Some commentary on my homebrew race?


Advanced Race Guide Playtest


Holstaur

The holstaurs are an odd race formed of both a blessing and a curse, their creation being born from an indirect clash between Lamashtu and Aroden, the latter of which once heard prayers and pleads from a group of repentant female Minotaurs who had wished to be turned into humans after finding an ancient tablet telling of their days as citizens of Azlant.

Hearing their cries, the god of humanity decided to fulfill their wish, but his blessing was foiled by the very curse that Lamashtu had planted upon the minotaurs ages ago. The result was something unusual indeed; though they looked more human than their minotaur brethren, the women still had hooved feet and the horns and ears of a bovine, along with a newly grown tail. The curse also made them all but unable to give birth to males, leading every newborn child into being another one of them.

Realizing that this was all he could do for them, Aroden led the newly created holstaurs away from their former homes and away from both Lamashtu and Baphomet before leaving them to fend for themselves. Though some have regressed to the savage ways of the minotaurs and returned to their labyrinthine homes, most of the holstaurs approached the communities of the common races with peaceful intentions, eventually earning the trust of the humans and the dwarves.

Special Note: The holstaurs are an all-female race like the changelings, and usually pick Human, Elf or Minotaur males as mates.

Also, they are probably an Advanced race point-wise, despite the hooves demanding them to be a Monstrous race...

Racial Traits:

Humanoid (Holstaur)

+2 Strength, +2 Wisdom, -2 Dexterity. While the holstaurs have inherited a part of the minotaur's strength and cunning, they also tend to be somewhat clumsy.
Medium: As medium creatures, cowgirls have no special bonuses or penalties due to their size.
Normal Speed: Holstaur base land speed is 30 feet.
Darkvision: Holstaurs can see in the dark up to 60 feet.
Natural weapon: Gore (1d6). While the horns of a holstaur aren't as dangerous as those of a minotaur, they can still be used as a last resort if the cowgirl is caught unarmed in battle. A holstaur can attack with a weapon at her normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).
Powerful Charge: If the holstaur charges, her gore attack deals 2d6 points of damage, plus 1½ times her Strength modifier.
Powerful Build (Ex): The physical stature of holstaurs lets them function in many ways as if they were one size category larger. Whenever a holstaur 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 holstaur is treated as one size larger if doing so is advantageous to her. A holstaur 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 her. A holstaur can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (This racial is taken from the Dreamscarred Press book Psionics Unleashed)
Consideration: +2 racial bonus on Diplomacy and Perception checks. Holstaurs are used to pleasing people and keeping up good relations for the purpose of winning men over to their side, and they also possess sharp senses that help them survive.
Scent (Ex): A holstaur can detect opponents by scent within 30 feet (as a Free Action). If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a holstaur detects a scent, the exact location of the source is not revealed - only its presence somewhere within range.
Minotaur Cunning (Ex): Sharing the natural cunning of their minotaur cousins, a holstaur gains a +4 bonus on Intelligence checks to escape Maze spells as well as giving her the ability to detemine which way is north automatically.
Hoofed
Automatic Languages: Common, Giant. Bonus Languages: Abyssal, Dwarven, Gnoll, Goblin, Terran and Undercommon. Holstaurs are usually skilled only in speaking Common and Giant, but those who can either study languages linked to their history or those of their allies and enemies.

(Now to see the RP costs.

Darkvision as a Humanoid costs +2.
Natural Weapon costs +1.
Powerful Charge costs +2.
Powerful Build SHOULD cost +3 in my opinion, maybe +4. (It's weaker in Pathfinder than in regular 3.5)
Skills cost a ridiculous +4.
Scent is also over-priced, +4.
Minotaur Cunning isn't even listed, but I'd give it a +1.
Standard language array costs +1.
Being Hoofed, while being a disadvantage usually, costs +1.

So if my calculations are right, the total cost is 20 RP points)

Now, what do you guys think? I am as much a man of flavor/fluff as I am of viable stats, and I find that all the traits they DO have are fluff-wise accurate.


Powerful build is worth at least 4 points; large is 7 RP, and powerful build doesn't give you any of the drawbacks being large does, but more than half of the benefits.

However, you're right in that hooves shouldn't cost anything, and shouldn't be "monstrous" in power level (just in appearance).


Powerful Build doesn't give reach, and the +1 CMB/CMD bonus Pathfinder gives is quite small compared to the +4 that is given in 3.5 to the maneuvers. Besides, what help would I get from wielding larger weapons if I play a Wizard, for example? But yeah, just responding to that with my own opinion on why Powerful Build isn't THAT bad.

ALSO!! I wonder if anyone would wanna give their views on the fluff of the race. I was talking with a friend about their opinions on the gods earlier, and in his opinion there should be those who venerate Aroden and Iomedae for obvious reasons, but also (in other campaign settings than Golarion, though) those who scorn the gods for their failed attempt at giving them humanity.


...bump? Nobody's giving feedback, and I can only wonder why.


Would have deleted the double post, but can't for some reason.

No commentary at all? :(

*Thread necromancy!!*

Oh, and I should remove Scent and replace it with Sociable. I think this whole thread should be locked actually and I'd make a new one with updated stats instead.

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