New race: Tikari, need feedback


Homebrew and House Rules


Tikari
These humanoids resemble upright, tailless, tigers standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually orange or white (depending on their environment) with black stripes, though the stripes on the female tend to be thicker. Even though tikari walk upright, most prefer going around on all fours. The tikari say the reason for this is that, it just feels natural to them.

Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence. Tikari are nimble and cunning, but choose cunning over intellect.
Medium: Tikari are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tikari have a base speed of 30 feet. However, if its hands are free a tikari can, as a swift action, drop down on all fours and move at a rate of 40 feet.
Low-light vision: Tikari can see twice as far as humans in conditions of dim light.
Scent: Tikari have a heightened sense of smell, and receive the Scent special ability.
Heightened Hearing: Tikari have sharp ears and gain a racial +2 bonus to all sound-based Perception checks.
Nimble Stalking: Tikari gain a +2 racial bonus to all Acrobatics and Stealth checks.
Languages: Tikari begin play speaking Common and Sylvan. Tikari with high Intelligence scores can choose can choose from Elven, Draconic, and Orc.


Well I'm going to assume that this race is balanced, since no one has posted anything.


Looks good to me. Honestly I'd say you could just give them a flat +2 Perception and it would still be balanced. A bit focused, kinda screaming Ranger at me, but still good. Maybe they can grow claws as a racial feat?


It looks fine to me (I mean look at elves and their list of perks).

It's worth noting that the Advanced Race Guide will have an article on Catfolk (and they'll likely show up in the third bestiary). That said, I see no issues with your custom race.

Liberty's Edge

Spyder25 wrote:
Well I'm going to assume that this race is balanced, since no one has posted anything.

You only gave it six hours. You typically need to wait several days before making such an assumption.

As far as your race is concerned...
The ability scores make sense, the explanation does not. How does a Race "choose" its genetic/cultural inclinations? Also, "cunning" by itself is associated with Int at least as much as Wis - use "natural cunning" instead.
Size is standard.
Speed needs to be reworded. It should say something like "Tikari have a base speed of 30 feet on their hind legs, and 40 feet when on all fours. They may switch between the two once per round as a swift action, provided their hands are free."
Low-Light vision is standard.
Heightened Hearing is complicated - define a "sound-based" perception check. Also, most circumstantial abilities like this tend to get forgotten by players/DMs. I agree with the other poster, bump it to full-on +2 to all perception checks.
Other Skills: make sense.

Scent: overpowered. The speed thing + Low-Light Vision and the +2 to skills puts them about equal to half-elves and half-orcs. Scent is a messy ability in general, hard to properly use at the table, and not usually available to standard races. Drop it, do a little cleanup/rewording, and you should be good.


I notice that Dex/Wis is a very common combo in homebrew races. I think the stigma behind giving bonuses to Str is holding back some variety.

Personally, I think making the perception a flat +2 would be good, but for a tiger-ish race, I'd make the ability adjustments +Str/Cha (Strength is obvious, but Charisma for a cat-like sense of self-worth) and put the penalty in Wis to reflect a sense of impulsiveness (something I also perceive to be a very cat-like trait).

Just my two cents, though. You might even consider giving them a +5 or +10 feet to movement while on all fours, and note that weapons can't be carried while moving in such a way. EDIT: I missed that you had this in the OP. Still might want to note the bit about using this hands while on all fours.


Pathfinder Rulebook Subscriber

Nice variation in thinking, but I agree with Bob on the speed mechanics. I might advise incorporating Scent into a Perception bonus. Good to NOT see the stock 'claws' entry.

I would like to see better development of the Fluff.


I second bob on the Scent, it's usually either makes a mess, or makes things a bit too easy.

On the other note, while dex and wis fits, just wanted to drop that d&d tigers are mostly Str focused rather than dex.

Guess just wanted to say that dex makes them sound more like catfolk than somehow related to tigers.


Sorry for the late post...my internet was out. Any way, thanks everyone for replying.

