Custom Race: Shoary I want your imput


Homebrew and House Rules

Silver Crusade

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I've run them a few times, and think I should put up the race itself to the lashings, and odd thinking of the internet. Tell me what you think, and critique away.

Shoray are cute little sheep-like humanoids that are industrious, harmonious, and organized. They are somewhat childlike in nature and personality, but smart.

Size: Medium (Average around 5'1)

+2 Con +2 Chr

Trusting: -4 to sense motive

Team Players: If a shoray has a teamwork feat, all other shoary count as if they also possess that teamwork feat if they would gain a benefit at that time. (IE: even if he doesn't have the feat for it, a shoray fighter gives the shoary rouge his teamwork flanking bonus, and gets the bonus himself. But ONLY if he's in the right position.)
Shoray gain a +4 assistance bonus, instead of a +2, if given by another shoray.

Musical: Shoray gain a +1 to caster level if using the Maestro Bloodline. They also gain double bonus from musical morale effects, such as a bard.

Favored classes Bard & sorcerer

Background: Created on the world of Quassliam as a race of harmonious servants, Shoray were taken and put into a pocket plane for the "Unblananced things" of the multiverse by an old, now extinct pantheon. They were freed by a group of planes traveling adventurers, and have grown from a small minority, to a major race across the south-lands in recent years.
Shoray share many values with Halflings & Dwarves, food, hearth, family. But are a builder race that are constantly seeking new lands, and new things to do. They are incredibly social among themselves, friendly and warm around others. If this sounds like a race too nice to survive, you would've been right. But years in the "rejected world" have hardened them as a race of survivors. Shoray work in perfect harmony, and this is never more evident than when forced to defend themselves.
Shories love stories and song, there is nothing they like better.
Funfact: on their birthday shoray give little presents rather than receive them.
Psychology: "like being lobotomized with sugar packets" according to a wizard turned into one. On a subconscious level Shoray are naturally trusting, open with both themselves, and others. They have an almost childlike glee, and love life.

Creator note: I overheard some goths at Mc Donalds griping about how "the whole world is filled with sheeple" and the idea developed into a cute race of promiscuous, expansionist, genuinely compassionate conformists. Giving them a slightly creepy Disney cheery vibe, with musicals and everything. The players are tense and waiting for the other shoe to drop, and it never will.

I am playing one in a recent game, and after failing his spellcraft to identify and cure stat drain spell, Abel tried to "hug the stupids away" until the cleric regained his mental stats.

Shadow Lodge

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I think the concept is brilliant but they could use a bunch more racial features. Have you seen the bajillion options Humans/Half-Elves/Tieflings/Orcs/Halflings/all of them have? I think you should add in a bunch more.

I also think they should definitely have a racial penalty to Wisdom. Everything you've described about them points to it. Take away the -4 to Sense Motive and apply the -2 penalty to Wisdom instead - that's more than enough for the race to be given a "gullible" (and distractable) flair.

They're musical? Give them a racial bonus on musical perform checks.

The teamwork thing is really cool but also a bit "off" in terms of balance. It will strongly encourage players to build all-Shoray parties, which might be cool, but it causes Shoray to lose almost all their racial features if they're the only one of their race in a group. Essentially, it's too powerful if the entire group is built around it (each Shoray takes 1-2 teamwork feats, and then the entire party has EVERY FEAT), and utterly useless if the party isn't built around it (no other Shoray, no benefit).

I would suggest changing it like this:

Size: Medium (Average Height: 5'1)

Ability Scores: +2 Con, +2 Cha, -2 Wis - Shoray are resilient and charming, but naive and innocent.

Musical Affinity: Shoray sorcerers with the Maestro bloodline cast bloodline spells at +1 caster level. Shoray also gain double the normal morale bonus from musical effects, including bardic performance.

Musical Aptitude: Shoray receive a +2 racial bonus to Perform checks related to music.

Team Players: Shoray are naturally cooperative people, and are particularly skilled at adapting to their allies' actions. Their allies receive the full benefit of their own teamwork feats as if the Shoray possessed any teamwork feats they do. The Shoray only receive the benefits of these feats themselves if they actually possess the feat in question.

Able Assistant: Whenever a Shoray successfully performs an aid another action, she grants her ally a +4 bonus instead of the normal +2.

