Weird Race Lineup: Good or Bad?


Homebrew and House Rules

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Spell-Like Abilities?


Azaelas Fayth wrote:
Spell-Like Abilities?

well they got comprehend languages but that's not that impressive. i gave thought to a dodge bonus as well, but frankly i think we need so more background.


Yeah...

Though a 1/Day Dimension Door would be interesting... & strangely fitting...


Azaelas Fayth wrote:

Yeah...

Though a 1/Day Dimension Door would be interesting... & strangely fitting...

funny i was thinking expeditious retreat or alter self myself. upon research Expeditious Retreat is 2 RP and Dimension Door is 4 RP. so what it boils down to, is how much do we want to give this race?


I thought we agreed on 15RP on all of the Race...

Though Expeditious Retreat & Alter Self together would be awesome.


Azaelas Fayth wrote:

I thought we agreed on 15RP on all of the Race...

Though Expeditious Retreat & Alter Self together would be awesome.

i meant in terms of how many racial traits to give them. The two spell-like abilities i mentioned would raise the RP to 11. that would leave just enough room for dimension door, though since they are already at 4 spell-like abilities i am still looking for alternatives.


I say leave out D. Door.

Hmm... What would be a good fit for them...


Azaelas Fayth wrote:

I say leave out D. Door.

Hmm... What would be a good fit for them...

Skill bonus for Knowledge Arcana? also changing comprehend languages for envoy and Alter self for lesser change shape. no change in RP total. Actually arcane focus and elven magic would put it square on 15 RP.


Nice...


well here it is then
[spoiler]Vaem
type humanoid (feyborn)
Languages common elvish, bonus languages draconic, pnubi, urebeast, pechy, strix (1RP)

Limited Telepathy (3 RP): A Vaem is able to mentally communicate with any creature within 30 feet with whom they share a language. Otherwise this ability is identical to the telepathy ability.

Envoy (1RP): 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.

Vibratory glands (0 RP): despite not having mouths Vaems are still able to produce vibrations necessary for use as verbal components of spells.

Old World Blood (1 RP): A vaem with the Fey bloodline may treat their charisma score as 2 higher for all bloodline related abilities.

Expeditious Retreat 1/day (2RP)

Vaem Magic (3 RP): Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Arcane Focus (1 RP): Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Change Shape, Lesser (3 RP): Members of this race gain the following
supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is
a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Total RP 15[spoiler}


I really like it...

P.S.: You really messed up the Tags...


Azaelas Fayth wrote:

I really like it...

P.S.: You really messed up the Tags...

sigh... yeah i caught that too late. wow, 3 pages for 3 races.


Could be worse.


would kinda like from you om-nom, these are your babies after all, anything to add?

RPG Superstar Season 9 Top 32

1 person marked this as a favorite.

Disclaimer, I'm not reading a 100+ posts to respond to the original question/post so if someone covered this sorry...

I like your originality and hate to discourage it but this is one you really need to run by your players and accept their choice. When I want to play Pathfinder/D&D while I want original plot and monsters I don't necessarily want everything to be completely unfamiliar.

A good setting to me balances the familiar with the unfamiliar so I feel like I'm experiencing something new without having my immersion Roleplaying experience plagued by what the hell is that race again, yeah my character would know but seriously whossit? There's a reason every setting has variations on common themes, its because no one has to ask what the are Dwarves deal again.

IF you're players are into it go for it and I wish you well, it ould just not be for me personally.


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I am looking at the Urebeast and trying to figure out a creative way for them to fill the human role without just changing the human subtype to reptilian. anyone got any ideas.


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Have them naturally gain some of the Human Alternate Traits.

Say the one where you get Skill Focus feats for free at given levels.


Azaelas Fayth wrote:

Have them naturally gain some of the Human Alternate Traits.

Say the one where you get Skill Focus feats for free at given levels.

would them having bite, claws, and a tail attack be too much? To be honest i never really used natural attacks so i don't know if that would be insane or not.


Bite & Claws not so much on Tail... But a Prehensile Tail would work.


Azaelas Fayth wrote:
Bite & Claws not so much on Tail... But a Prehensile Tail would work.

i do think a floating ability score is necessary for "adaptability". will work on a mock up for them soon.


I would keep the Floating Ability Score.

I can see them being sorta like the Lizardmen from Warhammer Fantasy Battles.

They adapt into the Role they need to fill.

