Yokish (Another Homebrew Race :3)


Homebrew and House Rules


Yokish, or Wolf Demons, are a race of humanoid wolf people that rely strongly on their comrades, they are adept at hunting and surviving in the wild and are allies with the Gnolls.

Yokish Racial Traits.

+2 Strength, +2 Dexterity, -2 Charisma.

Medium: Yokish are medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Yokish have a base speed of 20 feet. (-1rp)

Darkvision: Yokish have darkvision out to 60 feet. (2rp)

Bite: Yokish gain a primary bite attack that deals 1d6 damage.

Fast Runner: Yokish gain Run as a bonus feat. (2rp)

Tripper: Yokish gain a +2 bonus to their CMB when making trip attemps. (2rp)

Pack Combat: Yokish gain a +2 racial bonus on attack rolls and to their AC when within 10 feet of at least 2 allies. They also gain a bonus teamwork feat at 1st level. (4rp)

Weapon Unfamiliarity: Yokish gain a -1 penalty to attack rolls made with light and one-handed weapons except the Battleaxe, Flail, Sap, Trident, Shortspear, Nunchaku, Sickle, Club and Kukri. (-1rp)

Yokish Sorcery: Yokish sorcerers with the Stormborn bloodline treat their Charisma as 2 points higher for all sorcerer class features. Yokish spellcasters with the Community domain use their domain powers and spells at +1 caster level. (1rp)

Languages: Yokish start play speaking Yokish and Gnoll. Yokish with high intelligence scores can choose from the following, Auran, Common, Infernal, Terran.

Pack Warrior (Fighter Archetype)

Weapon Proficiencies: Pack Warriors don't gain proficiency with Tower Shields, Heavy armor, the Longsword, the Scimitar, the Quaterstaff, the Falcata the or Greatsword, but gain proficiency with Nunchaku and Dire Flails.

Bonus Feat: Pack Warriors gain a bonus teamwork feat at 2nd, 4th, 6th, 8th, 12th, 16th, and 20th levels. This replaces the bonus combat feats at those levels.

Community Combat: At 2nd level, another creature can share the same square with the pack warrior at the same time. If the two creatures in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This replaces Bravery.

Pack Skill: At 3rd level, a Pack Warrior gains a +1 dodge bonus to their AC and a +1 bonus to all skill checks when within at least 15 feet of an ally. This bonus increases by 1 for every 4 levels beyond 3rd to a maximum of +4 at 19th level. When the nearest ally is more then 60 feet away, and you cannot see her, you take a -1 dodge penalty to your AC and a -1 penalty to all skill checks. This Replaces Armor Training 1, 3, and 4.

Weapon Training: Pack Warriors must select Spears, Natural, Axes, Close or Flails weapon groups for weapon training.

Pack Armor Mastery: At 19th level, whenever a pack warrior is using the same armor or shield as an ally within 40 feet, both of them DR5/-.

RPG Superstar Season 9 Top 16

Weapon Unfamiliarity doesn't make any sense to me. They should have more languages available than that listed.

While community combat is pretty powerful, losing combat feats in favor of teamwork feats can be very crippling if no one else in the group gets teamwork feats. Even then, there aren't many good teamwork feats, so this is a substantial downside. Pack Armor Mastery doesn't replace anything.

Other than that, it look pretty decent.


Pathfinder Lost Omens Subscriber

so... they can never learn common? (baring a point in linguistics)

i'd say replace weapon unfamiliarity with something else. maybe they treat only primitive weapons as known and all else are exotic weapons?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Yokish (Another Homebrew Race :3) All Messageboards

Want to post a reply? Sign in.