So here is what I've come up with using everyone's suggestions.

Tikari
These humanoids resemble upright, tailless, tigers standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually orange or white (depending on their environment) with black stripes, though the stripes on the females tend to be thicker. Even though tikari walk upright, most prefer going around on all fours. Scholars believe that, the way their hind legs are developed makes it uncomfortable for them to walk upright for long periods of time.

Racial Traits:
+2 Strength, +2 Intelligence, -2 Charisma. Tikari are strong and quite intelligent, but due to their bestial nature people find it hard to associate with them.
Medium: Tikari are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tikari have a base speed of 30 feet on their hind legs, and 40 feet when on all fours. They may switch between the two once per round as a swift action, provided their hands are free.
Low-light vision: Tikari can see twice as far as humans in conditions of dim light.
Heightened Senses: Tikari have sharp eyes and ears, and a keen nose; they gain a +2 racial bonus on all Perception checks.
Nimble Stalking: Tikari gain a +2 racial bonus on all Acrobatics and Stealth checks.
Languages: Tikari begin play speaking Common and Sylvan. Tikari with high Intelligence scores can choose from Elven, Draconic, and Orc.

Originally, I had it that they took a -2 penalty to wielding weapons and had two primary claw attacks, but decided not use it. I do plan on having a racial feat at some point that will allow them to make claw attacks.


You could have them qualify for Aspect of Beast feat which rangers and druids can take for claws.

Other than that, they look pretty nifty now.


Thanks. I was looking over the shifter racial feats from Eberron, and I was thinking of incorporating some of them into my setting for tikari.

Silver Crusade RPG Superstar 2014 Top 16

Spyder25 wrote:

Sorry for the late post...my internet was out. Any way, thanks everyone for replying.

So here is what I've come up with using everyone's suggestions.

Tikari
These humanoids resemble upright, tailless, tigers standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually orange or white (depending on their environment) with black stripes, though the stripes on the females tend to be thicker. Even though tikari walk upright, most prefer going around on all fours. Scholars believe that, the way their hind legs are developed makes it uncomfortable for them to walk upright for long periods of time.

Racial Traits:
+2 Strength, +2 Intelligence, -2 Charisma. Tikari are strong and quite intelligent, but due to their bestial nature people find it hard to associate with them.
Medium: Tikari are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tikari have a base speed of 30 feet on their hind legs, and 40 feet when on all fours. They may switch between the two once per round as a swift action, provided their hands are free.
Low-light vision: Tikari can see twice as far as humans in conditions of dim light.
Heightened Senses: Tikari have sharp eyes and ears, and a keen nose; they gain a +2 racial bonus on all Perception checks.
Nimble Stalking: Tikari gain a +2 racial bonus on all Acrobatics and Stealth checks.
Languages: Tikari begin play speaking Common and Sylvan. Tikari with high Intelligence scores can choose from Elven, Draconic, and Orc.

Originally, I had it that they took a -2 penalty to wielding weapons and had two primary claw attacks, but decided not use it. I do plan on having a racial feat at some point that will allow them to make claw attacks.

This looks very balanced to me, now that you've dropped Scent. You should definitely add this:

Special: A Tikari may choose the Aspect of the Beast feat without meeting the prerequisites.

This would allow him to grow claws or get darkvision by spending a feat, which would make a lot of sense for the race but would probably be too powerful for simple racial abilities. Choosing the claws would also open up Rending Claws as a feat option later on. You might even consider adding a "Pounce" type feat which would require Aspect of the Beast, Rending Claws, a high Dex (maybe 17 or so), and could only be used when on all fours. You would probably also need a level requirement, like Character level 9 or something. Here's how I would write it up:

New Feats:

Tikari Pounce(Ex):
Requirements: Tikari, Acrobatics 9 ranks, Dex 17, claws, Rending Claws feat
Benefit: You can charge as a full-round action while on all fours (therefore not wielding weapons), and make a full attack action at the end of the charge. Only natural attacks may be used when using this ability. This ability can be used a number of times per day equal to your Dex modifier.
Special: This feat may be taken more than once. Each additional time it is chosen, this ability can be used two more times per day.

