no, a bite attack will not scale with unarmed damage. I don't know where you got that.
That said, I wanted to make both of the Itayaki's bonus stats physical, but I know there's already a bunch of fuss over stacking things like that (then Itayaki fighters would be broken). Intelligence didn't seem to fit, nor did Charisma, so only Wisdom was left, and it makes better sense. Also, Dexterity is overdone. Perhaps I'll put the penalty into Dex instead of Int.
I honestly don't think the monk build would break with a +3 to CMB for grappling and a 1d4 bite attack though. Monks have so much more going for them than that right now. Besides, anyone can attack with a dagger while grappling for only 2 gold (1d4 damage right there, AND it has a 19-20 crit range), so the bite is a non-issue. You can't use the dagger AND bite while grappling.
You can inflict ability damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Edit: The whole unarmed strike = natural weapon thing has been debunked elsewhere; I think it came up in the thread about the amulet of mighty fists because it applies to natural weapons, too. Point is, though, that they are both defined with separate terms. Otherwise the monk's attacks would be considered natural weapons, OR natural weapons would all be called unarmed strikes.
| Spyder25 |
Here is one of my races in my setting.
Hope you don't mind me posting it.
Tiikeri
These humanoids resemble upright predatory cats standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually black with white stripes, though the stripes on the female tend to be thinner. Even though tiikeri walk upright, most prefer going around on all fours. Some scholars think the reason for this is because their paws are not developed enough to wield weapons.
Tiikeri Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence. Tiikeri are nimble and cunning, but choose cunning over intelect.
Medium: Tiikeri are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tiikeri have a base speed of 30 feet. However, if its hands are free a tiikeri can, as a swift action drop down on all fours and move at a rate of 40 feet.
Low-light vision: Tiikeri can see twice as far as humans in conditions of dim light.
Scent: Tiikeri have a heightened sense of smell, and receive the Scent special ability.
Heightened Hearing: Tiikeri have sharp ears and gain a racial +2 bonus to all sound-based Perception checks.
Nimble Stalking: Tiikeri gain a +2 racial bonus to all Acrobatics and Stealth checks.
Paws: A tiikeri’s paws are not well suited for holding weaponry, and as a result suffer a –2 racial penalty to all attack rolls made with any weapon other than its own claws and teeth.
Natural Weaponry: Tiikeri have two claws that deal 1d6 and a bite that deals 1d8 points of damage, these are considered weapon attacks and do not provoke an attack of opportunity. The critical rating for these attacks is 19-20(x2).
Languages: Tiikeri begin their careers speaking Common and Sylvan. Tiikeri with high Intelligence scores can choose can choose from Elven, Halfling, and Orc.
meeko
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There is a feat in UC that allows you to use natural attacks with FoB. There is a clear distinction, so no, a bite attack will not scale with unarmed damage. I don't know where you got that.
That said, I wanted to make both of the Itayaki's bonus stats physical, but I know there's already a bunch of fuss over stacking things like that (then Itayaki fighters would be broken). Intelligence didn't seem to fit, nor did Charisma, so only Wisdom was left, and it makes better sense. Also, Dexterity is overdone. Perhaps I'll put the penalty into Dex instead of Int.
I honestly don't think the monk build would break with a +3 to CMB for grappling and a 1d4 bite attack though. Monks have so much more going for them than that right now. Besides, anyone can attack with a dagger while grappling for only 2 gold (1d4 damage right there, AND it has a 19-20 crit range), so the bite is a non-issue. You can't use the dagger AND bite while grappling.
Grapple Rules wrote:You can inflict ability damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
assuming your correct about the natural attack, my point about the STR bonus still stands, that means a +3 to grapple and an extra point of damage on an unarmed strike. i would make the bonus against being unarmed a +4 and remove the grapple bonus. remove the str bonus, or make it a STR +2 and two -2 mental stats. the only time you can get a bonus to strength in the core rulebook (witch is the benchmark for homebrew races) is with a chose your own bonus, and that wouldn't apply aesthetically here.
| Foghammer |
assuming your correct about the natural attack, my point about the STR bonus still stands, that means a +3 to grapple and an extra point of damage on an unarmed strike. i would make the bonus against being unarmed a +4 and remove the grapple bonus. remove the str bonus, or make it a STR +2 and two -2 mental stats. the only time you can get a bonus to strength in the core rulebook (witch is the benchmark for homebrew races) is with a chose your own bonus, and that wouldn't apply aesthetically here.
A penalty to two mental scores would make this race undesirable. How is selecting Str as your bonus as a human, or half-elf/orc any worse? Then you're just getting a +2 to Str with NO penalty.
Strength is highly overrated, especially since at high levels. Fact of the matter is, Strength is not breaking the game. No one looks at +2 Dex and says "Oh, that's broken, that raises your AC a whole point!" or +2 Con and says "That gives you a hit point EVERY LEVEL!"
Also, the reason half-orcs no longer have bonuses to Str is because the half-races have more human-like attributes. And many people houseruled half-orcs to only have one penalty in 3.5 days.
Ultimately, I'm not really inclined to change Str out for anything based on your assumptions. Your opinion is your own, and I respect it, but I disagree. The core races are not balanced as it is, and if this homebrew race falls in line somewhere between the aasimar/tiefling and a half-orc in terms of balance, I'm okay with it.
| Tark of the Shoanti |
Tark of the Shoanti wrote:a race of avian peoples (like skexis spl? from Dark Crystal, but not evil, per say).lol, its called a tengu
Tengu are cool, but I don't like the write up on them, and the ones I am working on a more of a social and blue blood type then spirit creature. Plus the look of them is different as well, I am taking a bit from the Mythic Races book by FFG. Loved it back in 3.0, and it never got the attention it should have following.
meeko
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meeko wrote:assuming your correct about the natural attack, my point about the STR bonus still stands, that means a +3 to grapple and an extra point of damage on an unarmed strike. i would make the bonus against being unarmed a +4 and remove the grapple bonus. remove the str bonus, or make it a STR +2 and two -2 mental stats. the only time you can get a bonus to strength in the core rulebook (witch is the benchmark for homebrew races) is with a chose your own bonus, and that wouldn't apply aesthetically here.A penalty to two mental scores would make this race undesirable. How is selecting Str as your bonus as a human, or half-elf/orc any worse? Then you're just getting a +2 to Str with NO penalty.
Strength is highly overrated, especially since at high levels. Fact of the matter is, Strength is not breaking the game. No one looks at +2 Dex and says "Oh, that's broken, that raises your AC a whole point!" or +2 Con and says "That gives you a hit point EVERY LEVEL!"
Also, the reason half-orcs no longer have bonuses to Str is because the half-races have more human-like attributes. And many people houseruled half-orcs to only have one penalty in 3.5 days.
Ultimately, I'm not really inclined to change Str out for anything based on your assumptions. Your opinion is your own, and I respect it, but I disagree. The core races are not balanced as it is, and if this homebrew race falls in line somewhere between the aasimar/tiefling and a half-orc in terms of balance, I'm okay with it.
i am beginning to see things a little diffident. i still don't like the sound of a str bump but i think ill try it in one of my games, as a player or DM in order to see what effect it has, but in the end the Oread DOES have a str bump witch leads me to believe paizo did a decent amount of play-testing with it.
ps. just keep in mind if were to play in your game and have the option of using the itayaki race... i would make a broken grapple monk. =bbb