
darkorbit |

Kk. So my friend is starting to make this race, and his game master will allow a custom made trait if the racial points correspond correctly, not unfairly. So he wants a trait that could let him fly with his fire twie per dy, but therei is aa downside after he does so. Can someone here make a trait like this for him plz? Sry for bad spelling. I amo posting this on old android.

darkorbit |

Hey! My friend emailed me his idea for the race he is making. Give him good advice, because he is very sensitive at times. Also, plz help him decide whether he should do a line or a cone for breath weapon and why.(and since he chose breath weapon twice,he chose the extra d6 for the bonus. Plz tell me if my friend is missing any info.Here it is:
It is 24 RP(monstrous), and the race is called peri-kinlings, peri-kinned aasimars who abandoned their kind to find solitude, mainly on the material plane or the plane of fire. They have recently parted them(about 2 years or so), but have discovered more knowledge through the studying and dabbling of the arcane arts. Their charismaticness comes from their hot(lol) appearance and their radiant glow that surrounds them when they walk, and this glow grow bigger when they are in the plane of fire. Here are all the attributes, and beware of long text.
OUTSIDER (NATIVE) (3 RP)
Size Quality
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Base Speed Quality
Normal Speed (0 RP): The race has a base speed of 30 feet.
Ability Score Modifier Quality
Flexible (2 RP): Members of this race gain a +2 bonus to any two ability scores.(int and cha)
Language Quality
Standard (0 RP): Start with Common and Ignan. PC's of this race with igh intelligence can choose from: Celestail, Draconic, Abyssal, Infernal, Aklo, Elven, and Undercommon.
Ability Score Racial Traits
Advanced Intelligence (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Intelligence. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Defense Racial Traits
Fire in the Blood (3 RP): Prerequisite: Outsider (native) with ties to the Plane of Fire or dragon type; Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
(fire)Elemental Immunity (4 RP): Prerequisite: Outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race are immune to the chosen energy type. Special: This trait can be taken more than once. Each additional time you take this trait, increase its cost by 1 RP. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Magical Racial Traits
Pyromaniac (3 RP): Prerequisites: None; Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
(cure serious wounds)Spell-Like Ability, At-Will (6): Prerequisites: None; Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as an at-will spell-like ability. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
Offense Racial Traits
(2 times)Breath Weapon (3 RP): Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane; Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. Special: You can take this trait more than once. Each time you do so, the cost of this trait increases by 1 RP. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk
Extra Breath*: The member of this race can use its breath weapon an additional time per day.
Increased Area: Increase the cone's size to 30 feet or the line to 50 feet.
(1 time)Increased Damage*: Increase the damage by an additional d6.
Powerful Breath: The breath weapon deals half damage on a failed saving throw.
Weakness Racial Traits
(darkvision60ft. from being an outsider)Light Blindness (–2 RP): Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
(cold)Elemental Vulnerability (–2 RP): Prerequisite: Outsider (native) with ties to an elemental plane; Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type. Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.

Totentanz |
I don't think demanding that people hurry up is going to help.
Honestly, as soon as I read "(cure serious wounds)Spell-Like Ability, At-Will (6)" I stopped reading. This is pure silliness; I don't care if the strict RAW allows it. It destroys healing economy.
As a rule, darkorbit, if a homebrew ability or power is so good that it makes everything else look like an outright bad option, it's probably too good.
Optimizers can counts angels on pins and tweak amazing potential out of things, but some stuff is just over-powered. That is over-powered.

soupturtle |
That race is way overpowered. Just compare to any published race, and ask yourself why you would ever want to play any of those when you can get this. A normal playable race ought to have something like 8-12 RP. 15 is already very high, which is why many people consider aasimar on the overpowered side. 24 is ridiculous.
To be honest, it's probably even more ridiculous than your level 31 character idea. Which incidentally is probably why you don't get many swift responses: it's not very interesting to reply to things that just make no sense at all.

darkorbit |

Kk ill edit it. I ws actually plnning to make a downside to the spell like ability. The downside is that since the healing powers comes from the embers of the perikinlings soul, it coould be fatigued for one round and do this again for another five rounds? Would that be fair? I will suggest this to my friend. And also, when I read this, i thought the breath weapon was unessecary. Ill tell him to tale it out, and i will tell him to send a revised copy.

soupturtle |
The difference is that those races are created to make a flavorful race that makes sense, while your race has been created to be as powerful as possible for a specific single character. A svirfneblin way be worth a lot of RP, but the combination of what those RP are spend on doesn't make it particularly overpowered. Drow nobles are indeed overpowered, which is why many people don't allow them in their game.
Also, whether or not an uncommon race is welcome in a campaign is always up to a GM. And in the case of your race, any sensible GM will say "no thanks" or maybe "sure, but you'll have to be at least one level lower than the rest of the party." If you want your GM to say "sure, that sounds like a cool and reasonable race" you should definitely aim for something like 8-12 RP that isn't strictly better than standard races like humans and half-elves, not for something that is better than aasimars and fetchlings.

