Feedback Is Greatly Needed


Homebrew and House Rules


Ok, so for my setting I have created two races and could really use some feedback on if they're balanced for player usage. I'm working on one more, but I'll post that later once I'm finished.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Gimlings are nimble and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Hard Work: Gimlings take pride in their work. This racial trait gives the Gimling a +2 bonus on any one Craft or Profession skill.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 to Disable Device and Knowledge (Engineering) checks.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, equal to 3 + Constitution modifier. (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. Once a spirit has been chosen it cannot be changed, and
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage (+1 for every five character levels he has).
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and can see invisible creatures and objects as if under the effect of a see invisibility spell.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.


The gimlings seem a little weak, especially with the -10 to land speed, certainly wouldn't want to pick them over any other race.

The vulkar on the other hand, first you haven't specified what action it takes too shift. Do they have to stay in the form for all the rounds per day? Or can they shift back and forth as necessary?

You should probably remove the +1 damage per 5 levels for the bear claws, granting 2 natural attacks is pretty strong already, especially if it got mixed with a barb or the like.

Edit:- by the way, are these inspired by guild wars 2 by any chance?

Sczarni RPG Superstar 2012 Top 32

NeverNever wrote:

The gimlings seem a little weak, especially with the -10 to land speed, certainly wouldn't want to pick them over any other race.

The vulkar on the other hand, first you haven't specified what action it takes too shift. Do they have to stay in the form for all the rounds per day? Or can they shift back and forth as necessary?

You should probably remove the +1 damage per 5 levels for the bear claws, granting 2 natural attacks is pretty strong already, especially if it got mixed with a barb or the like.

Edit:- by the way, are these inspired by guild wars 2 by any chance?

I agree the gimlings are not very inspiring. Not for the 20 ft move though, since they are small. Just giving them skill bonuses doesn't really do much. They appear worse off than the halfling which is the worst core race.

The vulkar are not too bad. The bear form claw damage should lose the bonus based on level. Seeing invisibility is too much for the owl, maybe reducing concealment penalty by half would be more fitting for an owls sharp vision. Since the vulkar does not get much else in the way of racial abilities, they can shift for a number of rounds equal to level + Con modifier.


Thanks for the feedback guys, it is really appreciated.I'll make the changed to the vulkar as soon as possible. I can't right nw, because I'm on my iPhone. But...what can I do to make the gimlings better?

As for Guild Wars 2, the vulkar were inspired by it, my gimlings were inspire on in the way of looks. It wasn't until I read more about them, that I learned they were basically similar.


Ok, here is the updated Vulkar. Now if I can just figure out how to make the Gimlings more enticing.

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, as a free action, equal to 3 + Constitution modifier (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. The rounds don’t have to be consecutive, and once a spirit has been chosen it cannot be changed.
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage.
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and the concealment penalty for creatures with concealment is reduced by half.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.

I also constructed my own version of Sylvan Elves that are somewhat based on the Night Elves in WoW.

Trava’el:

-Still working on flavor text about them.-

Trava'el Traits
+2 Dexterity, +2 Wisdom, -2 Constitution: Trava'el have keen instincts and an innate connection to nature, but their form is frail.
Medium Size: elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Trava'el have a base speed of 30ft
Low-Light Vision: Trava'el elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Trava'el elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Sylvan Magic: Trava'el add a +1 to the DC of any saving throws involving wood, plant, or animal spells that they cast. Trava'el with a wisdom of 11 or higher gain the following spell-like abilities: 1/day – no direction, guidance, stabilize, speak with animals, and speak with plants. The caster level for these effects is equal to the trava'el level. The DC for these spells is equal to 10 + the spells level + the trava'els wisdom modifier.
Keen Senses: Trava'el elves receive a +2 racial bonus on Perception skill checks.
Naturalist: Trava'el are at home in the wild, thus they receive a +2 racial bonus on Knowledge (nature) and Survival checks.
Weapon Familiarity: The trava'el elves are proficient with scimitars, rapiers, and longbows (including composite composite), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Trava'el elves begin play speaking Common and Elven. Trava'el elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.


