Salad Homebrew Race


Homebrew and House Rules


Salads (10 Rp Total)
Salad Racial Traits
+2 Intelligence, +2 Constitution: Salads are clever and tough.
Salad: Salads are humanoids with the salad subtype.
Medium: Salads are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Salads have a base speed of 30 feet.
Balanced Earth: Any area that is Hallowed or Unhallowed within 20 feet of the salad is temporarily dispelled until the salad leaves the area, also add +1 to the DC of the saving throws of any spells with the earth descriptor they cast.
Limber: Salads have a +1 bonus to their CMB to make sunder or grapple attempts.
Pain Sensitivity: Salads have a -1 penalty to saving throws against pain, and after being stuck by a slashing weapon, he takes a -1 penalty on attack rolls for 1 round.
Salad Resistances: Salads have a +1 racial bonus on will saves and a +2 racial bonus on saving throws against weather effects.
Throwing Training: Salads are trained to use throwing weapons to greater efficiency and accuracy, giving them a +1 bonus on attack and damage rolls made with thrown weapons, also they can wield thrown weapons one size larger without penalty and reduce the penalty for wielding inappropriately sized thrown weapons or crossbows by 1.
Weapon Familiarity: Salads are always proficient with boomerangs, hand crossbows, javelins and lances and treat any weapons with the word “salad” in it as a martial weapon.
Languages: Salads begin play speaking Common and Salad. Salads with high Intelligence scores can choose from any language they want.
Balanced Earth- 2 Rp Limber- 1 Rp Pain Sensitivity- -2 Rp Salad Resistances- 2 Rp Throwing Training-3 Rp Weapon Familiarity-1 Rp Linguist Languages - 1 Rp Flexible Stat- 2 Rp Total- 10 Rp
Alternate Racial Traits
Consult your GM before selecting any of these new options.
Bomber: Some salads give up most types of thrown weapons to train with bombs and destructive things. Salads with this trait are always proficient with bombs and gain a +1 bonus on attack rolls with bombs, and increase the range of bombs by 10 feet, also they gain a +1 racial bonus on all skills checks made to destroy something. This trait replaces Weapon Familiarity and Thrown Training.
Huge Build: Some salads have an enormous build and can wield any weapon one size larger without penalty, but can wield thrown weapons two sizes larger without penalty, but reduce the damage of them by one step, however this build makes them less agile, and they take a -2 penalty to their dexterity. This trait replaces Salad Resistances and Limber.
Good (or Evil) Aura: Some salads choose either good or evil to spread instead of balance and within 15 feet of the salad the area is treated as hallowed if you are good or unhallowed if you are evil. This trait replaces Balanced Earth and Salad Resistances.
Favored Class Options
The following options are available to all salads who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Rogue: Add +1 to the rogue's CMD when resisting a grapple or reposition attempt.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Racial Weapons and Gear
Weapons
Salad War Boomerang
A boomerang about double the size of a normal
boomerang, lined with razor spikes on the front side,
a salad war boomerang is always treated as having
the returning weapon quality (however it is non-magical).

One-Handed Exotic Weapon
Cost- 5gp
Damage- 1d8 (1d6 Small)
Critical-19-20 x2
Range- 30 feet
Weight- 6 lbs
Type- B and S
Special- Trip, See Text.
Salad Feats
Arced Throw
Prerequisites- Salad, Boomerang Proficiency
When throwing a boomerang (or salad war boomerang) you can choose to throw it in an arc instead of a normal line, when throwing the boomerang in an arc you must throw it from the diagonal and you must make a DC 10 reflex check to catch it.-

Wadya think (ignoring the name of course :P)?
Any suggestions?


I don't think playing a 'salad' would be interesting for very long. They risk being eaten by enemies AND friends alike.

RPG Superstar Season 9 Top 16

I know salads are necessary for a balanced diet but negating hallowed and desecrated effects?

Scarab Sages

No croutons? A salad without croutons is just greens.


Knew i should have called them Sellics...

RPG Superstar Season 9 Top 16

1) It's hard for me to comment since I know nothing about the race's lore, which is more important than their statistics in my opinion. I don't even know what they look like.

2) I really like Balanced Earth's hallow effect negation. It's interesting and unique. Though, the earth DC bonus seems out of place on it.

3) I have a big personal distaste for races that lack a racial penalty to an ability score. I know many have very vocal dislike for racial penalties. However, not only do I find them overpowered, but also it strikes me as lazy design. It's a missed opportunity to show your race's flaws, which can make them feel more interesting and believable.

4) The race is almost nothing but minor +1 bonuses and weapon proficiencies and weapon bonuses. While I think granting proficiencies is fine, I really dislike giving a race free damage and attack roll bonuses. Players should choose your race because it's flavorful and has interesting abilities, not because it's the perfect race to munchkin a build with.

5) Bombs are an alchemist class feature, not really a weapon you can purchase. You might want to say they get Splash Weapon Mastery or something instead.

6) Huge Build is a really powerful. Much more powerful than the abilities it replaces.

7) There's no such thing as a Reflex check.

Scarab Sages

Cyrad wrote:

7) There's no such thing as a Reflex check.

It's what you write out when you sense you're about to get hit with a lawsuit and are trying to preemptively divert it.


O_o

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