Tikari Bite(Ex):
Prerequisites: Tikari, BAB +6
Benefit: You gain a bite attack, treated as a secondary natural attack, which deals 1d8 + 1/2 Str damage.


cartmanbeck wrote:

This looks very balanced to me, now that you've dropped Scent. You should definitely add this:

Special: A Tikari may choose the Aspect of the Beast feat without meeting the prerequisites.

This would allow him to grow claws or get darkvision by spending a feat, which would make a lot of sense for the race but would probably be too powerful for simple racial abilities. Choosing the claws would also open up Rending Claws as a feat option later on. You might even consider adding a "Pounce" type feat which would require Aspect of the Beast, Rending Claws, a high Dex (maybe 17 or so), and could only be used when on all fours. You would probably also need a level requirement, like Character level 9 or something. Here's how I would write it up:

New Feats:

Tikari Pounce(Ex):
Requirements: Tikari, Acrobatics 9 ranks, Dex 17, claws, Rending Claws feat
Benefit: You can charge as a full-round action while on all fours (therefore not wielding weapons), and make a full attack action at the end of the charge. Only natural attacks may be used when using this ability. This ability can be used a number of times per day equal to your Dex modifier.
Special: This feat may be taken more than once. Each additional time it is chosen, this ability can be used two more times per day.

Tikari Bite(Ex):
Prerequisites: Tikari, BAB +6
Benefit: You gain a bite attack, treated as a secondary natural attack, which deals 1d8 + 1/2 Str damage.

Those feats are great, I'm definitely going to use them. And yes, I'm going to add that, a tikari can take the Aspect of the Beast feat.


And here is the final write up of the tikari, well I hope it is anyway.

Tikari
These humanoids resemble upright, tailless, tigers standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually orange or white (depending on their environment) with black stripes, though the stripes on the females tend to be thicker. Even though tikari walk upright, most prefer going around on all fours. Scholars believe that, the way their hind legs are developed makes it uncomfortable for them to walk upright for long periods of time.

Racial Traits:
+2 Strength, +2 Intelligence, -2 Charisma. Tikari are strong and quite intelligent, but due to their bestial nature people find it hard to associate with them.
Medium: Tikari are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tikari have a base speed of 30 feet on their hind legs, and 40 feet when on all fours. They may switch between the two once per round as a swift action, provided their hands are free.
Low-light vision: Tikari can see twice as far as humans in conditions of dim light.
Heightened Senses: Tikari have sharp eyes and ears, and a keen nose; they gain a +2 racial bonus on all Perception checks.
Nimble Stalking: Tikari gain a +2 racial bonus on all Acrobatics and Stealth checks.
Nature of the Beast: A tikari may choose the Aspect of the Beast feat without meeting the prerequisites.
Languages: Tikari begin play speaking Common and Sylvan. Tikari with high Intelligence scores can choose from Elven, Draconic, and Orc.

Tikari Racial Feats:
Tikari Pounce(Ex):
Requirements: Tikari, Acrobatics 9 ranks, Dex 17, claws, Rending Claws feat
Benefit: You can charge as a full-round action while on all fours (therefore not wielding weapons), and make a full attack action at the end of the charge. Only natural attacks may be used when using this ability. This ability can be used a number of times per day equal to your Dex modifier.
Special: This feat may be taken more than once. Each additional time it is chosen, this ability can be used two more times per day.

Tikari Bite(Ex):
Prerequisites: Tikari, BAB +6
Benefit: You gain a bite attack, treated as a secondary natural attack, which deals 1d8 + 1/2 Str damage.


Race Building Guide

Useful guide for balancing a race against the other core races. Tikari look to be about balanced against the core races, coming in around 10, or just under.

