Forlarren - Race Based on the Bestiary Entry


Homebrew and House Rules


I recently had a really odd request from one of my female players: she wants to play a Forlarren rogue. I told her I'd give it a look over and consider it, after which I made a "rough draft" of the race using the ARG.

I immediately decided there was no way I, personally, would ever play a race like this and wrote down the reasons why (it has some severe... very severe penalties). After allowing her to review these reasons, making sure she understood the mechanics behind it, she is still all for it, if not more so.

There was only one issue in calculating the total cost of the race, which is how to value the following:

Remorse (Ex) Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.

It is a pretty severe penalty, particularly with a rogue's Will saves and takes a lot of "work" to try and compensate for through feats.

Any constructive assistance is appreciated.

Silver Crusade

Tag for later, because I want to see this PC happen.

(modified demon-spawn tiefling might be a good chassis to start with, with the type changed to fey)

Edit-there's a 3pp product floating around with support for PC friendly forlarren IIRC.


I'd say it's probably a -2 RP trait, in line with other -2 RP traits in the ARG. By my calculations, stat bonuses would be:
+2 Str, +4 Dex, +2 Con, -6 Int, +4 Wis, -2 Cha

So they get a natural benefit towards their Will saves with the built-in Wis bonus. -6 Int largely cancels out any skill-monkeying you'd be doing, however, so you'll need to be very judicious with how you divvy up your skill points. High Dex bonus lends naturally towards Rogues and the Cha penalty just means you're going to focus more on the combat aspect of a Rogue, likely backed up by superior perception, survival, and sense motive from the Wis bonus. The penalty for killing a creature can be overcome by using non-lethal options. Later, she can take the Hard to Fool Rogue talent which gives her a chance at the beginning of each turn to re-try getting over the Remorse effect. Sanctified Rogue archtype gives a +1 sacred bonus to both Will and Fort saves which could also be nice. It also can be taken as a Ninja because Ninja is the alternate Rogue class so, if she wants, she can be a Sanctified Rogue Ninja and dip a few levels into Monk to get a Wis-based ki pool and some Wis-based AC (if she doesn't mind being Lawful, mind you).


Kazaan wrote:

I'd say it's probably a -2 RP trait, in line with other -2 RP traits in the ARG. By my calculations, stat bonuses would be:

+2 Str, +4 Dex, +2 Con, -6 Int, +4 Wis, -2 Cha

Those bonuses are way to helter-skelter.

If you want to rework the Forlarren into a PC race, use PC-friendly stat modification. The ARG has a set of types (standard, weakness, greater weakness, etc).

Silver Crusade

The Forlarren's INT score has always been suspiciously low, to the point that I'm not sure if it's really intended to be that low or if it's a legacy issue. I'll have to check AP SPOILERS HERE to see what they did there, since multiple forlarrens show up in it and some even have INT-based classes.

I'd strongly recommend streamlining the modifiers to be more in line with the norm for PC races, especially since she's playing a rogue and that -6 is going to murder her skills.

Maybe +2 DEX, +2 WIS, -2 INT?

I'd keep the heat metal ability, since it has a limited number of uses and she's playing a rogue. If you're worried about it being too powerful at the earliest levels, perhaps she can unlock it and more daily uses of it(to a maximum of 3) as she levels up.

I'd be inclined to keep her creature type as fey, but you have to keep in mind all the various spells that affects(tieflings and aasimar get hit by that all the time).

Now, about Remorse...it's one hell of a handicap, but that's a huge part of the forlarren's flavor, if not the most distinctive feature. I'd be tempted to lower the DC just so it didn't sting so much coupled with the rogue class, but that would risk watering down the whole reason she may want to play that race.

One possibility you might want to consider is from the Tome of Horror's version of the Forlarren, which came earlier. They portrayed the bipolar nature of that race a bit better and more clearly in the flavor, with them alternating between phases of hateful hostility and crushing remorse. Maybe there could be a sort of racial ability to flip that hate-switch "on", kicking off a rage-like state that was almost certainly guaranteed to slam the forlarren with the Remorse state when it wore off/killed someone.

