Races for world creation


Homebrew and House Rules


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So I made these creatures and I was wondering if I could get some feedback such as if they are balanced with the primary races or not. Thank you in advance.

Marleth
Marleth Racial Traits
• +2 Dexterity, +4 Constitution, -4 Charisma: Marlethians are naturally agile and tough, but lack social skills with others.
• Medium: Marlethian are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Marlethians have a base speed of 30 feet.
• Low-light Vision: Marlethians can see twice as far as humans in conditions of dim light.
• Heat Adaptation: Due to their thick hides Marlethians are quite resilient to natural heat. Marlethians receive a +2 bonus on checks against saves from heat dangers.
• Nature Survivalist: Marlethians have an ancient connection to the wild and have natural prowess when it comes towards it. Marlethians receive a +2 bonus on Survival and Ride checks.
• Guttural: Although Marlethians are skilled in physical prowess, they lack skills in communication. Marlethians start with only one language, Guttural; a language which consists of growls, yelps, and bellows. A Marlethian gains bonus languages per every +2 modifier, opposed to every +1 Modifier, but this adds an additional year to their starting age for each bonus language, due to the long extra time to learn the language. Marlethians also can gain bonus languages from the Linguistics Skill, but this requires two ranks for every bonus language. Even if a Marlethian does know other languages, there speech comes off as sluggish, rude, or even as if a low accent.
• Languages: Guttural. Bonus languages: Common, Elven, Goblin, Sylvan.
Adulthood Simple Moderate Complex
20 +1d6 +1d8 +2d6

Middle Age Old Venerable Maximum Age
40 60 80 80+2d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 8” +2d10 113 x 5 lb.
Female 4’ 4” +2d10 80 x 5 lb.

Huldufólk
Huldufólk Racial Traits
• +4 Dexterity, -2 Strength: Huldufólk are naturally agile and much grace, but lack strength due to their small stature.
• Small Size: Huldufólk are Small creatures and gain a +1 size bonus to attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
• Fast Speed: Huldufólk have a base speed of 30 feet.
• Low-light Vision: Huldufólk can see twice as far as humans in conditions of dim light.
• Family Mask: Each Huldufólk family has its own mask design that its members have that is a heavily guarded secret. Each mask is made from magically infused wood, carved in a distinct way, and is etched with the family runes. If the runes are spoken the mask will morph and come to life, altering and changing shape to the form the user sees fit. This can provide a +2 circumstantial bonus on disguise checks (it won’t help you on checks to be of greater size or something that aren’t humanoid in shape). The mask also counts as a level 1 magical item for the purpose of channeling spells.
• Forest Walker: Huldufólk naturally blend with the forest, but some say it may because of their natural magic. Huldufólk receive a +2 bonus on Stealth checks while in Forests and receive no damage from natural obstacles in forests, although their movement is still impaired.
• Spirit of the Forest: Huldufólk worship the forest for many reasons, religion, home, and because of the magic. Huldufólk draw magical energy from the forest, and the older a Huldufólk is, the more energy they draw from the forest. Huldufólk who are in a forest, that are of middle age or older, don’t suffer physical stat penalties. Also, when a Huldufólk is within a forest, the bonuses provided from age towards mental stats match the negatives towards physical stats (+2 when Old age category, +3 if Venerable).
• Languages: Sylvan. Bonus languages: Common, Elven, Goblin, Terran.
Adulthood Simple Moderate Complex
100 +4d6 +6d6 +8d6

Middle Age Old Venerable Maximum Age
162 243 325 325+3d%

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3’ 2” +2d4 33 x 1 lb.
Female 2’ 11” +2d4 28 x 1 lb.

Ursa
Ursa Racial Traits
• +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Ursa are naturally strong and tough, but are also cumbersome and are easily fueled by emotions, which makes them hard to talk to.
• Medium Size: Ursa are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Ursa have a base speed of 30 feet.
• Low-light Vision: Ursa can see twice as far as humans in conditions of dim light.
• Natural Weapons: 2 Claws (1d4 slashing and piercing damage).
• Overwhelming Stature: The physical stature of an Ursa lets him function in many ways as if he were one size category larger. Whenever an Ursa is subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), the Ursa is treated as one size larger if doing so is advantageous to him. An Ursa is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An Ursa 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 benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
• Enhanced Senses: Ursa’s senses are extraordinary compared to a human. Ursas receive a +2 bonus onto perception checks.
• Dominating Size: An Ursa is an overwhelming sight, and may are afraid of them due to their size and gruff appearance. Ursas receive a +2 on Intimidation checks.
• Languages: Ursan and Common. Bonus Languages: Elven, Giant, Goblin.
Adulthood Simple Moderate Complex
15 +1d4 +2d4 +3d4

Middle Age Old Venerable Maximum Age
30 40 60 60+1d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6’ 4” +2d12 220 x 7 lb.
Female 6’ 0” +2d12 180 x 7 lb.