So a Warrior might adapt for CON. A Scribe or Scholar would adapt for INT. A Explorer might adapt for DEX. A Priest is WIS. A Sorcerer adapting CHA. A Porter would adapt for STR.

And so on.


Here they are, note I threw on scent for good measure.

Spoiler:
Urebeast
Type Humanoid (reptillian)
Medium
Normal Speed
Linguist 1 RP Urebeast, common, Bonus Languages Any (except secret languages such as druidic)
Ability Scores +2 to a score of your choice
Focused Study 4RP
Bite 2 RP (1d4)
Claws 2RP
Prehensile Tail 2 RP
Scent 4 RP
Total 15 RP


Seems fitting... I really like them!


Azaelas Fayth wrote:
Seems fitting... I really like them!

keeping them all at fifteen hasn't been as difficult to balance as i thought :). Whats next?


I am interested in the Chameleon One... All I have came up with is a Small Race like Kobolds with the Halfling stat line and a bunch of Stealth Bonuses.


Azaelas Fayth wrote:
I am interested in the Chameleon One... All I have came up with is a Small Race like Kobolds with the Halfling stat line and a bunch of Stealth Bonuses.

how would you price Hide in Plain Sight as a racial ability? it could even be made into a full round action and give a bonus when using stealth in general.


I wouldn't give them HiPS... I would just give them a major Stealth bonus maybe Camouflage with them getting to pick their own Favoured Terrain.


While i am still considering lreeko i have made some headway on the pech.

Spoiler:
Pech
Type Fey 2RP
Low-light vision
Dark Vision 60 feet 2 RP
Small
Slow Speed – 1 RP
Ability Scores Greater Paragon +4 Str, -2 dex, -2 int
Possessing great Physical strength for their size, but lack nimbleness or a penchant towards formal education


Seems neat so far...


how much RP should the following ability cost?
Earth Mastery (Ex) A pech gains a +1 bonus on attack and damage rolls
if both it and its foes are touching the ground. If an opponent is airborne or waterborne, the pech takes a –4 penalty on attack and damage rolls.

I would think it would be about 2 RP, if we have extra RP left over i might even decrease the penalty for a higher RP cost.


2 RP seems nice.

Though I would say some thing like the Ifrit or such only focusing on Earth would work as well.


Azaelas Fayth wrote:

2 RP seems nice.

Though I would say some thing like the Ifrit or such only focusing on Earth would work as well.

What do you mean?

edit: do you mean build them like an oread?


I meant the Fire Domain/Elemental(Fire) Bloodline thing the Ifrit have.

Or some form of Earth Magic Thing.

NOTE: I can't easily access the Race Builder information.


+5 Toaster wrote:
would kinda like from you om-nom, these are your babies after all, anything to add?

~Billy Jean's not my lover! She's just a girl...~

Lol! But seriously, sorry about dropping off like that, this week the professors have been crazy, work here, work there, insane!

I like the Vaem, thought the Comprehend Language & Telepathy got me; why those?

The Urebest likewise I like but I wanted to avoid all the natural attacks just because I think it's a weak way of creating a race. Rather I planned to make racial feats to show Urebest learning to use their natural talents. Urebest, in my opinion, need a base speed of 40ft, a bonus feat, plus keep the prehensile tail. Just loose then natural weapons/turn them into alternate traits.

But Pech you are taking in the wrong direction, at least dealing with their attributes. With what I had in mind the Pech are both physical paragons and geniuses. They are pioneering magic from a scientific understanding, making advancements in medicine, and teaching any they can. Heck, their most venerated type of warrior is the magus, holding knight like respect in their culture for combining their race's natuaral Strength and Intelligence into the perfect warrior. +2 Str, +2 Int, -2 Dex.


I like that...

Why did I just think of Eldritch Knight being taken to the Next Level...


GM_Solspiral wrote:

Disclaimer, I'm not reading a 100+ posts to respond to the original question/post so if someone covered this sorry...

I like your originality and hate to discourage it but this is one you really need to run by your players and accept their choice. When I want to play Pathfinder/D&D while I want original plot and monsters I don't necessarily want everything to be completely unfamiliar.

A good setting to me balances the familiar with the unfamiliar so I feel like I'm experiencing something new without having my immersion Roleplaying experience plagued by what the hell is that race again, yeah my character would know but seriously whossit? There's a reason every setting has variations on common themes, its because no one has to ask what the are Dwarves deal again.

IF you're players are into it go for it and I wish you well, it ould just not be for me personally.