Forlarren have been one of my favorite fey for a long time now. They hit that perfect note between scary and sympathetic. Almost like the Witch from Left 4 Dead. ;)


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Re: Mikaze - Yeah, if this Forlarren "redux" doesn't work out, I may have to try your second option or take a look at the 3pp product you mentioned.

Re: Kazaan - We came out pretty close on the ability score estimates. As for the suggestions, I'll definitely point her toward your comments. She seems to really like the idea of the race and let me know she doesn't mind if I have to take liberties with modifying it. I guess it's the flavor and the "remorse" she really likes.

Re: Lemon - I agree. They really seemed to just slap the stats in. If I had my Tome of Horrors handy, I'd check the stats on it vs the reprint by Paizo to see which company did it better or if Paizo just copied the stats.

Here's the quick & very rough run down of it from the ARG. Obviously, some liberties were taken with the spell-like abilities (Paizo says no to damaging spell-like abilities, unless they're the one doing it.)

Forlarren - Straight Conversion:
o +2 str, +2 Con, -6 Int, +4 Dex, +2 Wis, -2 Cha
o Fey (2 RP) Fey have the low-light vision racial trait. Fey breathe, eat, and sleep.
o Languages Standard (0 RP) Common, Sylvan.
o +3 natural armor (5 RP)
o Fey damage resistance 5/cold iron (3 RP)
o Claws (4 RP) 1d6 slashing Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size.
o Spell-like Ability, Lesser (6 RP) 3/day In most cases, this manifests as the ability to use heat metal 3/day, but some forlarren instead gain a different spell-like ability chosen from the following list: chill metal, flame blade, flaming sphere, gust of wind, summon swarm, or warp wood.
o Remorse (Ex) (-2 RP) Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.

In essence, an 18+ total without counting the (seemingly random) ability modifiers.

Obviously, not really the level of power I'm going for. So, with that in mind, I tried to rework it to a more PC level race:

Forlarren - PC Level:
o Ability Modifiers (0 RP) +2 Dexterity, +2 Wisdom, and -2 Intelligence,
o Fey (2 RP) Fey have the low-light vision racial trait. Fey breathe, eat, and sleep.
o Languages Standard (0 RP) Common, Sylvan.
o Natural Armor: (2 RP) Forlarren gain a +1 natural armor bonus to their Armor Class.
o Fey Damage Resistance, Lesser (1 RP) Forlarren gain DR 2/iron*.
o Claws (2 RP) Forlarren receive two claw attacks. These are primary natural attacks. The damage is 1d4 slashing.
o Spell-like Ability, Lesser (6 RP) In most cases, this manifests as the ability to use heat metal 3/day, but some forlarren instead gain a different spell-like ability chosen from the following list: chill metal, flame blade, flaming sphere, gust of wind, summon swarm, or warp wood.
o Remorse (Ex) (-2 RP) Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.

* Cold iron is just another name for iron in my campaign setting. It is not a “special material” outside of the changes normal iron makes to weapon construction.

At an 11 RP total (with quick & dirty reduction on fey damage resistence).

Truth be told, I am seriously considering altering remorse to grant the "sickened" condition instead of nauseated in the reduced version. That many rounds of just being able to take a single move action is atrocious. Additionally, I'm not entirely sold on the ability modifiers I selected for the reduced version. I may actually go with the mixed weakness.

Thoughts?


Re: Mikaze You know, it's pretty funny a lot of your suggestions meshed with what I had in my head about them (ability modifiers, spell-like abilities, remorse).

I'm going to go find my Tome of Horrors now and see what it has.

I really like them, too, though I'd never really considered them for a player race. I have a plethora of fey races, so adding one more (especially with such dark tones) certainly won't hurt.=)

Edit: I like your idea about the "switch" with a rage or frenzy type of deal... something like: on killing an opponent, the forlarren must make a will DC 15 or fly into a "frenzy/rage" for X duration, afterwhich, he/she enters a "Remorse state"?

Silver Crusade

Your PC version looks a lot more managable. :)

I think the shift to sickened would be a good idea in the long run,(perhaps with full blown nauseated being reserved for accidentally or knowingly killing innocents?).