0 for stats.
Low-light = 1
Senses = 1
Nimble = 2
Varied speed = 4-6? Unusual ability so difficult to evaluate. Speed is worth a lot, but the hands free requirement is a decent penalty. Valued at around 2 feats usually (fleet is +5 speed) which is 8 points.
Nature of the Beast = 0 probably, with APG most races got a couple feats for their race.

Even considering varied speed worht 6 points, the race comes in at 10. Any less and it actually is weaker than the core races.


Godwyn wrote:

Race Building Guide

Useful guide for balancing a race against the other core races. Tikari look to be about balanced against the core races, coming in around 10, or just under.

0 for stats.
Low-light = 1
Senses = 1
Nimble = 2
Varied speed = 4-6? Unusual ability so difficult to evaluate. Speed is worth a lot, but the hands free requirement is a decent penalty. Valued at around 2 feats usually (fleet is +5 speed) which is 8 points.
Nature of the Beast = 0 probably, with APG most races got a couple feats for their race.

Even considering varied speed worht 6 points, the race comes in at 10. Any less and it actually is weaker than the core races.

Thanks....I think, lol.


Was just saying it seems to be pretty well balanced against the core races :)

The rest I posted was just a summary of the evaluations used by the guide.


Godwyn wrote:

Was just saying it seems to be pretty well balanced against the core races :)

The rest I posted was just a summary of the evaluations used by the guide.

Oh, ok. I didn't even look at the guide, lol.

I'm going to post two more races, to see what you guys think.


Ok, I know I'll hear some static about the 1st race, but I introduce you to the groot and the strigoi. The groot is my attempt at the Trollkin from Iron Kingdoms, but they're an off shoot of giants. The strigoi is my attempt at a playable undead race like the Forsaken in WoW.

Groot
These bulky creatures range from 6 to 6 1/2 feet tall and from 250 to 400 lb. with the females tending towards the lower end. Their skin color ranges from a light green to a light brown and sometimes grey. They have thick patches of skin on their bodies (usually around the shoulders, chin, back, thigh, and chest) that are a darker color of their skin. Groots do not have any body hair what so ever, their irises are so colorless their eyes appear stark white, and their hands and feet end in overly large three fingers and three toes.

Groot Traits
+2 Strength, +2 Constitution, –2 Dexterity. Groots are strong and tough, but not very graceful due to their build.
Medium size
Normal Speed: Groots have a base speed of 30 feet.
Darkvision: Groots can see in the dark up to 60ft.
Giant Blood: Groots count as giants for any effect related to race.
Hardy: Groots receive a +2 racial bonus on saves against disease and poison.
Strong Willed: Groots gain a +2 racial bonus on saves vs compulsion and fear.
Powerful Build: The physical stature of the groot lets them function in many ways as if they were one size category larger. Whenever a groot is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the groot is treated as one size larger if doing so is advantageous to him. A groot is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A groot can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of abilities, and spells that change the subject’s size category. Also due to the groots size, they have to purchase armor as if they were one size category larger.
Languages: Groots begin play speaking Common and Giant. Groots with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, Orc, and Sylvan.

Strigoi
The very existence of the Strigoi is a constant reminder of the undead overlords and liches who tried to take over Lyria. Bastard children to the world, they’re neither fully mortal nor fully undead and are caught between the two worlds.

Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a human can in similar conditions.
Resistances: +2 to saves verses poison, disease, paralysis, mind affecting spells and effects, and energy drain.
Death-tainted Soul: All healing with positive magic only heals at half of its strength, in addition negative healing spells heals at half of its strength as well. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size; but spell casters need 8 hours of meditation to regain their daily spells. Strigoi can also hold their breath for a number of turns equal to their Con multiplied by three.

+2 Constitution, +2 Charisma, -2 Wisdom. Strigoi are resilient and have an unnatural air to them, but the process that brought them to life has warped their rational thought.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unnatural Vitality: strigoi may stay active even after they drop below 0 hit points. On the round after a strigoi drops below 0 hit points he may take one move or standard action. Immediately after, he loses twice as many hit points as he would normally loose and falls unconscious. The strigoi also gains Endurance as a bonus feat.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)


Pathfinder Adventure Path Subscriber

Can't really comment on your numbers, but the Groots sound more like the Ogrun than the Trollkin and the Strigoi just seem to be duplicating the Damphir.


