10 New Race Write Ups for my P6 Campaine setting Feedback wanted.


Homebrew and House Rules


Background on my unnamed setting. Up until about two hundred years ago the Human race ran a multi-continent spanning super empire. The empires interests lay in the advancement of Human civilization though the use and perfection of Arcane magic. Then everything went wrong and the magics that Humanity used in it's everyday life suddenly became undone and the backlash destroyed not just the empire, but humanity itself. Those humans who died and stayed dead where the lucky ones, many more reanimated to varying forms of intelligence and awareness. Those who didn't die, spawned an existence so abhorrent that death is a kindness. In it's wake humanity left behind Chaos. While many of the races that humanity dominated had good reason to resent the repressive system that humanity put into place, now many romanticize the stability of the period.

Design notes: These races are designed using the rules outlined in Advanced Races guide and I'm attempting to build them to around the 15 point level. Some have obviously more powerful traits than standard races. I have at least 6 more races to add to these Including the Four elemental Human offshoot races (The only "Human" race available to players), Golumoids (Human build Constructs based on the Androids [Basically Warfored]), and Kobolds. A few others are rolling around as well. The Human race stats presented are the stats of the Human race before they where wiped out, presented just to show something of what this setting humans where like.

P6 Campaign: This setting is designed around the P6/E6 rule set. Meaning that characters don't advance past level 6 and only gain more bonus feats as things go on.

My descriptions here are going to be short. I'm really just looking for some rough feedback on how people feel about the races mechanically. I know some of the names suck, they are place holders mostly.

Quercolve:
Quercolve
Concept: Humanoid Wolves who are as much plant as mammal. In later stages of their lives they turn into immobile trees that live for decades longer than their younger humanoid selves. Quercolve are one of the original races that allied with the human empire. They are often credited as being the race that had the most success in tempering the more destructive impulses of the Human race. While they of
Standard Racial Traits
Ability Score Racial Traits: Quercolve gain +2 Con, +2 Wis, and -2 Cha.
Type: Quercolve are humanoids.
Size: Quercolve are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Quercolve have a base speed of 30 feet.
Languages: Quercolve begin play speaking Common and Sylvan.
Spell-like ability(1 RP): Quercolve can cast entangle once per day as a spell-like ability. The caster level for this ability equals the quercolf's class level.
Low-Light Vision (1 RP): Quercolve can see twice as far as a race with normal vision in conditions of dim light.
Scent (4 RP): Members of this race gain the scent ability.
Treespeech (2 RP): Quercolve have the ability to converse with plants as if subject to a continual speak with plants spell.
Plant-like Flesh (3 RP): Quercolve are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against mind-affecting effects, paralysis, poison, polymorph, and stunning. Quercolve are treated as both plants and humanoids for the purpose of magical effects.
Chlorophyll Recovery (3 RP): Once per day a Quercolve below max hitpoints may trigger as a swift action fast healing 2 as long as they are exposed to sunlight (Natural or Magical, however magical light must still be sunlight to trigger this effect). Quercolve can heal up to 2 hit points per level per day with this ability. In addition as long as they have at least 10 minutes exposure to sunlight per day they may eat half as much other humanoids. They still require the same amount of water.
Sociable: When a quercolf attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, she can try to influence the creature a second time even if 24 hours have not passed.

Tengu:
Tengu
Concept: Aven humaniods. Various groups of traveling bands very few lands of their own. Distrusted by most other races while at the same time useful because they bring news from far reaching places and goods from across the empire. It is said that master Tengu swordsmen taught the humans the art of sword play before the human kingdoms unified into one empire.
Standard Racial Traits
Ability Score Racial Traits: Tengu gain +2 Dex, -2 Con, and +2 Wis.
Type: Tengu are humanoids with the Tengu subtype.
Size: Tengu are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tengu have a base speed of 30 feet.
Languages: Tengu begin play speaking Common.
Skill Bonus: Tengu have a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengu have a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Gliding Wings: Tengu take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, a tengi can move up to 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. A tengi with gliding wings cannot gain height with these wings alone; she merely coasts in other directions as she falls. If subjected to a strong wind or any other effect that causes the tengi to rise, she can take advantage of the updraft to increase the distance she can glide.
SwordTrained: Tengu are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Carrion Sense: Tengu have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Low-Light Vision: Tengu can see twice as far as a race with normal vision in conditions of dim light.

