Help needed: balance these races!


Homebrew and House Rules


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Here's the deal:

I've got five PC races for a homebrew world as discussed here. Assume these five to be the only PC races, so no need to compared them to humans or elves; just among themselves. Simply eyeballing their abilities using Advanced Race Guide will tell you that they are not balanced, but I'd like them to be (or to be near balanced at any case). Any help?

So here the are...

*** Aasimars ***
The only somewhat regular PC race. A few candy abilities added from core, nothing earth-shattering. Clockwork weapons are half-decent.

Aasimar:

Aasimar Racial Traits:
Native Outsider: Aasimars are outsiders with the native subtype. This means that they are not affected by person spells targeting humanoid creatures only.
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Clockwork-Minded: Aasimar have a +2 racial bonus on Disable Device and Knowledge (Engineering) checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Weapon Familiarity: Aasimars treat all weapons with the word “clockwork” as martial weapons.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Sylvan and Vegepygmy.

*** Automatons ***
Basically humans with half-construct subtype.

Automatons:

Automaton Racial Traits:
Humanoid Type: Despite their artificial body, automatons are considered humanoid creatures and are therefore subject to mind-affecting effects, stunning, paralysis and necromantic effects. Since their body are also composed of oils and other fluids, Automatons are also subject to disease, poison and bleed effects. Automatons are can be healed by positive energy effects (like heal and cure X wounds spells).
Half-Construct: All Heal checks must be substituted by a Knowledge (Engineering) check when performed on an Automaton. Automatons do not heal naturally but can be repaired (by themselves, if necessary) of 1 hit point per level per 8 hours of repairs. A DC 15 Knowledge (Engineering) doubles the amount of hit points repaired as per the provide long-term care use of the Heal skill.
+2 to One Ability Score: Automaton characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Size: Automatons are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Automatons have a base speed of 30 feet.
Half-Construct Traits: Automatons do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an automaton can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health. Automatons are immune to sleep spells and effects.
Resilient: Automaton gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Ghost in a Shell: Automaton cannot be raised or resurrected.
Bonus Feat: Automatons select one extra feat at 1st level, representing their focused construction.
Skilled: Automaton gain an additional skill rank at first level and one additional rank whenever they gain a level, representing their crafty nature.
Languages: Automatons begin play speaking Common. Automaton with high Intelligence scores can choose any languages they want, representing what their master wished them to speak and understand (except secret languages, such as Druidic).
Clockwork Winding: Automaton must be wound with special keys in order to function. As a general rule, a fully wound automaton can remain active for 1 day per Hit Die.
Vulnerable to Electricity: Automatons take 150% as much damage as normal from electricity attacks.
Work in Progress: Automatons are subject to construct modifications, such as described in the Building And Modifying Constructs section of Ultimate Magic.

*** Girtablilu ***
This one is a deconstructed version of the 10-hit-dice monster in Bestiary III. It has lots of goodies, but it helps that its claws and sting are considered secondary weapons by RaW.

Girtablilu:

Girtablilu Racial Traits:
Monstrous Humanoid: Girtablilu are of the Monstrous Humanoid type, which means that they are not affected by person spells targeting humanoid creatures only.
+4 Strength, -2 Dexterity: A girtablilu’s large size makes her exceptionally strong but also rather slow and clumsy.
Large Size: As Large creatures, Girtablilu take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Ability score adjustments for Large size are included above.
Undersized Weapons: Girtablilu use Medium sized weapons, even if their size is Large.
Monstrous Speed: Girtablilu have a base speed of 50 feet.
Sense: Girtablilu have darkvision up to 60 feet. At 10th level, a Girtablilu character also gain tremorsense 30 feet.
Chitin Armour: Girtablilu gain a natural armour bonus to AC equal to their character level up to a maximum of +8 at 8th level.
Natural Weapons: Girtablilu have 2 claws attacks (1d6+½ Str bonus plus grab) and 1 sting attack (1d6+½ Str bonus plus poison), both as secondary natural weapons (and therefore suffer a -5 penalty on attack rolls with both types of attacks).
Grab: Girtablilu receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. In addition, if a Girtablilu hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a Medium size or smaller. The creature has the option to conduct the grapple normally, or simply use its claw to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
Constrict: Girtablilu can crush an opponent, dealing 1d6+Str bonus points of bludgeoning damage, when they make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).
Poison Sting: Injury poison; save Fort DC 10 + ½ level + Con bonus; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
Languages: Girtablilu begin play speaking Common. Girtablilu with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

*** Sprites ***
Another deconstructed monster, but relatively easy to make since it's a 1-hit-die critter. The diminutive size is its main highlight. Thinking about changing it to tiny...

Sprite:

Sprite Racial Traits:
Fey Type: Sprites are of the Fey type, which means that they are not affected by person spells targeting humanoid creatures only.
+6 Dexterity, +2 Charisma, -6 Strength: Sprites are strong-willed and extremely agile, but their diminutive size makes them comparatively very weak.
Fly Speed: Sprites have a base speed of 15 feet and a fly speed of 60 feet with perfect maneuverability.
Low-Light Vision: Sprites can see twice as far as humans in conditions of dim light.
Damage Reduction: Sprites gain DR 2/cold iron.
Spell-like Abilities: Sprites can use the following spell-like abilities as a 5th level sorcerer: Constant—detect good, detect evil; at will—dancing lights, daze; 1/day—color spray.
Luminous: A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
Languages: Sprites begin play speaking Sylvan only. Sprites with high Intelligence scores can choose from the following: Common, Celestial, Vegepygmy.

*** Vegepygmies ***
I was quite pleased when I rolled this one! Plant creature means immunity to a bunch of things.

Vegepygmies:

Vegepygmy Racial Traits:
Plant Type: As plant creatures, Vegepymys are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Plant creatures eat, drink but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
+2 Dexterity, +2 Wisdom, -2 Intelligence: Vegepygmies are agile and intuitive but wild and unlearned.
Small Size: As Small creatures, Vegepygmies gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Ability score adjustments for Small size are included above.
Senses: Vegepygmies have darkvision up to 60 feet and low-light vision.
Damage Reduction: Vegepygmies are resistant to punctures and perforations, and gain DR 5/slashing or bludgeoning
Natural Armour: Tendrils and fungi on a vegepygmy’s body grant a +3 natural armour bonus to AC.
Immunity to Electricity: Vegepygmies are immune to electricity-based attacks and damage.
Natural Weapons: Vegepygmies receive two claw attacks dealing 1d4+Str bonus points of damage. These are primary natural attacks. A vegepygmy wielding a weapon may not use claws to attack.
Languages: Vegepygmies character begin play speaking the undercommon sign-language and Vegepygmy, a language made of clicking, tapping and rhythmic beating. Vegepygmies cannot speak, but characters with high Intelligence scores can choose other languages to understand. A character transformed into a vegepygmy understand any languages it knew before its transformation.

any suggestions?

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