Choker as a PC Race


Homebrew and House Rules

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Pathfinder Starfinder Roleplaying Game Subscriber

I'm playing a rules-light campaign, and the GM told us we can be any creature in the Bestiary. I flipped the book open to the choker. Everyone seemed to enjoy the idea of a choker in the party, so I'm going with it.

How would you convert a choker to a playable race? What ability scores bonuses/penalties would you give it? We are starting at Lv 1, and the GM is not overly concerned with balance. I'm also playing a monk, so I doubt I'll be unbalanced anyway.

Bonus question: How would you build a choker monk with a 20 point buy? I definitely plan to take combat reflexes to take advantage of my 10ft reach.


maneuver master grapple focus. mage eater.

I played it I hurt people.


Personally, I'd be a Strangler Brawler, but that's just me. ;D

I'd say go with a +2 to Strength and Dexterity and a -2 to Intelligence and Charisma. With Small size, that should be fairly advantageous. Grab, Constrict, Quickness, and Reach are all very potent abilities (Quickness is extremely good for a monk), so you'll likely want to ditch a few of them.


What about the extra move action they get? I'm sure you can make some unusual build work with that.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Kobold Cleaver wrote:
Personally, I'd be a Strangler Brawler, but that's just me. ;D

I like that idea better. Thanks!

Kobold Cleaver wrote:
I'd say go with a +2 to Strength and Dexterity and a -2 to Intelligence and Charisma. With Small size, that should be fairly advantageous. Grab, Constrict, Quickness, and Reach are all very potent abilities (Quickness is extremely good for a monk), so you'll likely want to ditch a few of them.

I think Quickness plus the brawler's Martial Flexibility would probably be too powerful, so I'll remove Quickness. I'll replace it with a speed of 30 ft.

I'll also remove Grab, Strangle, and Constrict, but keep the racial bonus to grapple.

That still gives a really strong race. Here is what I'm thinking:

Choker Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma

Choker: Chokers are aberrations.

Small: Chokers are Small creatures and 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.

Fast: Chokers are fast for their size, and have a base speed of 30 feet.

Climber: Chokers possess a climb speed of 10 feet (along with the +8 racial bonus on Climb checks a climb speed affords).

Skilled: Chokers receives a +4 racial bonus to CMB on grapple checks.

Darkvision: Chokers can see in the dark up to 60 feet.

Tentacles: Chokers have long arms that grant reach 10 ft.

Languages: Chokers begin play speaking Undercommon.


Jasque wrote:


That still gives a really strong race. Here is what I'm thinking:

Choker Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma

Choker: Chokers are aberrations.

Small: Chokers are Small creatures and 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.

Fast: Chokers are fast for their size, and have a base speed of 30 feet.

Climber: Chokers possess a climb speed of 10 feet (along with the +8 racial bonus on Climb checks a climb speed affords).

Skilled: Chokers receives a +4 racial bonus to CMB on grapple checks.

Darkvision: Chokers can see in the dark up to 60 feet.

Tentacles: Chokers have long arms that grant reach 10 ft.

Languages: Chokers begin play speaking Undercommon.

Choker Race (Monstrous Race; Estimated at RP 20)

Aberration (3 RP)

Small (0 RP): Small races 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.

Normal Speed (0 RP): The race has a base speed of 30 feet.

Darkvision 60 feet: (free w/ aberration)

Specialized (1 RP): +2 Strength, +2 Dexterity, -2 Charisma

Xenophobic (0 RP): Members of this race start with their racial language only. They may select from the following list if they have a high Intelligence: Aklo, Dwarven, Elven, and Undercommon.

Climb (2 RP): Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Skilled (Estimated at 6 RP): Unknown RP Value, but I can assume it would be an Advanced or Monstrous trait, meaning it is expensive.

Tentacles (Estimated at 8 RP): Due to the standard limitations for reach being for large races only, you have to pay the cost of large AND reach, without gaining the benefits of actually being large.

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