Rabbit-Folk:
Rabbit-Folks
These guys are pretty much end up taking the place of Haflings. Didn't really mean for that to happen but when I was thinking what a Rabbit race would be like I was like, honestly I think Tolken based Hobbits on Rabbits the more I think about it.
Standard Racial Traits
Ability Score Racial Traits: Rabbit-folks gain -2 Str, +2 Dex, and +2 Wis.
Type: Rabbit-folks are humanoids with the rabbit subtype.
Size: Rabbit-folks are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Rabbit-folks have a base speed of 30 feet.
Languages: Rabbit-folks begin play speaking Common.
Lucky (2 RP): Rabbit-folks have a +1 racial bonus on all saving throws.
Skill Bonus (4 RP): Rabbit-folks have a +2 racial bonus on Acrobatics and Perception checks.
Silent Hunter (2 RP): Rabbit-folks reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this trait).
Jumper (2 RP): Rabbit-folks are always considered to have a running start when making Acrobatics checks to jump.
Sprinter (1 RP): Rabbit-folks gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Underfoot (2 RP): Rabbit-folk must train hard to effectively fight bigger opponents. Rabbit-Folk with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks
Low Blow (2 RP): Some Rabbit-Folk train extensively in the art of attacking larger creatures. Rabbit-Folk with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.

Merfolk:
Merfolks
Concept: This settings Merfolk live near the shore line and spend equal amounts of time on waters as they do on land. Their bodies are not adapted for the rigors of super deep areas of the ocean so they stick to the continental shelf areas. They prefer the warmer climates of the south and avoid the colder waters of the north as there native range. They where the most powerful empire and resisted being absorbed into the human empire the longest. They where also the least effected by the fall of humanity though that is not to say they where unaffected. Merfolk generally dislike Lizard-folk who the humans used extensively against them in there campaign of conquest and who they battle for river and swamp territory with.
Standard Racial Traits
Ability Score Racial Traits: Merfolks gain +2 Con and +2 Cha.
Type: Merfolks are humanoids with the merfolk subtype.
Size: Merfolks are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Merfolks have a base speed of 30 feet.They also have a swim speed of 30 feet, which also grants them a +8 racial bonus on Swim checks.
Languages: Merfolks begin play speaking Common.
Defense Racial Traits
Natural Armor: Merfolks have a +2 natural armor bonus to their Armor Class.
Power in the Blood: Merfolks have a +1 racial bonus on all saving throws.
Quick Reactions Merfolks receive Improved Initiative as a bonus feat.
Low-Light Vision: Merfolks can see twice as far as a race with normal vision in conditions of dim light.
Water Sense: Merfolks can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious: Merfolks are amphibious and can breathe both air and water.


Lizardfolk:
Lizardfolks
Lizardfolk primarily live in the settings swamps and tropical forest areas. They never established an extensive civilization and benefited heavily from there position in the human armies. Before the fall many Lizardfolk lived in the cities of their human masters. Now however a Lizardfolk are a rare sight outside of the swamps. Lizardfolk have bad relations with Merfolk, Gripplis and Lizardfolk are in a constant battle in the swamps for territory and it's not uncommon for some Lizardfolk to use the frog people as food. Lizardfolk have a healthy respect for Kerator who also served in human armies, but also where likely to rebel against the human empire.

I honestly feel like my Lizardfolk are uninteresting. They have a collection of natural attacks, but I'm not sure how great those really are. I've never really played with natural attacks much, I know in some builds they can't be powerful.

