New Races, ARG


Homebrew and House Rules


Has anyone else come to the same problem I have with creating a new race. I am having the issue with fleshing out options including racial feats, favored class options, and even racial archetypes for my race. My main issue is that there are already these options that would apply to my new race that other races get. While I don't technically have an issue with just shoehorning them in and saying this race can take these options but I do feel that it makes those options feel less specific to my race and that other gamers and GM might just say that I am giving them those options just because I like them.


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All it takes is a bit of creativity. Actually, if you want to, you could make a thread for people to show their own racial archetypes and such so I would dare to show my ideas. I haven't started on the feats or favored class options myself, but if I can, I will help you out with your ideas.

And yeah, the already taken options make it a bit troublesome. I mentioned it in another comment. I wished the Redeemer and the Ironskin Monk weren't race-specific for one, since they both fit one of my races really well and it forced me to come up with my own Paladin racial archetype for said race.


The perfect example of my issue is the Goblin Barbarian Archetype, The Farrel Gnasher. Which would be exactly the racial archetype I would want my race to have.


Trow

Type: Humanoid (Goblinoid) 0 RP)
Size: Small (0 RP)
Ability Score Modifier: Standard (+2 Con, +2 Wis, -2 Cha) 0 RP)
Languages: Standard (0 RP)
Defense Racial Traits: Plagueborn (1 RP)
Feats and Skills: Stalker (1 RP), Scavenger (2 RP)
Offense Racial Traits: Bite (1d3 Damage) 2 RP), Hatred (Ratfolk, Skulk) 1 RP)
Senses Racial Traits: Darkvision 60 feet (2 RP)
Total: 9 RP

Scrounging around the outskirts of villages and towns eking out a life in the sewers of cities and kingdoms. Trows are viewed as a pest to the societies they live alongside. Trows live off of the refuse and waist of civilization eating the rotten garbage they throw away, using broken items and discarded materials as tools weapons, jewelry and clothing. They make their homes in the graveyards, alleys, abandoned homes and sewers, sticking to the shadows in fear of the people they live off of. Trows can be found anywhere there are large settlements of people of just about any race and it is very rare to find them anywhere else. While not a welcome guest of a community they do not cause enough trouble to warrant being exterminated completely from the cities they move into as they provide a minor service of cleaning up the streets of all the cities unwanted refuse. Trows only true foes are Ratfolk and Skulks, Trows compete with Ratfolk vying for the same resources and territories while Skulks tend to make life very difficult by rousing the townsfolk into anger which they tend to take out on the Trows. Trow adventurers while rare do exist, they tend to find themselves wanting to help the cities and kingdoms they live off of or even wanting to know what lies beyond the borders of their homes. Trows stand around two and a half feet tall with mottled yellow or grey skin pale eyes and dark grey or brown hair.

Sorry for the big post but I keep forgetting how to "hide" it. but this is the race I made that I am talking about.

still working on the fluff text.


I mean no offense, but you have a few typos here and there. As for the race. So, they are basically scavenger goblinoids? What is their usual alignment? And do you have any other racial archetype ideas for these "sewer rats"? Also, I could see these beings in a campaign without seeming out of place.

As for the racial archetype you had in mind, you could have an identical ability or two without too much trouble, but think of things that fit your race better than it would fit the common Goblin (Different Weapon and Armor proficiencies would be one thing, and something to replace the Improvised Weapon things that the Feral Gnasher gets, maybe something disease-related given the refuse-cleaning nature of the beings in question)


Name might confuse people as well. Trow are the origin of Drow, aka Dark Elves.

And yes, I realize that fantasy elves look nothing like mythological elves, but that's the origin none the less.


I doubt the name would cause THAT much confusion, though.


Name: Mechling
Type(Subtype/s):Humanoid(Goblinoid)=0
Size: Small=0
Speed:Normal:30ft=0
Ability Score Modifier:+2 Constitution, +2 Intelligence, -4 Strength=-1
Language:Standard-Common, Goblin.=0
feats and skills racial traits:
Cave Dweller:Members of this race gain a +1 on Knowledge(Dungeoneering) and survival checks made underground.=1
Craftsman:Members of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.=1
Scavenger:+2 racial bonus on Appraise and Perception checks to find hidden objects.=2
Master Tinkerer:Members of this races gain a +1 Bonus on Disable Devices and Knowledge(Engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.=2
Offense Racial Traits
Bite:Bite (1d2 Damage)=1
Senses:Dark Vision 60ft=2
Weakness:Members of this race are dazzled as long as they remain in an area of bright light.=-1
Total:7 RP

Mechling are a strange thing that reside in the scrap heaps of Numeria, they are a 'new' breed of goblinoid possibly bred by a alchemist of the Technic League though no one is admitting to being their creator. Though evn though they were not created by Lamshuta they are considered some of the most deadly mutations among goblins due to their cross breeding of the two. Though who ever created the 'Mechlings' as the natives of Numeria began to call these strange little mutants bred them to be adaptive though not exactly strong like their goblin kin. Most are encountered at night and the easiest way to force them away is to use Flare or other spells to produce bright light. Many Mechlings take levels in Alchemist and some times Sorcerer taking the elemental(Fire) bloodline, like goblins they to do love the power of fire. Their culture is more advance then goblins often seen carrying spell books from kills or salvaged goods from those who would attempt to cross the Numerian Bandlands and regularly trade with other races and for other goods and scraps of knowledge. One thing is know though, they will hide in caves and their tribes often hold underground and the smaller metallic mounds as sacred grounds and with the rise of rogue Automatons wandering the badlands they will hide underground from what they fear and then pick from their carcasses to most useful materials. Strange even to the Technic League is how Mechlings have knowledge of Automatons inner workings, its a common site for Mechling leaders to wear strange techno-magical devices and often riding scrap built Automatons as a sign of leadership.

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