darkorbit |

My friend emailed me the edited version.
It is 20 RP(monstrous), and the race is called peri-kinlings, peri-kinned aasimars who abandoned their kind to find solitude, mainly on the material plane or the plane of fire. They have recently parted them(about 2 years or so), but have discovered more knowledge through the studying and dabbling of the arcane arts. Their charismaticness comes from their hot(lol) appearance and their radiant glow that surrounds them when they walk, and this glow grow bigger when they are in the plane of fire. Here are all the attributes, and beware of long text.
OUTSIDER (NATIVE) (3 RP)
Size Quality
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Base Speed Quality
Normal Speed (0 RP): The race has a base speed of 30 feet.
Ability Score Modifier Quality
Standard (0 RP): Members of this race gain a +2 bonus to any two ability scores.(int and cha), and minus 2 bonus to one(wisdom).
Language Quality
Standard (0 RP): Start with Common and Ignan. PC's of this race with igh intelligence can choose from: Celestail, Draconic, Abyssal, Infernal, Aklo, Elven, and Undercommon.
Ability Score Racial Traits
Advanced Intelligence (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Intelligence. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Defense Racial Traits
Fire in the Blood (3 RP): Prerequisite: Outsider (native) with ties to the Plane of Fire or dragon type; Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
(fire)Elemental Immunity (4 RP): Prerequisite: Outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race are immune to the chosen energy type. Special: This trait can be taken more than once. Each additional time you take this trait, increase its cost by 1 RP. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Magical Racial Traits
Pyromaniac (3 RP): Prerequisites: None; Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
(cure serious wounds)Spell-Like Ability, At-Will (4): Prerequisites: None; Benefit: Choose a 3rd-level or lower spell that does not attack or deal damage to a creature. You can use this as an at will spell like ability. There is a downside. After usage, user is fatigues for one round, and cannot use this ability again for another few rouns until he reaches level three in amy divine spellcasting class.(takes off 2RP besause of the downside.)
Weakness Racial Traits
(darkvision60ft. from being an outsider)Light Blindness (–2 RP): Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
(cold)Elemental Vulnerability (–2 RP): Prerequisite: Outsider (native) with ties to an elemental plane; Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type. Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Terrain Stride (1 RP): Prerequisite: Normal speed; Benefit: Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.(plane of fire)
Quick Reactions (2 RP): Prerequisites: None; Benefit: Members of this race receive Improved Initiative as a bonus feat.
Y

soupturtle |
It still looks pretty ridiculous to me. +4 int and +2 cha for only -2 wis plus improved initiative as a bonus feat already makes it way, way better for a wizard than any other race.
And that's before the resistance to the most common element, some pretty strong healing abilities (a downside that goes away when you reach level 3 isn't really a downside), darkvision, and some more spell like abilities. The elemental vulnerability and light blindness don't really do much to balance it out.
I think your friend should just play an ifrit or an aasimar, to be honest, as it looks like he's just creating a race to try to be more powerful than he could be with a standard race, and that's a pretty bad reason to create a race in the first place.

bookrat |

Race:
Native Outsider (3)
Medium (0)
Normal Speed (0)
Ability Mod Standard (0)
- +2 Dex, +2 Int, -2 Str
Language: Standard (0)
- Common
Racial Traits:
Fire in the Blood (3)
Energy Resistance (1)
- Fire, 5
Advanced Resistance (2)
- Fire, 10
Elemental Affinity (1)
- Fire
Elemental Vulnerability (-2)
- Cold
Spell-Like Ability, Advanced (3)
- Fly 1/day
There you go. A somewhat balanced race at 11 Race Points. They can periodically fly, like you asked. They have ties to the plane of fire, and get bonuses against fire and weaknesses against cold. Remember that because this race is a native outsider, they are not effected by raise dead, resurrected, or reincarnation.

soupturtle |
So basically if u take out something that lowers it than twenty, you have to bring it back up to keep the monstrous traits.
I have no idea what monstrous traits are, and cannot find them with a quick google search, but in my opinion the only way to make a 20RP race that isn't overpowered compared to normal races is to actively choose useless abilities. Like spell like abilities of not very useful spells (speak with animals?). Or maybe spell resistance, as that hurts you just as much as it protects you (since it also works on buffs, cures, etc.).
However, we can keep giving you our opinions (and you probably will continue not to like them), but the only opinion that really matters is your GM's. So you should be asking him/her about your custom race, not us, especially if you have a reason to want it to be a very high powered race.
edit: Wait, I see what you mean by monstrous traits. There are some traits in the race building options (like the extra +2 int you used to make it +4) that are only allowed at 'advanced or monstrous power level'. There is a very simple reason for that: they are too powerful at normal PC level. (+4 int is too powerful to give a PC, almost no matter what else you do) So making an overpowered race so you're "allowed" to take overpowered options is pretty silly.

bookrat |

If everyone is making a monstrous race, then it doesn't really matter if it is OP, so long as it follows the rules. Remember, spell like abilities cannot do harm or attack someone else (so cure spells which harm undead are out).
Just as long as he has fun, that's all that really matters.
Monstrous races are very uncommon for normal games, So when you come to the boards asking for advice on how to make a race, we set one up for a normal game.
Next time you want character or race building advice, give us all the details, otherwise we will assume a normal game under normal circumstances, and we will advice as appropriate. Your friend is not playing a normal game.
For the future, let us know the power level of the game, stat generation, magic level (low magic, normal, etc...), starting wealth, character level, what resources and books are available, any house rules used, and anything else that will be relevant for creating a character.
Regardless of any advice we give, though, the most important thing is to remember to have fun.

soupturtle |
I already said so: it seems like a very strong option to me.
You really should try to give your questions some more context though. Whether something is good really depends on what you're comparing it to. In this case, I think it's quite powerful compared to a human magus. But it's probably bad if the rest of your party plays dwarf sorcerers and elf barbarians, because in that case it might be overpowered.

soupturtle |
Don't worry so much about getting the most powerful character possible. A lashunta certainly seems like a strong option for a magus (just from the perfect ability score bonuses alone, which you can see yourself). In play, you're not going to notice the difference in power between a lashunta, human, half-orc, half-elf, or other race with good ability score bonuses. So just pick the one you like.