I can say this is actually more streamlined than the 3PP I remember, which tried to cleave too close to the original ability scores. I think this works out well enough, and hey, she'll be a little bit sturdier for a rogue for a while!

Silver Crusade

Da'ath wrote:


Edit: I like your idea about the "switch" with a rage or frenzy type of deal... something like: on killing an opponent, the forlarren must make a will DC 15 or fly into a "frenzy/rage" for X duration, afterwhich, he/she enters a "Remorse state"?

That could be a way to go, though I can't help but caution against it being full-blown "Wild Rager"-style rage. Oh the drama that comes out of that archetype. :)

But honestly though, I think you're good to go as is. Though maybe the rage state thing could be a racial feature that could be unlocked at a certain level(or at the right dramatic moment in the campaign). It could be a Very Nice Thing, but it would have one hell of a drawback too.

Honestly though, if any of my players wanted to go Forlarren, I'd probably be pulling from your version as is.


Mikaze wrote:

That could be a way to go, though I can't help but caution against it being full-blown "Wild Rager"-style rage. Oh the drama that comes out of that archetype. :)

But honestly though, I think you're good to go as is. Though maybe the rage state thing could be a racial feature that could be unlocked at a certain level(or at the right dramatic moment in the campaign). It could be a Very Nice Thing, but it would have one hell of a drawback too.

Honestly though, if any of my players wanted to go Forlarren, I'd probably be pulling from your version as is.

Forlarren - Semi-Final::

o Ability Modifiers (0 RP) +2 Dexterity, +2 Wisdom, and -2 Intelligence,
o Fey (2 RP) Fey have the low-light vision racial trait. Fey breathe, eat, and sleep.
o Languages Standard (0 RP) Common, Sylvan.
o Natural Armor: (2 RP) Forlarren gain a +1 natural armor bonus to their Armor Class.
o Fey Damage Resistance, Lesser (1 RP) Forlarren gain DR 2/iron*.
o Claws (2 RP) Forlarren receive two claw attacks. These are primary natural attacks. The damage is 1d4 slashing.
o Spell-like Ability, Lesser (6 RP) In most cases, this manifests as the ability to use heat metal 3/day, but some forlarren instead gain a different spell-like ability chosen from the following list: chill metal, flame blade, flaming sphere, gust of wind, summon swarm, or warp wood.
o Remorse (Ex) (-2 RP) Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes sickened for 1d6 rounds. This is a mind-affecting effect.
* Cold iron is just another name for iron in my campaign setting. It is not a “special material” outside of the changes normal iron makes to weapon construction.

At an 11 RP total (with quick & dirty reduction on fey damage resistence).

I definitely don't mind changing something to make it fit, as opposed to statting up something I feel is ridiculously "helter skelter", as Lemon put it.

I think you're right regarding the current state of the race - I won't fiddle with the core, but will add the standard race progression I use. I grant the PCs 1 RP at every even level to spend on improving their race's abilities from a specific list customized for each race (the idea for this sort of thing was presented back during the ARG open beta and I latched onto it then) or to grant abilities that are too over-the-top for lower levels, but more reasonable at higher levels (such as the forlarren improving her natural armor to a max of +3, for example or the inclusion of a "Frenzy"-like ability such as the one included in the ARG).


I worked out a quick build for it.

Spoiler:
Fighter(Unarmed Fighter)1/Monk(Hungry Ghost/MoMS)4/Ninja(Sanctified Rogue)X
Forlarren
+2 Dex, +2 Wis, -2 Int
+1 Nat Armor, DR 2/Iron
Claws 1d4x2
SLA: Heat Metal 3/day
Remorse