Distractable: Shoray are fascinated by bright colors and visual effects, and suffer a -2 penalty on saving throws against pattern spells.

Maybe some other options too. Just a few suggestions that I've considered for my own "childlike" race - hope you like some of them!


I like this race lol and if they are builders of the world as I understood flavor text theyshould get static feat skill focus (engineering or craft or preform) the platform is due to musical side but the craft due to building knowledge if you want to play it as you studied it but don't have the steady enough hands or such

Silver Crusade

Back from running around and working.
Those are good ideas from both Morph and Count.

Shoray aren't the only builder race around, they reside somewhere between Dwarves and Halflings on the cultural stereotype list.
I'm going with some of Morph's changes, and thinking up a few racial options and types.

in keeping with the creepy innocent vibe, the players have encountered "Silver manes" the occasional odd silver shoray that the others all treat like a mayor, elder, and consul all in one.

5% of Shoray are born "in the silver" giving them a low level empathy with their own race. they tend to be more serious, and if the rest of the race is a choir. They are the conductors.

Silver Crusade

Now that I have more time, I'll explain.
Silver Manes are "born to lead" and are sort of the teenagers amid a village of innocent children. That is where the concept came from. Shoray listen to them, and they carry great weight in a conversation. But overall the village is a semi-democratic system.

Grand Lodge

There actually is a race that exists much like this a sort of tiered species.... The Dark Folk with it's Dark Stalker leaders and Dark Creeper underlings. I think there are other Dark Folk components, I just don't recall them right now.

Silver Crusade

I know about them, but I decided to go for a brighter race.


Doubling the moral bonus can be pretty strong. I know I game with a group that constantly ensures SOMEONE is pumping out as high a morale bonus as possible. So beware. Otherwise, I love the flavor.


Have "Silver Wool" (manes implies predator) as a racial feat that can only be taken at level one and gives a +4 Diplomacy bonus when dealing with other Shoray.

I don't see a bonus to craft skills or perform, as both of those imply an individual ambition that goes against the Shoray idiom. Their cooperation helps them build quickly and effectively, but doesn't lend itself to innovation. They hum happy little songs to themselves,and even sing together, but -love- when wandering minstrels come to town, and such people will be kept in room, board, and creature comforts by the Shoray for as long as they are inclined to stay.

Playing the same songs and telling the same stories.

Over and over again.

For months.

To the unmitigated delight of the Shoray (and their cute little lamb-children).

Silver Crusade

Craig: That was why I originally going to make it just Shoray to other shoray. But I'm rethinking, allowing it to come from anywhere.

I think that's a good idea Goat, "Silver Wool" I like that. I thin k I'll use that idea. Shoray don't invent but they innovate. For example they might pass around the same story, and it changes slowly story becomes myth, and myth becomes legend. I've been rereading Lord of the Rings, Fellowship of the Ring, and the information on tolken's hobbits, what the Shire and Bree, are like are inspiring me on how to do this.

An example I gave early for "innocent bigotry" such as a small village coming to the conclusion that elves have wings because an elven wizard used a fly spell to fly to their aid a century back. Now two generations later they've taken Occam's Razor to it.
Actually did this in the more recent game, they made the elf a hang glider as a gift because "he didn't have wings like the other elves"

Another thing I added, the game world is Chivalric age, with cannons, morters, and the occasional musket. The players made the mistake of giving guns to the first shoray village they encountered as trade goods.
At the same time the druid taught them about conservation, so the little guys didn't ravage the jungle they'd been plopped into.

Now a century later "The Commonwealth" is a loose confederation of towns and three small cities that trades exotic goods (coffee, peppers, and so forth) with the part of the world the game takes place in.

I've developed the Commonwealth, if it ever comes up. I've done a lot of work on their values, but not on Security & Law.

