| Yora |
I've created three custom races for the setting I am working on and would like peoples oppinions.
They were not created using the ARG rules but I rather went with what I thought fitting.
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Gnomes
- +2 Constitution, -2 Strength: Gnomes are not very strong because of their short stature, but they are incredibly enduring and resilient.
- Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow and Steady: Gnomes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
- Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
- Hardy: Gnomes receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Kaas
- +2 Strength, +2 Constitution, -2 Intelligence: Kaas are exceptionally strong and tough.
- Medium: Kaas are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Kaas have a base speed of 30 feet.
- Low-Light Vision: Kaas can see twice as far as humans in conditions of dim light.
- Armored Hide: Kaas have a +2 natural armor bonus from their thick fur.
- Fearless: Nezumi receive a +2 racial bonus on all saving throws against fear.
- Intimidating: Kaas receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Sure-Footed: Kaas receive a +2 racial bonus on Acrobatics and Climb skill checks.
Kaas are tall and powerful humanoids who frequently grow to seven feet of height and beyond. Their bodies resemble muscular humans covered in light brown hide and their heads resemble both mountain lions and wolves with horns like those of a wild goat or ibex. Their heads are covered in dark brown manes like those of a lion. Kaas are at home in the northern mountains and are strong climbers, but they have spread out into the lowlands many generations ago and can be found all over the colder climates of the Ancient Lands.
Nezumi
- +2 Dexterity, -2 Charisma: Nezumi are agile but often erratic and short tempered.
- Medium: Nezumi are medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Nezumi have a base speed of 30 feet.
- Low-Light Vision: Nezumi can see twice as far as humans in conditions of dim light.
- Armored Hide: Nezumi have a +1 natural armor bonus from their thick fur.
- Fearless: Nezumi receive a +2 racial bonus on all saving throws against fear.
- Keen Senses: Nezumi receive a +2 racial bonus on Perception skill checks.
- Sure-Footed: Nezumi receive a +2 racial bonus on Acrobatics and Climb skill checks.
Nezumi are humanoids standing somewhat under 5 feet tall and are found in many of the southern jungles of the Ancient Lands. They are covered in short sand-colored fur and have faces resemling those of rodents or dogs. Often making their homes in the trees above the forest floor, they are very good at climbing and even jumping from tree to tree. Nezumi are very daring and at times might even seem suicidal when it comes to taking risks, but it has served their race very well against the many threats of the wilderness.
There are no dwarves, orcs, or halflings in the setting and these three are kind of replacing them, so I took rather generously from their traits. Other races are humans, elves, half-elves, and lizardfolk.
What I am still a bit unhappy about is that the Nezumi don't really have any traits that are unique to them and not shared by any of the other races.
| VRMH |
What I am still a bit unhappy about is that the Nezumi don't really have any traits that are unique to them and not shared by any of the other races.
Since your fluff has them as "risk takers", why not give them the option to take 10 at any time (even when threatened or distracted), but deny the option to ever take 20?
| j b 200 |
Kaas are a little too good for martial classes. Str and Con plus Natural armor pretty much makes them the best race for Fighers/Barb/Pals/Monks, heck even for Clerics,Rogues and Bards they're a good choice. You should try to avoid making a race too tilted toward physical vs. magical classes.
| Yora |
Yeah, that was also something I was concerned about. In Lizardfolk, this is migitated with the racial HD but this way, it's really quite strong.
I think I might probably remove the bonus to Constitution and just leave it at +2 Strength. Maybe give them something like Endurance as an ability, to represent their resistance against harsh environments.