Standard Racial Traits
Ability Score Racial Traits: Lizardfolks gain +2 Con, +2 Wis, and -2 Cha.
Type: Lizardfolks are humanoids with the reptilian subtype.
Size: Lizardfolks are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Lizardfolks have a base speed of 30 feet.They also have a swim speed of 30 feet, which also grants them a +8 racial bonus on Swim checks.
Languages: Lizardfolks begin play speaking Common.
Natural Armor: Lizardfolks have a +2 natural armor bonus to their Armor Class.
Resistant: Lizardfolks have a +2 racial bonus on saving throws against mind-affecting effects and poison.
Natural Weapons: Lizardfolks have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Slapping Tail: Lizardfolks have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the lizardfolk's Strength modifier if Small, 1d8 points of damage plus the lizardfolk's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the lizardfolk's Strength modifier if Large.
Natural Weapons: Lizardfolks have a bite primary natural attack that deals 1d3 damage.
Low-Light Vision: Lizardfolks can see twice as far as a race with normal vision in conditions of dim light.
Hold Breath: Lizardfolks can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.


Gripplis:
Gripplis
The tropical Frog Folk! I decided to make mine interesting and have a certain percentage of females be born as medium sized aggressive form of the race.
Standard Racial Traits
Ability Score Racial Traits: Gripplis gain -2 Str, +2 Dex, and +2 Cha.
Type: Gripplis are humanoids with the gripplis subtype.
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Gripplis have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
Languages: Gripplis begin play speaking Common.
Spell-like ability: Gripplis can cast hypnotism once per day as a spell-like ability. The caster level for this ability equals the grippis's class level.
Jumper: Gripplis are always considered to have a running start when making Acrobatics checks to jump.
Terrain Stride: Gripplis can move through natural difficult terrain at their normal speed while in swamps. Magically altered terrain affects them normally.
Toxic: A number of times per day equal to her Constitution modifier (minimum 1/day), a grippis can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the grippis to be injured when it uses this ability). Applying venom in this way is a swift action.
Paralytic Venom: Injury; save Fort DC 10 + 1/2 the grippis's Hit Dice + the grippis's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Terrifying Croak (Su): Once per hour as a standard action, a grippis can emit a thunderous croak. Any creature not of her subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the grippis's character level + the grippis's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the grippis's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Swarming: Gripplis are used to living and fighting communally with others of their kind. Up to two Gripplis can share the same square at the same time. If two Gripplis that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Darkvision: Gripplis can see in the dark up to 60 feet.
Hold Breath: Gripplis can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Agile Tongue: Gripplis have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

Giant Female Gripplis
Standard Racial Traits
Ability Score Racial Traits: Gripplis gain +2 Str, +2 Con, and -2 Int.
Type: Gripplis are humanoids with the gripplis subtype.
Size: Gripplis are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Gripplis have a base speed of 30 feet.
Languages: Gripplis begin play speaking Common.
Jumper: Gripplis are always considered to have a running start when making Acrobatics checks to jump.
Terrain Stride: Gripplis can move through natural difficult terrain at their normal speed while in swamps. Magically altered terrain affects them normally.
Toxic: A number of times per day equal to her Constitution modifier (minimum 1/day), a giant grippis can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the giant grippis to be injured when it uses this ability). Applying venom in this way is a swift action.
Paralytic Venom: Injury; save Fort DC 10 + 1/2 the giant grippis's Hit Dice + the giant grippis's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Terrifying Croak (Su): Once per hour as a standard action, a giant grippis can emit a thunderous croak. Any creature not of her subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the giant grippis's character level + the giant grippis's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the giant grippis's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Swarming: Gripplis are used to living and fighting communally with others of their kind. Up to two Gripplis can share the same square at the same time. If two Gripplis that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Frenzy: Once per day, whenever a giant grippis takes damage, she flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a -2 penalty to AC.
Darkvision: Gripplis can see in the dark up to 60 feet.
Hold Breath: Gripplis can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Agile Tongue: Gripplis have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.


