Help with Races


Homebrew and House Rules


Hello,

I am here to post about my races and some other questions I may have but feel free to also post your own races if you feel like it.

My first race I recreated just today after buying the ARG are as follows.

Outsider (native) (3 RP)

Medium (0 RP):

Normal Speed (0 RP):

Specialized (1 RP): Pick either mental or physical ability
scores. Members of this race gain a +2 bonus to two ability
scores of the chosen type, and a –2 penalty to one ability
score of the other type.

+2 int and Wisdom -2 Con

Linguist (1 RP): Members of this race start with
Common plus their racial language (if any). Furthermore,
members of this race with high Intelligence scores can
learn any languages they want (except Druidic and other
secret languages).

Spell Resistance, Greater (3 RP): Prerequisites: None;
Benefit: Members of this race gain spell resistance equal
to 11 + their character level.

Envoy (1 RP): Prerequisites: None; Benefit: Members of
this race with an Intelligence score of 11 or higher gain
the following spell-like abilities: 1/day—comprehend
languages, detect magic, detect poison, read magic. The caster
level for these effects is equal to the user’s character level.

Arcane Focus (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on concentration checks
made to cast arcane spells defensively.

I wanted to make them MUCH more magical but due to the 10 point limit of standard races this was all I could do.


Aenguendi
-----

Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but
have monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoids have the darkvision 60 feet
racial trait.
• Monstrous humanoids breathe, eat, and sleep.
(Darkvision 60ft)
Medium (0)
Normal speed (0)

Greater Weakness (–3 RP): Pick either mental or physical
ability scores. Members of this race take a –4 penalty to
one of those ability scores, a –2 penalty to another of those
ability scores, and a +2 bonus to the other ability score.

-4 cha -2 int + 2 dex

Standard (0 RP): Members of this race start with Common
plus their racial language (if any). Furthermore, choose
up to seven languages (except for Druidic or other secret
languages). Members of this race with high Intelligence
scores can choose from any of these additional languages.

Sneaky (5 RP): Prerequisites: None; Benefit: Members of
this race gain a +4 racial bonus on Stealth checks.

Skill Training (1 RP): Prerequisites: None;
Benefit: Pick up to two skills. These skills are
always considered class skills for members of
this race.

Stealth and Survival

Fleet-Footed (3 RP): Prerequisite: The race has at least
a +2 racial bonus to Dexterity; Benefit: Members of this
race receive Run as a bonus feat and a +2 racial bonus on
initiative checks.

Terrain Stride (1 RP): Prerequisite: Normal speed;
Benefit: Choose a ranger favored terrain type. Members
of this race can move through natural difficult terrain
at their normal speed while within the chosen terrain.

Bite (1 RP): Prerequisites: Small or larger size; Benefit:
Members of this race gain a natural bite attack, dealing
damage equivalent to that of a creature two size categories
lower than normal for their size (Bestiary 302; 1d2 for
Small races, 1d3 for Medium, etc.). The bite is a primary
attack, or a secondary attack if the creature is wielding
manufactured weapons. Special: This trait can be taken
up to two times. The second time it is taken, the bite
damage increases by one size category.

X2 for 1d4

These guys are supposed to be completely black fast sloths from a jungle in which no light can pass. Think kind of like deep sea bio luminescent creatures and all that. They are also supposed to be quite sneaky and they are ambush predators that have long arms that they dangle from branches and when another critter comes by they snatch them up.

There is little to no way I can embody all that in just a standard race or maybe I'm balancing wrong.


GM_Artifex wrote:

Aenguendi

-----
Greater Weakness (–3 RP): Pick either mental or physical
ability scores. Members of this race take a –4 penalty to
one of those ability scores, a –2 penalty to another of those
ability scores, and a +2 bonus to the other ability score.

-4 cha -2 int + 2 dex.

Greater weakness is for all the ability scores in either the mental or physical category. So based on the first two ability scores it should be -4 cha, -2 int, +2 wis (not dex). You can get +2 dex with 4RP

RPG Superstar Season 9 Top 16

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Building races is great fun, but the race's fluff should be the important part of the race.

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