So here's the idea:
in most towns & villages the watch is mostly a volunteer group, known as either the "Constables" or "Bounders" they were originally firemen and engineers, but as the trade routes grew, and the world was more dangerous, they became a town watch. They still wear the red shirts and overalls with their mail, have unique helmets, and carry axes because of this. Most of the time constables deal with the occasional missing person, or sort out disputes and complaints. Occasionally they chase off goblins, gremlins, and kobolds.
Constables are always polite and calm, and willing to explain why you can't do this or that. They also have the power to punish, shoray believe in "constructive punishment" instead of incarcerating criminals, they are set to work the unpleasent jobs. Such as bucket man when a cesspit has to be cleaned.
In times of actual trouble such as dragons, orc hordes, ect. Shoray form a well disciplined "militia" which fight in close formation akin to a hoplite or roman legion, often backed up with muskets from behind heavy fortifications. It's in seigecraft that the little buggers show their worth.
Shoray do not innovate, they improve on old designs. Given cartridges, and muskets, they created "crank guns" and "crank-scorpions" which require seven crew to operate.
There is no unified system of government, it's mostly a democratic forum, but shoray do not war among themselves, political disputes are usually resolved with the two parties working together on a project, or a fistfight that does not involve the community as a whole. (Think if the king of england, and the king of france had fought like angry kids instead of involving armies...)

phew, more on other stuff later.

Shadow Lodge

I once again caution you to avoid making anything "only other Shoray" unless Shoray are a NPC race only. You should encourage players' abilities to work with one another, not give the players abilities which only work in rare situations.

Silver Crusade

I was worried about making them overpowered morph.
but I'm going to go with your suggestions on that.

Shadow Lodge

Vulpae wrote:

I was worried about making them overpowered morph.

but I'm going to go with your suggestions on that.

I'd just tone down the level of the power, overall. If they'd be overpowered if you gave the ability to everyone, then they'd be overpowered anytime a player group built an all-Shoray party to exploit the powerful racials.

I'm loving your creativity on this, can't wait to see any revisions you decide to make. :)


Also, you should avoid having racial abilities that affect specific class features for the same reason, only more extreme.

The "+1 sorcerer bloodline" thing that the ifrit/tiefling/etc have is only there because of the flavor of having a magical bloodline matches up. Even then, they come loaded now with a bunch of options to replace that trait.

If the party doesn't have a bard, the Shoary isn't a sorcerer, and is the only Shoary in the party, the only racial trait that still has an effect is Trusting—only their weakness.

Throw the sorcerer, bard, and teamwork feats bits out the window completely, and come up with something that will work for more than just one party composition.

EDIT: Morphling's version is much improved. One thing I would suggest actually would be making them small sized. That's how I imagine them perosnally. It fits with the idea of "little guys banding together".


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A suggestion following on the sorcerer and bard, have the two traits be accompanied by an alternate trait for ram's horns or hooves.

Following further on Ellis' suggestion, perhaps a +1 CL to beneficial 'group' spells. That opens up a benefit for other classes, while the horns and hooves give an option for martials.

ooh, a trait called "steel wool" for +1 natural armor!

Shadow Lodge

Terronus wrote:

A suggestion following on the sorcerer and bard, have the two traits be accompanied by an alternate trait for ram's horns or hooves.

Following further on Ellis' suggestion, perhaps a +1 CL to beneficial 'group' spells. That opens up a benefit for other classes, while the horns and hooves give an option for martials.

ooh, a trait called "steel wool" for +1 natural armor!

All of these suggestions are awesome! Steel wool... haha. Still chuckling at that.


The Morphling wrote:
All of these suggestions are awesome! Steel wool... haha. Still chuckling at that.

Many thanks! It kind of flows naturally (from my point of view) from the flavor and ideas of the OP. I think the Shoary (Shoray?) would be a great addition to a campaign.

To be fair, the steel wool comes from a far more creative source:

Gary Larson wrote:
It is a known fact that the sheep that give us steel wool have no natural enemies.

Wish I could have found a picture of the comic :P

Silver Crusade

Let's start with:
Size: medium (Average Height: 4'5, barely inside the medium catagory)
Weight: 85Lbs

Ability Scores: +2 Con, +2 Cha, -2 Wis - Shoray are resilient and charming, but naive and innocent.

Musical Affinity: Shoray sorcerers with the Maestro bloodline cast bloodline spells at +1 caster level. Shoray also gain double the normal morale bonus from musical effects, including bardic performance.

Musical Aptitude: Shoray receive a +2 racial bonus to Perform checks related to music.

Team Players: Shoray are naturally cooperative people, and are particularly skilled at adapting to their allies' actions. Their allies receive the full benefit of their own teamwork feats as if the Shoray possessed any teamwork feats they do. The Shoray only receive the benefits of these feats themselves if they actually possess the feat in question.