Son of the Veterinarian wrote:
Can't really comment on your numbers, but the Groots sound more like the Ogrun than the Trollkin and the Strigoi just seem to be duplicating the Damphir.

I can see where you get ogrun actually, so I'll go with that. I haven't seen the damphir, so I can't comment about them.


If designing races, and concerned about balance, the guide, and posts in it, are very good to read.

The groot are going to be straight up more powerful than the core races. Powerful build alone does that.

Without powerful build they are about as powerful as a core race.

Dhampir are in Bestiary 2. Half-vampires essentially. Living undead.

The Strigoi are probably weaker than other core races. Endurance as a bonus feat. Giving them prerequisite for diehard to go with their racial, but their racial is already a better half-orc ferocity.


Godwyn wrote:

If designing races, and concerned about balance, the guide, and posts in it, are very good to read.

The groot are going to be straight up more powerful than the core races. Powerful build alone does that.

Without powerful build they are about as powerful as a core race.

Dhampir are in Bestiary 2. Half-vampires essentially. Living undead.

The Strigoi are probably weaker than other core races. Endurance as a bonus feat. Giving them prerequisite for diehard to go with their racial, but their racial is already a better half-orc ferocity.

Well for the Groot, I had a friend of mine play test it in his game, and it did really well. Though the player didn't like spending more money on large sized armor. But what if I split Powerful Build up? Make it that they're one size category larger, but with out the reach and still have them purchase armor as if it was made for a creature of large size?

As for the Strigoi, I don't think they're anything like the Dhampir. I also originally had it that they chose a type undead they were, but then decided to turn them into these racial feats:

Ghostly
The strigoi was fused with the essence of a ghost at the time of creation, they have a measure of that being’s power.
Prerequisites: Strigoi, 1st level only
Benefit: The strigoi can invoke their ghostly power for a number of rounds per day equal to their level, fading from vision and becoming a ghostly, incorporeal figure. While incorporeal they gain all the usual benefits associated with that special quality, but may still strike from ‘beyond’ with magical weapons or spells, just as they can be attacked with such abilities, though these do half damage in both directions.

Ghoulish
The strigoi was created using parts of a ghoul and has some greater measure of that being’s power.
Prerequisites: Strigoi, 1st level only
Benefit: The goulish strigoi has stubby claws on the ends of their fingers that resemble brittle and broken, overgrown nails. These are a natural weapon doing 1d4 damage and they also carry the paralysis of a full ghoul’s touch. The DC to resist this paralysis is 10 + the strigoi’s level. Undead and constructs are immune to this effect which lasts 1d4 rounds.

Vampiric
The strigoi was created from a ritual using the blood of a vampire and has some measure of that creature’s power.
Prerequisites: Strigoi, 1st level only
Benefit: This strigoi has small, pointed fangs, no use as a normal melee weapon but which they can use to drain blood and life force. A vampiric strigoi can feed upon a grappled opponent; if the strigoi establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The strigoi heals 5 hit points up to its normal, full hit points. This continues as long as the target remains pinned.

Wraith Touched
The strigoi was fused with the essence of a wraith at the time of creation, they have a measure of that being’s power.
Prerequisites: Strigoi, 1st level only
Benefit: The strigoi can attempt an energy drain against an enemy as a touch attack, if successful the target must make a Fortitude save against a DC of 10 + (Level divided by 2, round down) + Charisma modifier or they’re sickened and the strigoi heals 5 hit points up to their normal maximum.

Zombified
The strigoi is the result of the living being going through the zombification processes before reanimation. This is the most common form of strogoi.
Prerequisites: Strigoi, 1st level only
Benefit: Zombified strigoi gain damage reduction 5/Slashing, making them extremely resilient and sought after as mercenaries and guards.

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