15 pt buy:
12 Str
15(17) Dex
13 Con
12(10) Int
14(16) Wis
7 Cha
Indominatable Faith: +1 Wil Save
Lvl 1) Fighter1, Bab +1
- Unarmed Strike
- Bonus Style (Snake)
- Toughness
Lvl 2) Monk1, Bab +1
- Snake Fang
- Punishing Kick
Lvl 3) Monk2, Bab +2
- Evasion
-(whatever other style feat you want)
- Iron Will (lvl 3 feat)
Lvl 4) Monk3, Bab +3
- Fast Movement
- Still Mind
- Maneuver Training
- +1 Con
Lvl 5) Monk4, Bab +4
- Ki Pool
- Slow Fall
- Improved Iron Will (lvl 5 feat)
-------------------------------------------
:Summary:
Level 5: Fighter1/Monk4
AC: 18/FF 15/Touch 16
Unarmed Strike: +5 to hit, 1d8+1 (2-9 damage)
Clawsx2: +5 to hit, 1d4+1 (3-10 damage)
+8 Fort, +7 Ref(+Evade), +10 Wil(1/day reroll)
5 Ki/day
HP: 20+4d8
18 skill points
-------------------------------------------
Lvl 6) Ninja1, Bab +4 <- Favored Class
- Poison Use
- Sneak Attack 1d6
Lvl 7) Ninja2, Bab +5
- Extra Ki (lvl 7 feat)
- Ninja Trick: Combat Trick(Sap Master)
Lvl 8) Ninja3, Bab +6
- No Trace
- Sneak Attack 2d6
- +1 Dex
Lvl 9) Ninja4, Bab +7
- Divine Purpose
- Ninja Trick: Combat Trick(Weapon Finesse)
- Monastic Legacy (lvl 9 feat)
Lvl 10) Ninja5, Bab +7
- Sneak Attack 3d6
Lvl 11) Ninja6, Bab +8
- Light Steps
- No Trace
- Ninja Trick: Combat Trick (Sap Adept)
- Extra Ki (lvl 11 feat)
Lvl 12) Ninja7, Bab +9
- Sneak Attack 4d6
- +1 Dex
- Ninja Trick: Combat Trick (TWF)
----------------------------------
:Summary:
Level 12: Fighter1/Monk4/Ninja7
Unarmed Strike: +13 to hit, 1d10+1 (2-11damage) + 3d6 Sneak Attack (6d6 vs flat-footed)
Clawsx2: +13 to hit, 1d4+1 (3-10 damage)
+11 Fort, +12 Ref(+Evade), +13 Wil(1/day reroll)
10 Ki/day
HP: 34+11d8
74 skill points
----------------------------------
After this, aim for an AoMF with Merciful and, if allowed, Agile properties and Bracers of Armor. You could opt for a Monk's Robe and end up with 2d10 unarmed damage dice by lvl 19 or you could take the Unarmed Mastery advanced ninja trick and, essentially, the 4 monk levels will cancel the -4 leval penalty for the trick and you just treat your Ninja level as Monk levels for Unarmed Strike damage (ie. lvl 15 Ninja = lvl 15 Monk unarmed damage). You'll eventually want to work on rendering your opponent flat-footed for your TWF routine so you can apply sap-master/adept multiple times per round. Shatter Defenses would work nicely with some bonus to intimidation. You'll end up with nice saves all around, decent HP, decent skill points. Pump Sense Motive and Perception every single level, then divvy up the remaining as pertinant to the campaign and party composition. Dealing nonlethal damage, you won't often come up against the Remorse factor but, if you do end up killing someone, you've got a +13 will save at this point with a once/day reroll for emergencies. The only thing you'll really have to worry about are enemies immune to sneak damage, but then that's a problem for any rogue/ninja.


Kazaan wrote:

I worked out a quick build for it.

** spoiler omitted **...

Sorry it took a bit to respond to this, but I'll definitely have her check out your sample build. I get the impression she intends to go full rogue though, which should be interesting.


One change to it, though, I didn't realize combat trick was a once-only trick (could have sworn I saw the multi-take note on it) so it might take a little longer to get everything online.


I wanted to play a Forlarren in our Reign of Winter game after my first character died. The DM however felt it was overpowered...and also awkward since the characters were currently fighting Forlarren and might not take well to a PC of that race.

SO, I decided that if the nymph + fiend generally produced a character that was evil, with a hint of remorce. What if sometimes the opposite happened? Hence I created another race that was the polar opposite of the Forlarren.

Pretty sure I still won't get to play. But figured I would post here for fun.
Still a few areas I'm tweaking, but you get the idea.