Garuda
Garuda Racial Traits
• +4 Dexterity, +2 Wisdom, -2 Strength-2 Constitution: Garuda are naturally agile and perceptive, but are frail and weak creatures.
• Medium Size: Garuda are Medium creatures and have no bonuses or penalties due to their size.
• Fast Speed: Garuda have a base speed of 40 feet.
• Natural Weapons: 2 Claws (1d4 slashing and piercing damage).
• Agile Body: Garuda receive a +2 bonus toward Climb and jump checks due to their natural physiology and form.
• Enhanced Vision: Garuda have incredible vision and sight, and are thus easily to notice things. Garuda receive a +2 Bonus towards Perception checks.
• Languages: Auran and Common. Bonus Languages: Elven, Goblin, Sylvan, Terran.
Adulthood Simple Moderate Complex
12 +1d4 +2d4 +3d4

Middle Age Old Venerable Maximum Age
28 42 55 55+1d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 4” +2d10 85 x 3 lb.
Female 5’ 4” +2d10 75 x 3 lb.

Batidaen
Batidaen racial traits
• +2 Strength, +2 Dexterity. -2 Wisdom: Batidaens are naturally strong and agile, but are very curious and strong-headed.
• Medium Size: Batidaens are Medium creatures and have no bonuses or penalties due to their size.
• Fast Speed: Batidaens have a base speed of 40 feet.
• Agile Body: Batidaens receive a +2 bonus toward Climb and jump checks due to their natural physiology and form.
• Lanky Form: Batidaens are naturally long limbed and legged, which allows Batidaens to easily pin foes. Batidaens receive a +2 to Bonus on CMB checks.
• Languages: Batinese and Common. Goblin, Sylvan, Terran.
Adulthood Simple Moderate Complex
15 +1d4 +1d6 +2d6

Middle Age Old Venerable Maximum Age
33 50 65 65+1d10

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 8” +2d12 150 x 5 lb.
Female 5’ 6” +2d12 145 x 5 lb.


anything to say, good, bad, balanced, etc.?


I'm not quite sure what niche these races are supposed to fill. Or what they're supposed to be like.
Ursa are bear-like, I take it?
I'm not sure I can figure out what the rest of them are.
Mechanically, Batidaens seem awfully powerful. Getting +2 to CMB as well as speed 40 seems like a pretty major boost. And +4 STR for the Ursa, combined with mighty build (essentially) seems like a pretty dangerous combination.
Compared to that, the Marleth have... nothing to recommend them. Low-light vision, heat resistance, and a MAJOR penalty on languages...

I haven't crunched numbers, but it doesn't seem like they're terribly balanced.


If those races are available I doubt any of your players are going to choose a core race to play. They probably aren't unbalanced relative to each other so the world it self wont be super wonky, just all your PCs will be these races.

Expect to see a Garuda Monk.


Oh, sorry for not saying what they are like, my bad. Ursa are bear folk, the Batidaens are gibbon based humanoids, the Marleth are descendants of an ancient race that were altered and mutated to a much weaker state similar to the bulbins from Twilight Princess, Huldufolk are basically skull kids, Garuda are raptor (bird) folk. They are, along with elves, humans and half-elves, are the primary races for a world I am making; a world in which magic is scarce and that can only be channeled through magical items. Their is a giant history that I am working on that will explain all this, but that is in due time, I first want to make sure these races are at least balanced compared to these three primary races. The batidaens will probably lose the CMB +2, and instead may possible use a foot as an of hand, but with impaired movement and penalty to acrobatics check while doing so, unless that seems broken as well.

The Exchange

I'd pare away a few of the lesser abilities and cap your penalties/bonuses to stats to no more than +/-2. In every case, you should ask yourself "Is it better than a dwarf?" (Dwarves, strictly in my opinion, have the best bonuses of the core races: though even they have a disadvantage in the form of their max speed.) If you keep those races as written, you should allow humans, elves and half-elves to start at 2nd level.


Good point, the only race that makes sense to have a +4 would be the ursa cause of their dominating size, but if I do lessen it, then the charisma will make sense to get rid of, I think. What do you think "skullkids" would be good at along with dexterity then?


EDIT: Huldufolk are just +2 Dex, but also +2 Wisdom cause of child like wisdom.
Ursa offer only +2 strength, but no -2 charisma
Garuda are just +2 dex, but the penalty to strength is gone (realized raptors are actually strong for their weights, so makes sense)
And Batidaens give only +2 bonus to grapple checks.

First post won't let me edit, along with the other posts for some strange reason, don't know why


I'm going to try to remake these guys using the playtest from the advanced players guide, 10 points per each race, and re-post them. I hope they are better balanced out, but if I can't find certain rules, I'll eye ball it (Overwhelming stature is probably 4-8 points I figure). If that seems incorrect for that ability, what do you think your estimate would be

EDIT: I might used advanced, but I am not sure. Which array do you think fits the core races?

EDIT, EDIT: Never-mind, I just saw what their point cost is

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