Able Assistant: Whenever a Shoray successfully performs an aid another action, she grants her ally a +4 bonus instead of the normal +2.

Distractable: Shoray are fascinated by bright colors and visual effects, and suffer a -2 penalty on saving throws against pattern spells.

Militia trained: all shoray know how to use spears, pikes and halberds regardless of class.

Alternate Racial options:
Born in The Silver: through some quirk you were born with silver wool, marking you as a natural born leader. average Height now 5'7 Automaticly gain Leadership at level 5 in regards to shoray only. replaces distractible and team players. +4 diplomacy with other shoray.

Iron Wool: you were born amid the forges and workshops, this has hardened your body, and given you an appatude with mechanical things.
+2 natural armor, may take 10 on craft and Disable Device checks even in combat. Craft engineering is a class skill.
This replaces Musical Talent

Racial Background traits
Religious:
Shepard: Eliminate -2 wis penalty, replace with -2 str, you were raised amid one of the small village chapels. As such you have never engaged in manual labor, but a life of contemplation, prayer, and education makes you wiser.
Social: Standard, no traits thought of yet.

Magic:
Musical Magic: Raised around magic all your life, You are adept at countering magical music. May use countersong, still requires spellcasting abilities.

Silver Crusade

Figured I'd give them a racial god, "the good shepard"


The Morphling wrote:
I once again caution you to avoid making anything "only other Shoray" unless Shoray are a NPC race only. You should encourage players' abilities to work with one another, not give the players abilities which only work in rare situations.

Ratfolk have stuff with other Ratfolk.

If you give them anything with only other Shory, though, especially the teamwork feat thing, you should have a Black Sheep alternate racial trait that gives them a bonus on their own.

I like the idea of SOME bonus with teamwork feats, but I don't know what kind.

Edit: Bonus to Aid Another? Edit Edit: I see you added that. The suggestion for Black Sheep stands.

Silver Crusade

hmmmm... anyone else notice that teamwork feats only get taken when you can ignore or cercumvent the requirements somehow?
I think it's because two players have to invest in the same feat, when there are so many more useful feats they could both take.

Silver Crusade

Time to flesh out their god.
"The Good Shepard" NG
The Shoary worship a single god, as opposed to a pantheon. It actually has no symbol, nor name, and the shoray resist any attempts to give it either. Shoray adopt the customs and habits of the surrounding races, dwarves, humans, elves, ect. When living in those cities. They adopt the trappings and rituals, but maintain a respectful distance from other gods.
Actual rituals are rare, there is a weekly service, and often a yearly festival that has to do with the community at large.
This is actually linked to the fact the deity that oversaw their creation is long since gone. Yet they were built as a pious race, and have filled the void.

In practice Shoray treat The Shepard as a good father and gentle guide who is all around them, in the trees, the rivers, the wind, the movement of a city crowd. At the moment a few phrases, tunes, and omens pop up often enough that it may develop from small chapels into a full blown religion.
"we are shaped by fate, and we shape fate itself." and refrences to "the music of creation" also pop up among the chapel priests from time to time.
This may actually be creating a new minor god, only time will tell.

Domains: Life (subdomain: mercy), Community, Healing, Fate, Music

The Village Chapel: One of the first buildings shoray explorers erect upon finding lands in which to settle is a chapel. The chapel remains wooden and largely unchanged unless damaged by natural events (or monster attacks) It also acts as a somber forum where important community decisions are made. As opposed to the town hall, which is largely a combination of rowdy tavern and meetinghouse. The mayor is closer to a barkeep who also keeps the paperwork and taxes straight. Usually a Silver.
The Chapel by contrast is a place for silent contemplation, albiet with a low musical hum from the priests that seems to aid meditation. There is no high priest position, but usually one rises to the front via natural talent and understanding. The priests are largely scribes and healers. Who maintain the written history of the community, and use both herbs and magic to heal.
It is an interisting note that wizards and sorcerers learn their magical trade at the chapel as well.


teamwork feats are a cool idea as they encourage tactical thinking and planning, but in practice the investment is usually too steep for the reward.

Silver Crusade

that's why I did what I did.

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