Glaeden (7-9 RP)

+2 char, +2Dex?, -2 str (Standard 0RP)
Languages: Common, sylvan (Standard 0RP)
(2 RP) Fey: Low Light Vision,

(1-2RP) 1/day Spell like Ability: roll d8 random from list at character creation: 1-2 obscuring mist, 3 barkskin , 4 animal trance, 5 fairy fire, 6 greensight, 7 wood shape, 8 commune with birds

(-1RP, OR -2?) Bloodlust (Ex) Whenever the Glaeden kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with bloodlust. If it fails this save, the Glaeden immediately moves as quickly & directly as possible (despite any AoO this may incur) to engage in melee combat. If no enemies remain the Glaeden must succeed on another Will save DC 17 or begin attacking allies. Effect Lasts 1d6 rounds. This is a mind-affecting effect.
Add a negative to AC??

(4RP) Breeze-kissed +2 racial bonus to AC vs non-magical ranged attacks (calm or renew as swift). 1/day gust = bull rush or trip vs 1 creature w/in 30 ft – this exhausts the ability for 24 hours. Supernatural ability

(2RP) Seducer: +1 DC to Enchantment School Spells, if Wis 15+ then 1/day charm person

Take something to be Vulnerable to Cold Iron – trait?, but not DR...too powerful DM doesn't like it

A nymph's charm and beauty are such that she can seduce nearly any creature that she sets her attentions on—and often, unfortunately, creatures she would rather not consort with. When a nymph catches the attention of a fiend and the fiend takes advantage of the creature, the resulting offspring is not always a half-fiend. Roughly one in 20 such incidents results instead in a strange creature known as a Glaeden—a unique creature that possesses its own unusual abilities and qualities.

Polar opposites to their siblings the Forlarren the Glaeden inherit a powerful good and peaceful nature from their Mother. Most Glaeden are naturally kindhearted and sensitive. They tend to live solitary pastoral lives away from the brutality of the city. This peace is for some only temporary.

Just as a touch of the mother’s kind nature lurks in the heart of the Forlarren. a touch of the fiendish lies within the Glaeden. When this inner demon comes to light the Glaeden is often ashamed and horrified by her inner nature. Those few who learn of their inner darkness often leave their forest homes. In part to protect their loved ones, and also, perhaps, to channel their need for blood into the life of an adventurer


Years ago, Purple Duck Games did a breakdown of a playable 0HD forlarren race. The blog is now gone, but here's the ARG Race points and mechanics of it:

FORLARREN RACIAL TRAITS

(0 RP) +2 Dexterity, +2 Wisdom, -2 Intelligence: Forlarren are graceful and intuitive, but possess only a low cunning that serves their cruelty.
(2 RP) Fey: Forlarren are of the fey type. Forlarren possess no racial hit dice and exchange the features of their fey type for the class features of a PC or NPC class.
(0 RP) Medium: Forlarren are Medium creatures and have no bonuses or penalties due to their size.
(0 RP) Normal Speed: Forlarren have a base speed of 30 feet.
(0 RP) Low-light Vision: Forlarren can see twice as far as humans in conditions of dim light.
(4 RP) Hellfires: Forlarren add +1 to the DC of any saving throws against spells they cast with the fire descriptor. Forlarren with a Charisma score of 12 or higher also gain the following spell-like abilities: 1/day - faerie fire, heat metal, and light.
(2 RP) Natural Attacks: Forlarren have two natural claw attacks that deal 1d4 points of damage on a successful hit. These are primary attacks, or secondary attacks if the forlarren wields a manufactured weapon.
(2 RP) Faery Resistance: Forlarren gain resistance to injury passed down from their fey mother. Forlarren receive DR ½ HD (min. 1) /cold iron.
(0 RP) Remorse: Whenever a forlarren kills a living creature, it must make a DC Will save (DC 10 +1/2 HD + Cha modifier) to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.
(0 RP) Languages: Forlarren begin play speaking Common and Sylvan. Forlarren with high Intelligence scores can choose from the following: Abyssal, Elven, Druidic, Draconic, and Goblin.

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