Kerator:
Kerators
Concept: Humaniod Rhino with a U-shaped horn. Militaristic culture based on honor and ancestor worship. Heavily armored and very comfortable in armor.
Standard Racial Traits
Ability Score Racial Traits: Kerators gain +2 Str, -2 Dex, and +2 Wis.
Type: Kerators are humanoids with the kerator subtype.
Size: Kerators are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Kerators have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Kerators begin play speaking Common.
Natural Armor (2 RP): Kerators have a +1 natural armor bonus to their Armor Class.
Stubborn (2 RP): Kerators have a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a kerator fails such a save, she receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the kerator has a similar ability from another source (such as a rogue's slippery mind class feature), she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Eternal Hope (2 RP): Kerators have a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, a kerator may reroll and use the second result.
Armor Proficiency (1 RP): Any suit of armor that a Kerator is wearing with which it is proficient has it’s armor check penalty reduced by one, it’s max dexterity increased by one and counts as one category lighter when being slept in for purposes of determining fatigue.
Feat and Skill Racial Traits
Curiosity (4 RP): Kerators are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Movement Racial Traits
Sprinter (1 RP): Kerators gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Offense Racial Traits
Horn (1 RP): Kerators have a gore primary natural attack that deals 1d6 damage.
Powerful Charge (2 RP): Whenever a kerator charges, she deals twice the number of damage dice with her gore attack plus 1-1/2 times her Strength bonus.
Weapon Familiarity (1 RP): Kerators are proficient with Kerator mauls (1d10 x3 B Deadly, One Handed Exotic) and Kerator Horn Caps (Increase Gore to X3 Critical and allow magical enhancements)

Ant-folk:
Ant-Folks
This will likely be the stats for heroic Ant-folk. Most in the colony will likely be little more than drones with even harsher Int penalties. I'm still hashing out the concept.
Standard Racial Traits
Ability Score Racial Traits: Ant-folks gain +2 Str, -2 Int, and +2 Wis.
Type: Ant-folks are humanoids.
Size: Ant-folks are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Ant-folks have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
Languages: Ant-folks begin play speaking Common.
Natural Armor: Ant-folks have a +1 natural armor bonus to their Armor Class.
Desert Runner: Ant-folks receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Fearless: Ant-folks have a +2 racial bonus on all saving throws against fear effects.
Stonecunning: Ant-folks receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Swarming: Ant-folks are used to living and fighting communally with others of their kind. Up to two ant-folks can share the same square at the same time. If two ant-folks that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Breath Weapon (Su): Ant-folks have a breath weapon usable 2 times per day. This breath weapon deals 1d6 acid damage in a 15-foot cone. Creatures caught in the breath weapon must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the ant-folk's character level + the ant-folk's Constitution modifier.
Weapon Familiarity: Ant-folks are proficient with heavy picks and pickaxes.
Hexapod: Ant-folks possess six legs and two arms, granting them a +8 racial bonus to CMD against trip attempts. In addition, Ant-folks use weapons and armor as if they were Medium (instead of Large).

