Zergling


Homebrew and House Rules


I am contemplating creating a new race for a campaign I am running. The idea is based on the pesky small, knife wielding Act 3 guys from diablo 2.

They are to be fast, small and annoying forest/marsh dwelling humanoids, using zerg tactics to best their opponents.

Overall I am fairly satisfied with the race, I however feel like it needs some kind of drawback, and was wondering if anyone had any ideas?

I've used 11 points to create it, ending up with:

Humanoid (Zergling) 0
Small 0
Normal Speed 0
Greater Paragon (+4 dex, -2 con, -2 int) 2
Xenophobic (Starts with only racial language, no common) 0
Fearless (+2 vs fears) 1
Stubborn (+2 vs cham/compulsion, extra save) 2
Camoflage (+4 stealth in forest area) 1
Static Bonus Feat (Outflank) 2*
Fast (+10 move) 1
Terrain Stride (Forest) 1
Low-light Vision 1

*Ignoring the fact outflank normally requires BAB +4.

I've considdered adding a -2 str penalty and calling it a night. Would that be balanced vs. standard races?


Maybe a penalty when the creature is "alone"; say the "shaken" condition when no ally is within 40'? It's harsh, but shouldn't happen too often.


Great idea. Was visualizing something along the lines of that when I first envisioned the idea of the race, but ended up forgetting about it when sitting trying to build it.

Alone I Break: When no allies are within 40 ft. of the Zergling, he loses the benefit of the Fearless racial trait, and gains the shaken condition. Intelligent creatures with a friendly attitude towards the Zergling counts as allies in regards to this ability.

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