I hear you, and I understand what you mean. And honestly I had one player venomously say he hated the setting idea and races; though this guy also hates Pathfinder because I won't run a zero supernatural zombie survival game where he can be the only non human: a ten foot tall, Str 40 were-wolf.

Regardless most of my players like this idea, as it is a huge break from the norm, while letting me world build and letting them be honestly surprised. Also, Manticorasauruses!


All Flesh Must Be Eaten.

I really want to play this.


Azaelas Fayth wrote:

I like that...

Why did I just think of Eldritch Knight being taken to the Next Level...

More or less


Azaelas Fayth wrote:

All Flesh Must Be Eaten.

I really want to play this.

I love that game! The player hated it. Mainly because he couldn't be a mega-super-emo-werewolf. Or if he was, others got to be something too and then he scream no magic/psionics against zombies.


Of course. He wants all the shiny but can't have it all.


Azaelas Fayth wrote:
Of course. He wants all the shiny but can't have it all.

Exactly.


ok well first implemented your changes to the pech and i somehow led myself to this

Spoiler:
Pech
Type Fey 2RP
Low-light vision
Dark Vision 60 feet 2 RP
Small
Slow Speed – 1 RP
Ability Scores Standard +2 Str, +2Int, -2 Dex 0RP
Possessing great Physical strength for their size, but lack nimbleness or a penchant towards formal education
Elemental Affinity Earth 1RP
Earth Mastery 6RP
Earth Mastery (Ex) A pech gains a +1 bonus on attack and damage rolls if both it and its foes are touching the ground. If an opponent is airborne or waterborne, the pech takes a –4 penalty on attack and damage rolls. Special this ability can be taken more than once, each time you take it it decreases the penalty to air and waterborne foes by 2 and increases the damage to ground based foes by 1/2. you cannot decrease the penalty to less than 0.

Energy Resistance (acid) 1RP

Spell-like Ability (gliterdust)x2 4 RP


P.S. i added Comprehend Languages to the vaem to signify a temporary "improved" telepathy where they are not limited by language.


OmNomNid wrote:
Azaelas Fayth wrote:
Of course. He wants all the shiny but can't have it all.
Exactly.

I really like this campaign.

I can't remember did you say you were going to make it a Bronze/Stone/Obsidian Age Campaign?


Toaster! Pech is looking great; but glitterdust? I am not arguing but why?

Azaelas Fayth wrote:
OmNomNid wrote:
Azaelas Fayth wrote:
Of course. He wants all the shiny but can't have it all.
Exactly.

I really like this campaign.

I can't remember did you say you were going to make it a Bronze/Stone/Obsidian Age Campaign?

Thank you!

I never did mention, however I meant for it to be at the standard Feudal Age that many settings hold. However Lreeko, as they live in the tree tops, don't have access to metal that isn't imported. And the Urebest, despite having the largest amount of controlled area [though in fairness they aren't a unified nation] have few mines, 'scraping' for bronze in certain areas. The Vaem and Pnubiez have mines, the Pnubiezs' being forced work camps, while the Pech have basically started rebuilding society at the foot of some Urebest controlled mountains, their entire economy being built on the idea of being the sapient raptors craftsmen and merc wizards.


glitter dust, because it just seemed like an appropriate spell for an earth fey to have. not too mention it actually is an earth element spell. i can see them deep in their tunnels using to mark dangerous passage ways to other Pech, or maybe decent ore veins, or at least something along those lines. will work on a revamped urebeast in a minute.


So making the Races actually effect the starting Equipment?

I have a similar set up where the Region the person hails from determines the Starting Weapon/Armour Cost & Availability.


here is another attempt at the urebeast

Spoiler:
Urebeast
Type Humanoid (reptilian)
Medium
fast speed 1RP
Linguist 1 RP Urebeast, common, Bonus Languages Any (except secret languages such as druidic)
Ability Scores +2 to a score of your choice
Focused Study 4RP
Lucky Lesser 2RP
Stability 1RP (due to tail)
Prehensile Tail 2 RP
Scent 4 RP
Total 15 RP


Looks good on my end!


so I'm guessing lreeko should have a climb speed maybe even a permanent spider climb, stealth bonus', and some kind of camouflage ability, but I still need size and ability modifiers.


Small for size. I had been thinking +2 Dex, +2 Wis, -2 Cha

Lreeko/Kakari are nimble and wise in the ways of the wild. However they are usually so paranoid and frigidity that they are off putting. It doesn't help they have a horrible poker face as they change colors when nervous.

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