Android:
Androids
These Androids are based on those presented by Pazio. However I've changed quite a bit. This settings androids where made by outsiders and sent to the mortal plane to keep watch on humanity from breaking fundamental laws of the Universe. Given the fall of humanity and no contact with there creators they now have to find their own purpose. I feel constructed maybe to strong even with it's drawback. I'm up in the air about it. But it will be a shared Trait with the Golumoids.
Standard Racial Traits
Ability Score Racial Traits: Androids gain +2 Dex, +2 Int, and -2 Cha.
Type: Androids are humanoids with the android subtype.
Constructed (2 RP): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Size: Androids are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Darkvision (2 RP): Androids can see in the dark up to 60 feet.
Low-Light Vision (1 RP): Androids can see twice as far as a race with normal vision in conditions of dim light.
Aware (2 RP): Androids gain a +2 racial bonus on Perception checks.
Emotionless (–1 RP): Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Prehensile Hair (4 RP): The Android can instantly use it’s nanites to cause it’s hair (or even her beard or mustache) to grow up to 5 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. An Andorid can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small Android). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.The hair cannot be sundered or attacked as a separate creature. Pieces cut from the Android’s elongated hair shrink away to nothing. Using her hair does not harm the Android’s head or neck, even if she lifts something heavy with it.
Pigment Alteration (2 RP): Android have the ability to shift their skin pigmentation using their nanites this allows them to blend into their surroundings or allow them to change their features to look like someone else. Androids gain a +1 bonus on Disguise and Stealth Checks
Nanite Surge (3 RP): An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Humans:
Humans
These stats will only be useful to me for Undead and Aberration NPC humans. Mostly here for historical reasons.
Standard Racial Traits
Ability Score Racial Traits: Humans gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Type: Humans are humanoids with the human subtype.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Skill Training: Humans may select two skills from the following list: Knowledge (Arcana), Use Magic Device, Spellcraft, and Linguistics. The two selected skills are always considered class skills.
Arch-Magic: Humans have a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Weapon Familiarity: Humans are proficient with short swords and may select one other weapon one handed sword or the Bladestaff. If this weapon is a martial weapon they gain proficiency with it, if it’s an exotic weapon they treat it as though it were a martial weapon.


That Android looks pretty cool!

When it comes to Ant-folk, how does Hexapod work with foot magic items slots? Do they need 6 boots of haste? Can they do 3 different types of magic boots?


What's in the box? wrote:
That Android looks pretty cool!

Thanks I really liked the core idea of the Android and wanted them to be set up kind of as observers of humanity, but with some neat un-human tricks built in. I really enjoy how the hair is set up because not only is a cool racial trait but it also allows for duel weilding of pistols, like the weird gun slinger build. One pistol in each hand and reload with your hair! Still a really ineffective fighting style, but doable and fun. Androids will also be the origin point for firearms in setting.

What's in the box? wrote:
When it comes to Ant-folk, how does Hexapod work with foot magic items slots? Do they need 6 boots of haste? Can they do 3 different types of magic boots?

This is actually a good question. As per my general understanding with races with multiple legs you only have one foot slot. However they likely will not be able to use foot gear made for most humanoid races without some kind of magical modification.


Sorry that this isn't really addressing the question on the races, but I found that e8 actually works best for Pathfinder. A lot of things cap off nicely at 8 in Pathfinder (like, half the system), and if 4th-level spells are your concern you can always limit/remove them or turn them into "ritual" spells that take minutes to cast. It's nice having 3/4 BAB classes get their second iterative, along with capping off a lot of great abilities (greater spirits for shamans, third bloodrage ability, monk unarmed goes to 1d10, etc.). In my opinion, 8th is really the perfect end-point for a lot of the game's classes in terms of balance and when builds and stuff come online.

Don't worry, I'll read through the races here in a bit! I'm scarfing post-work food right now.


Puna'chong wrote:
Sorry that this isn't really addressing the question on the races, but I found that e8 actually works best for Pathfinder. A lot of things cap off nicely at 8 in Pathfinder (like, half the system), and if 4th-level spells are your concern you can always limit/remove them or turn them into "ritual" spells that take minutes to cast. It's nice having 3/4 BAB classes get their second iterative, along with capping off a lot of great abilities (greater spirits for shamans, third bloodrage ability, monk unarmed goes to 1d10, etc.). In my opinion, 8th is really the perfect end-point for a lot of the game's classes in terms of balance and when builds and stuff come online.

Yeah I'm still toying around with the concept of bumping things up to e8 instead. I totally agree that things would wrap up nicely at level 8. However the other side to it I'm seeing is the entire point of E6 in the first place and that is the power level of the character and the world you are trying to create. In many ways I have the world of Game of Thrones in mind for how strong I want my characters to be. And no matter how amazing the character is I just can place any character from SoIF being higher than level 6 with some extra feat. Certainly once you get a certain number of feats under your belt past 6th level you start to play more like a 7th or 8th level character. However that is different from a 8th level character with feats under his belt that starts to play like a 9th or 10th level character.

