New Race for Homebrew Setting


Homebrew and House Rules


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This is a new race I put together using the ARG for my Homebrew setting. Setting is semi-Indochina, only core races available are Human and Halfling. Any input is helpful. Does it seem balanced or overpowered? What do you think of the flavor? is some of the writing a little awkward?

Grohara:
Humanoid race of strong but brittle and impassive beings. Grohara are a race of contradictions, possessing both a strength of body and spirit but can be sickly and preferring to run than fight. Often seen as cowardly, they avoid conflict and use their training to avoid attacks; however, when corner a Grohara can tap into the life essence of the world around them, augmenting their already impressive strength to truly heroic proportions. Although awkward in social settings, Grohara can make true and loyal friends, easily forgetting slights but with a long memory for those who aid them in time of need. It is also true that the candle that burns brightest, burns half as long. Despite their strong connection to the living world, or perhaps because of it, Grohara lives are full but short. Grohara attain physical maturity by age 14, and staying young well into their middle years (suffering no aging penalties for middle age or old), but by age 50 a Grohara is considered venerable (-3 physical, +1 mental). Few live past the age of 65.

Culturally, they show strong familial ties, although ones that would be unfamiliar to many other races. Grohara are polyamorous, rarely selecting single mates; preferring what are called Pods or Groupings of 5 to 8 Grohara of any combinations of sexes. A fertile female will often lay with several mates. This will help to create cohesion within the Pod, since issue from them could belong to any of several mates. These couplings often produce several offspring, usually in groups of twins or triplets. A singlet child is exceedingly rare and is viewed as a sign of good luck, often being given up by the Pod to be raised as an apprentice by the clans Grohan or Shaman Chieftain. The Grohan is the only member of a clan to forgo a Pod, a life of solitude and communion with the natural world necessitated by their studies and the source of their great wisdom and power.

Due to their unique culture, Grohara have difficulty interacting with other cultures. Other Humanoid cultures can seem very foreign to them. Their unease with foreign custom can make them seem aloof and withdrawn. Because of this Grohara communities tend to be isolated from other humanoids, even within larger settlements Grohara tend to cluster into small enclaves. Outsiders are welcome, but because of their lack of social skill, non-grohara often feel ignored or isolated within such communities.

Physically, Grohara are large and imposing. Both males and females tend to be tall, with broad shoulders and narrow hips. Grohara have a dark complexion, ranging from swarthy to deep mahogany, their skin possessing a wood-like grain and pallor. Eyes tend toward bright or fluorescent. Grohara lack true hair, their heads sprouting layers of thin flowery petals about 1 inch thick each that range from a soft white to bright reds, violets and blues.

Grohara who choose to become adventurers are often drawn to the wider world outside their village by a want to explore and experience all that life has to offer. Because of their affinity for life, Grohara often choose to pursue the path of the druid or ranger.

Grohara Racial Traits:
+2 Str, -2 Con, -2 Cha: Grohara a physically imposing, but can be sickly. Their preference to observe and unusual social structure can make them offputting and socially awkward.
Medium: Grohara are Medium creatures and receive no bonuses or penalties due to their size.
Grohara: Grohara are humanoids with the Grohara subtype.
Fast: Grohara are faster than normal for their size, their base speed is 40ft. This also results in a +4 racial bonus to Acrobatics to jump.
Defensive Training, Greater: Grohara can be brittle and sickly, so they train to avoid injury rather than absorb it. Grohara gain a +2 dodge bonus to Armor Class.
Deathless Spirit: Grohara’s strong connection to life allows them to better shrug off necromantic effects. Grohara gain resistance 5 against negative energy. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Life Observer: Grohara are very interested in understanding the living world around them. They receive a +2 racial bonus to Knowledge(nature) and Survival, as well as a +2 racial bonus to Perception to notice objects out of place in the natural world.
Fumbled Response: Due to their isolation and unique culture, Grohara often fail to develop appropriate social skills. Grohara suffer a -2 racial penalty to Diplomacy, Bluff or Sense Motive check made against non-Grohara. Against other Grohara, they gain a +2 bonus to Diplomacy or Bluff.
Spell-like Ability: Grohara can harness the powers of life to enhance their physical prowess. They can use bull’s strength once per day as a spell-like ability with a range of personal. The caster level for this ability is equal to the Grohara’s class level.
Languages: Grohara begin play speaking Common and Gaishean. Grohara with high intelligence scores can choose from the following languages: Sylvan, Catfolk, Reptilian, Giant, or Aklo.

Alternate Racial Traits:
Enclave Protector: Grohara are sometimes prized as slaves by other races, and their sickly nature means a steady supply of new slaves is needed. Some Grohara are true protectors of the community. Members of this race add +1 to the caster level of any abjuration spells they cast. Grohara also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level. This replaces Deathless Spirit and Spell-like ability.
Life Connection: Some Grohara have true connection to life. Grohara sorcerers with the destined bloodline or oracles with the life mystery treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Grohara clerics with the glory domain use their domain powers and spells at +1 caster level. This racial trait replaces Deathless Spirit.
Eternal Hope: Grohara are ever the optimist. Grohara gain a +2 racial bonus on all saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20, Grohara my reroll and use the second result. The racial trait replaces Spell-like Ability.


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