I'm actually surprised no one else has commented.


Bump


Gimlings don't seem to have anything unique and interesting. Their abilities are mechanically solid, but composed of the dullest things from elf and dwarf together in one package. Lose some of the skill bonuses and throw in something really catchy.


Ok, here is the updated Gimlings.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Constitution, +2 Intelligence, -2 Strength: Gimlings are quite hardy for their size and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Analytical: Gimlings have very sharp minds and its hard to trick them with illusion. Gimlings get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 bonus to Disable Device and Knowledge (Engineering) checks.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).


Ok, I added a couple of more things to the Gimlings.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Constitution, +2 Intelligence, -2 Strength: Gimlings are quite hardy for their size and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Analytical: Gimlings have very sharp minds and its hard to trick them with illusion. Gimlings get a +2 racial saving throw bonus against illusion spells or effects.
Eternal Hope: Gimlings rarely lose hope and believe even the most dire and hopeless of situations will work out. Gimlings receive a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after rolling a 1 on a d20, the gimling may reroll and use the second result.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 bonus to Disable Device and Knowledge (Engineering) checks.
Weapon Familiarity: Gimlings treat any weapon with the word “Gimling” (Gnome) in its name as a martial weapon.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

If you notice from the last post, I took a way the +2 Dex and gave then +2 Con. I did this because they're a hardy race, for their small size. They spend long hours working on machines and mixing chemicals, so I wanted their ability adjustments to reflect this. I gave them a small resistance to illusions, because they have a way of looking though past them. I also gave them the Eternal Hope ability from the Gnomes Alternate Racial Abilities in the APG. The last thing I did was give them the Weapon Familiarity of the Gnomes, but changed it to Gimlings. Though for rule purposes: any weapon, armor, or other item with Gnome in its name is considered Gimling.


I could still use more feedback on the Vulkar and the Trava’el


Well the new Gimling is definately more interesting. Seems slanted toward wizard, but then again that seems to be the point.

Not sure what to make of the Vulkar Mark of the Wild to be honest. Ill get back to you on the rest later


Brambleman wrote:

Well the new Gimling is definately more interesting. Seems slanted toward wizard, but then again that seems to be the point.

Not sure what to make of the Vulkar Mark of the Wild to be honest. Ill get back to you on the rest later

Well, if you look at any race, homebrew or not, you'll notice that they're all slanted toward a certain class. Except for human, they're whores when it comes to classes....well half-elf also.

That is the race I'm really worried about. I don't want them to be overpowered, but from the other people that posted on here it seemed fine to them.


Ok, I'm going to repost the races again, I figure it would make it easier on the new comers to this thread. I'm also going to post another race as well. I've posted this one in the past, but I have mde changer to it as well and could use feedback on it to. I have made a few changes to the trava'el, and hopefully it won't make them too overpowered. The two elves posted here are the ones in my setting.

Elves, Savaldi:

The savaldi (also known as sun elves)have a knack for the use of arcane magic (some say an obsession), as opposed to their trava’el bothers and sisters. They make their home in The Shimmering Desert, where their grand city Mes-Eneka sits over The Eternal Oasis. The savaldi believe that oasis is a leyline of arcane energy. In terms of appearance, the savaldi have the same hight and build of the trava’el with a few exceptions. The savaldi have a slightly bronzed skin tone and their eyes are either brown or black.

Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Constitution: The Savaldi are nimble and charismatic, but their form is frail.
Medium: Savaldi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savaldi elves have a base speed of 30 feet.
Low-Light Vision: Savaldi elves can see twice as far as humans in conditions of dim light.
Dune Runners: Living in the desert the savaldi have adapted to the environment. Savaldi elves receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments.
Keen Senses: Savaldi elves receive a +2 racial bonus on Perception skill checks.
Restless: Savaldi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Savaldi Magic: Savaldi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Weapon Familiarity: The savaldi elves are proficient with Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savaldi elves begin play speaking Common and Elven. Savaldi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Elves, Trava’el:

The trava’el (also known as sylvan elves) detest the use of arcane magic. They prefer to use the magic of the divine nature, for its less flashy, destructive, and disruptive. The trava’el see arcane magic to be that of a child playing with fire, nothing good can from it. Skin tone ranges from a pale green to greenish blue, and their hair ranges in color from bright white to woodland green to lustrous black. Eye color is either white, emerald green, or sky blue.

Trava'el Traits
+2 Dexterity, +2 Wisdom, -2 Constitution: Trava'el are quick with keen instincts and an innate connection to nature, but their form is frail.
Medium Size: elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Trava'el elves have a base speed of 30ft
Low-Light Vision: Trava'el elves can see twice as far as humans in conditions of dim light.
[b]Arcane Resistence:
Trava'el elves have built up an immunity to the destructive forces of arcane magic and receive a +2 racial bonus on saves against arcane magic.
Keen Senses: Trava'el elves receive a +2 racial bonus on Perception skill checks.
Naturalist: Trava'el are at home in the wild, thus they receive a +2 racial bonus on Knowledge (nature) and Survival checks.
Trava'el Magic: Trava'el add a +1 to the DC of any saving throws involving wood, plant, or animal spells that they cast. Trava'el with a wisdom of 11 or higher gain the following spell-like abilities: 1/day – no direction, guidance, stabilize, speak with animals, and speak with plants. The caster level for these effects is equal to the trava'el level. The DC for these spells is equal to 10 + the spells level + the trava'els wisdom modifier.
Weapon Familiarity: The trava'el are proficient with scimitars, rapiers, and longbows (including composite longbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Trava'el elves begin play speaking Common and Elven. Trava'el elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Constitution, +2 Intelligence, -2 Strength: Gimlings are quite hardy for their size and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Analytical: Gimlings have very sharp minds and its hard to trick them with illusion. Gimlings get a +2 racial saving throw bonus against illusion spells or effects.
Eternal Hope: Gimlings rarely lose hope and believe even the most dire and hopeless of situations will work out. Gimlings receive a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after rolling a 1 on a d20, the gimling may reroll and use the second result.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 bonus to Disable Device and Knowledge (Engineering) checks.
Weapon Familiarity: Gimlings treat any weapon with the word “Gimling” (Gnome) in its name as a martial weapon.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, as a free action, equal to 3 + Constitution modifier (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. The rounds don’t have to be consecutive, and once a spirit has been chosen it cannot be changed.
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage.
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and the concealment penalty for creatures with concealment is reduced by half.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.


Spyder25 wrote:

Ok, I'm going to repost the races again, I figure it would make it easier on the new comers to this thread. I'm also going to post another race as well. I've posted this one in the past, but I have mde changer to it as well and could use feedback on it to. I have made a few changes to the trava'el, and hopefully it won't make them too overpowered. The two elves posted here are the ones in my setting.

** spoiler omitted **...

Bump


I suppose that the Vulkar as a whole are not more powerful than other races, But I do feel that with the bonuses given, individual Vulkar will choose their mark to allow them to be significantly better in their specialty. Any player making a Wis based caster or Martial character would be mad not to choose Vulkar. This leads me to believe that the Vulkar are Too powerfull compared to the other races. This goes beyond Elves being Wizards, as even they have the -2 CON.


Brambleman wrote:
I suppose that the Vulkar as a whole are not more powerful than other races, But I do feel that with the bonuses given, individual Vulkar will choose their mark to allow them to be significantly better in their specialty. Any player making a Wis based caster or Martial character would be mad not to choose Vulkar. This leads me to believe that the Vulkar are Too powerfull compared to the other races. This goes beyond Elves being Wizards, as even they have the -2 CON.

Is there anything I can do to make them balanced with the other races? And if you could, please post it HERE.

Also, on that page, I posted my take on the Gorons.

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