| F. Douglas Wall |
My wife's been dreaming up her own campaign setting for quite some time and has come up with a few interesting races. Since I recently got the Advanced Race Guide, I thought I'd look at her races through the lens of the Race Builder. I'll be posting some of these here in order to get some feedback on how well I'm using the Race Builder as well as drum up some fans for her setting.
The first race (alphabetically anyway) is the apsuri. They're an oceangoing race of small humanoids. Original writeup is here.
Apsuri
Type
Humanoid (0 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
Specialized (1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat & Skill Racial Traits
Static Bonus Feat: Agile Climber (2 RP)
Movement Racial Traits
Swim (2 RP)
Senses Racial Traits
Low Light Vision (1 RP)
Other Racial Traits
Hold Breath (1 RP)
Total Cost: 6 RPs
Notes: The original write up for apsuri allows them to hold their breath for 3 x Con minutes, while the ARG Hold Breath ability allows for 4 x Con minutes. I haven't settled on which to use.
Although Agile Climber is not an existing feat (that I'm aware of), I think it's on par with a feat and priced it accordingly. It's kind of like Weapon Finesse, but for a skill rather than a weapon.
| Tim4488 |
I think a 3.5 precedent would let you swap Dex for Str for two different skills. It was Climb and Jump then, Jump is part of Athletics now, but you could probably justify Climb and some other skill for a feat too, if you liked.
I'd go with the ARG ability, since this race is already 4 points under "standard." In fact, I might give them one or two more things, honestly, to bring them up to par. Bonuses to Knowledge (Nature) or (Geography) might be appropriate?
| F. Douglas Wall |
I'm tempted to add something as well, but still wrestling with exactly what. Profession (sailor) seems my best choice, as they are a race of ocean-going nomads.
Though on a quick double-check, all of the elemental planetouched races (Ifrits, Oreads, Sylphs, Undines) clock in at 6 RP, as do the grippli (which I think are pretty cool). So perfectly viable races do exist in that range.
| F. Douglas Wall |
Next race on the list: The Feiyin. The "half-elves" of the setting, if elves were lawful evil fey. They are typically used by their fey parents as sword fodder, either in slave armies or the arena. Those who escape to other lands are treated as second-class citizens or potential spies for their fairy progenitors. Original writeup here.
Feiyin
Type
Humanoid (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Human Heritage (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Fey Damage Resistance (3 RP)
Feat & Skill Racial Traits
Skill Bonus: Perception (2 RP)
Senses Racial Traits
Low Light Vision (1 RP)
Total Cost: 6 RP
Notes: The Feiyin also do get a +2 to saves vs spells, but there's no ability in the ARG that gives them just that. The closest thing in there gives +2 vs spell and poison for 3 RP. If I were to make an eyeball estimate, I'd call it a 2 RP ability, bringing the total to 8 RP for the race.
Also, the write-up only gives them DR 2/cold iron. This is deliberate. Many of their abilities are akin to those of their fey heritage, but toned down somewhat.