Puna'chong wrote:
Don't worry, I'll read through the races here in a bit! I'm scarfing post-work food right now.

I'll take any feed back I can get. Even if it's just on the system I plan to use.


It's less about the raw power of the characters and more about 8th being the stage where most classes or builds can "do their thing." Cleric domains get their second ability, druids have a lot of wild shape options 3/day, magi improve their spellstrike so it's pretty consistent, a bunch of rage powers and various talents can be taken at 8th, and in general things have felt balanced with everyone having something cool they can do. Wouldn't most people in Game of Thrones be pretty low level anyways? I feel like that more justifies keeping the game around levels 1-4 than "epic" 6. If it's a really gritty feel you're going for then I'd even limit things to 4th level, where classes can only get to 2nd level spells and some abilities start happening (like paladin, ranger, bloodrager spells, investigator studied combat, things like that). I have a campaign at 4th level now and I can see it being a great place to stop, as combats are fast and deadly.

Notes on races:

I don't understand the tree-wolf thing. Having an at-will 4th level bard spell is pretty crazy, and depending on how you adjudicate the actual effect it could end up being, "Well. He's just going to ask the weed how many guys passed by. No big deal." It isn't a terribly useful spell, but I'm always iffy about giving races big spells at-will. I'd completely remove sociable, as they don't seem sociable at all and it offsets the Charisma penalty in a big way (you do have a knack for giving the races abilities that mitigate any score penalties).

I'd give tengu a bonus to Charisma, as they seem like the gypsy race here. Their description makes them seem naturally suited to playing bards, and if they're always on the road being entertaining or having strong personal convictions seems fitting. Also, they're basically "Swashbuckler: THE RACE!!" and swashbucklers love theyselves charisma in a big way. I generally don't like tengu, though, because they're always played the same, so there's some bias here. I always see them played the same way, and bird-guy has never really appealed to me personally.

Rabbitfolk are pretty solid, and I'd honestly just swap out lucky for adaptable luck, or even take out low blow and skill bonus to have lucky and adaptable luck. They seem like the most balanced race, though, of the bunch.

I'm leery of the lizardfolk having claws, a tail, and a bite attack all as racials. The allure of having all of these by default in addition to racials that just give them toughness bonuses means players won't be anything but a barbarian or a ranger. I'd give them one of the natural attacks and try to find some other way of spicing them up, lore and mechanics-wise. They seem almost like a sort of tribal or "Shoanti" race, so playing up that angle could be beneficial. Give them endurance as a bonus feat, ferocity maybe. I'd even potentially say take the female gripplis enrage ability and slap it on here; now you have a race of wicked-tough lizard guys that would be great as a vanguard, while the rhino-dudes act as a sort of cavalry or shock-trooper. Push the idea that these dudes are just plain tough, Krogan-like beaters, and taking them out has been a pain for all of the other races. +4 to Con, -2 Cha could even give them a great unique niche, and if they're going to be primarily melee combatants that could be great (and give them that sweet orc witch archetype that uses Con as their casting stat. That's making my brain happy).

Merfolk getting Improved Initiative as a bonus feat is pretty crazy, and their stats otherwise suggest that they aren't necessarily fast. You're just rewarding not having any dexterity whatsoever between this and a natural armor bonus of +2. Also, pretty much every race gets a +2 to Wisdom. It seems a bit unbalanced this direction, and I think you'll find a distinct lack of Intelligence-based classes that aren't human or Android because of this. Not sure if that's intentional. Merfolk getting +2 Charisma seems strange too (are they like... MTG Odyssey merfolk?) and it would seem to me that they'd be sort of disdainful of all of the inferior land-dwelling races who don't have the privilege of living in their sweet underwater empire. They seem like +2 Con, +2 Int, -2 Cha would make sense. Maybe even minor water-themed natural spellcasting instead of improved initiative would be cool, and they'd have spells that make being above water more comfortable?

Gripplis getting a +2 to Charisma seems odd, and basing their croak DC off of that instead of Constitution makes them a MAD race. It makes sense to me that the bigger or more hardy gripplis would have a bigger croak. The female version has a LOT of combat ability, and I don't know why I'd choose any of these other races for a full-BAB class if I were looking at raw stats. +2 Str and Con with a -2 to Int is an optimizer's wet dream, and the free mini-rage means that the first encounter is going to be over pretty darn quick. Not to mention AoE demoralize AND poison as a medium race? That's a lot of abilities.

Curiosity doesn't make much sense to me on the Kerator. They feel like they'd be a brash and warlike race, so something more akin to the Lizardfolk's natural resistance would make more sense. With ancestor-worship, too, they could even do the thing that Eberron elves do and periodically commune with their dead relatives for advice. Also, I'd have to say be careful giving things a +2 Str racial. There's a reason there aren't any core races with a natural +2 there, and why back in 3.5 (at least in every group I ever played in) you pretty much were a half-orc if you were any kind of melee fighter. Especially in a shell that's otherwise wicked for melee classes. An endurance bonus would be cool, not overly powerful, and fit into how I picture a rhino. I'd even go with +2 Str, -2 Dex, +2 Cha and NO natural armor bonus (because that completely offsets the entire dexterity penalty!!) They don't seem wise, I never picture rhinos being wise, and if they're warlike they'd necessarily have strong personalities and constantly be charging into things.

The antfolk seem alright, and here I do like giving a small race a strength bonus. That basically reflects that they're little but, y'know, ants. So they're really frikkin' strong anyways. I'd keep them at small weapons because of this, and in most cases try to use centaur rules to imitate the multiple legs thing. Also, seeing that these have swarming, I'm wondering again why the gripplis have that feature as well. It makes the hive race much less unique among the races, and the gripplis have sooooooo many abilities already that losing that wouldn't hurt them at all. Especially since the medium sized version gets it as well.

Androids also have way too much going on. I don't understand the prehensile hair thing at all, and the nanite surge is way too much of a racial bonus to have with everything else. The drawback is essentially not a drawback, because Sense Motive rarely comes into play in exchange for in-combat abilities. These guys seem like they'd be a great half-elf/half-orc race to have a variable +2 along with the humans, and from your description of them I'm imagining them as a mix of Changeling and Warforged. I'd say give them default natural armor that they can swap for some kind of at-will disguise self, low-light vision, and possibly even Adaptable. Being treated as a construct (basically) and all the great stuff that's coming with that is more than enough.

Overall, I'd say take a look at the races and try to find a way for them to have a sort of cultural niche. Maybe the rhino-dudes are primarily paladins, inquisitors, and clerics and have a strong religious culture based on their ancestor-worship. Gripplis males could make excellent slayers, hunters, and rogues with their poison, and the females are all mostly barbarians and fighters (and seriously, nerf these dudes...). Lizardfolk seem like they'd have a fun "you-can't-kill-me-I'm-a-frikkin'-wall-of-flesh" theme going, while merfolk can be the elves of the sea. Tengu fluff seems like they'd be really REALLY awesome bards, swashbucklers (<-- these guys love their charisma, hint hint...), and cavaliers/samurai if they had a +2 to charisma instead of wisdom. Wolf-tree-guys seem pretty obviously shamans and druids, and rabbit folk are definite halflings here, but I'm not sure entirely the direction you're trying to go with the androids. I'd make them adaptable like the humans and designed to fit in wherever they've been sent and in whatever role they're created for. I also have no clue why they'd be doing hair-pistols, and you even mention in your rules text that they can't use the hair to wield weapons anyways...

Hopefully some of this helps! I know it's a lot of text, and I don't mean to just shut down any ideas you might have or plans for your own campaign. That isn't my intention at all. I'd just be wary of how some of the stat arrays are looking when you line them up, and be careful that you don't give races racial penalties and then automatically take them away with an ability.

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