Roo-Folk (Kangaroo-Folk), what do you think?


Homebrew and House Rules


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What do you think about my Roo-Folk race? Is there anything that I need to change?

Roo-Folk Homebuilt Pathfinder Race
Roo-Folk is natives from an unknown continent similar to Australia on Golarion. 30 years ago a small fleet of pirate ships landed on this continent and started to enslave the Roo-Folk. The Roo-Folk really did not like the plundering and most of all slavery! The Roo-Folk spread the news so fast 50,000 Roo-Folk shown up the next day to fight! After this battle, they have learned to build warships and to speak common. They love unarmed martial arts, strength, exploring, and most of all freedom.
The Roo-Folk are free spirits and protectors. They are always very well built or as muscular as a bodybuilder. They average from 6 to 7 and one-half feet tall. They become an adult at 18 years old and live up to 200 years old. The adult females are head of the household. When a female choose to start a family she pick’s 4 to 8 males for husbands and sometimes secondary female as well for both help and mating.
Classes Favored Bonus: Monk/Brawler, Add +1/3 to the monk’s/brawler’s AC class ability.

Roo-Folk
Type
Humanoid (Roo-Folk) 0rp
Size
Medium 0rp
Base Speed
Normal 0rp
Ability Score Modifiers
Flexible (2 Str. 2 Con.) 2rp
Languages
Standard (Aboriginal, Common) 0rp
Racial Traits
Low-Light Vision 1rp
Skill Bonus (+2 Acrobatics) 2rp
Fast (+10 foot bonus to speed) 1rp
Strong Jumper (as Jumper arg. pg.231) 2rp
Shatter Bones Strike 3rp
Roo-Folk can use the Shatter Bones Strike as a kick attack. You start out with one Shatter Bone Strike per day at first level and increases at the same levels at the Paladin’s Smite Evil class ability. This attack can be used as the first attack of a Flurry of Blows attack. This attack deal’s half of a single unarmed attack damage to constitution or strength. The strength modifier is included in this attack. This attack is considered a dirty trick maneuver and the Shatter Bones Strike damage is used instead. This damage lasts until healed. You can also target organs as well.

Magical Pouches (Female only) rp3
The Female Roo-Kin has two magic pouches. One can only fit a Joey, and has a +5 magic bonus to armor class to protect their Joey only, including touch ac attacks! The other pouch is considered a bag of holding with a penalty of 10 for others to find this pouch. Searching another’s pouch is considered very rude! And often comes with a slap, punch, or a kick to a sensitive spot.

Total RP 11 males- 14 females


Super fun! Well done.
Perhaps add a minus two to Int to balance out the plusses to Str and Con. Kangaroos don't have the best reputation for intelligence. It would work fine with Monk and I don't really see a kangaroo being the best spellcasters.


Roo-Folk Homebuilt Pathfinder Race
Roo-Folk is natives from an unknown continent similar to Australia on Golarion. 30 years ago a small fleet of pirate ships landed on this continent and started to enslave the Roo-Folk. The Roo-Folk really did not like the plundering and most of all slavery! The Roo-Folk spread the news so fast 50,000 Roo-Folk shown up the next day to fight! After this battle, they have learned to build warships and to speak common. They love unarmed martial arts, strength, exploring, and most of all freedom.
The Roo-Folk are free spirits and protectors. They are always very well built or as muscular as a bodybuilder. They average from 6 to 7 and one-half feet tall. They become an adult at 18 years old and live up to 200 years old. The adult females are head of the household. When a female choose to start a family she pick’s 4 to 8 males for husbands and sometimes secondary female as well for both help and mating.
Classes Favored Bonus: Monk/Brawler, Add +1/3 to the monk’s/brawler’s AC class ability.

Roo-Folk
Type
Humanoid (Roo-Folk) 0rp
Size
Medium 0rp
Base Speed
Normal 0rp
Ability Score Modifiers
Standard (2 Str. 2 Con. -2 Int.) 0rp
Languages
Standard (Aboriginal, Common) 0rp
Racial Traits
Low-Light Vision 1rp
Skill Bonus (+2 Acrobatics) 2rp
Fast (+10 foot bonus to speed) 1rp
Strong Jumper (as Jumper arg. pg.231) 2rp
Shatter Bones Strike 3rp
Roo-Folk can use the Shatter Bones Strike as a kick attack. You start out with one Shatter Bone Strike per day at first level and increases at the same levels at the Paladin’s Smite Evil class ability. This attack can be used as the first attack of a Flurry of Blows attack. This attack deal’s half of a single unarmed attack damage to constitution or strength. The strength modifier is included in this attack. This attack is considered a dirty trick maneuver and the Shatter Bones Strike damage is used instead. This damage lasts until healed. You can also target organs as well.

Magical Pouches (Female only) rp3
The Female Roo-Kin has two magic pouches. One can only fit a Joey, and has a +5 magic bonus to armor class to protect their Joey only, including touch AC attacks! The other pouch is considered a bag of holding with a penalty of 10 for others to find this pouch. Searching another’s pouch is considered very rude! And often comes with a slap, punch, or a kick to a sensitive spot.

Total RP 9 males- 12 females

Roo-Folk Feats

Roo-Punt
Prerequisite: Level 7, Roo-Folk
Benefit: When you use the Roo-Folk Shattering bone strike, you can declare that it is a Roo-Punt instead. Your Roo-Folk balances on her tail and kick’s her target in the chest, thusly launching her target in the air and falls on his butt (as Knockdown) plus 2d6 falling damage and reduce his armor AC by 2. Roo-Folk loves to use this attack near traps, spiked pits, and cliffs. Roo-Punt is always applied to the Roo-Folk last successful attack with Flurry of Blows.

Death Strike
Prerequisite: Level 13, Roo-Folk.
Benefit: Once per day you treat the Roo-Folk Shatter Bones Strike as a critical hit with the vorpal weapon ability. The target’s head becomes a small cloud of red mist.

Roo Style, Roo Insight, Roo Trickery.
Same as Fox Style, Fox Insight, and Fox Trickery but with strength instead.

Shadow Lodge

I think it's more powerful than the RP suggest.

First, the racial ability bonuses are unusually good since most melee characters consider both Str and Con to be very important.

Second, the "Fast" ability probably should be worth more than 1rp. Compare "+2 vs fear" or "+2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones."

Third, the custom racial abilities are very good.

The shatter bones strike could easily deal massive ability damage. If I'm reading it right, that's half your total unarmed strike damage? So a 1st level monk with d6+4 damage from their UAS is dealing 2-5 Str or Con damage with one kick? At 11th level my monk/bloodrager does d6+26 damage on an unarmed strike before any outside buffs. The resulting 13-16 Con damage could flat-out kill a humanoid enemy, or reduce an adult black dragon to less than half HP with a single hit.

The free bag of holding is also a significant benefit, especially if it's difficult for others to notice or search.


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Required image link

RPG Superstar 2012 Top 32

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Does it get bonuses on Diplomacy checks vs. Tank Girls?


The Advanced Race guide says that fast cost 1 RP for a 10-foot speed increase. And should I change the Shatter Bone Strike to only 1d6 or 1d8 strength or constitution, instead of doing unarmed monk damage? Kangaroos have a really powerful kick capable of breaking bones. How do I link a photo of a Roo-Folk?


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The thing is the Advanced Race Guide's system sadly isn't very balanced because the creators apparently felt the need to hamfistedly force the Core races and their racial traits within a set valueboundary, causing many traits to be too cheap or expensive. That said, it makes for an excellent start from which to tweak one's creation to a more reasonable level.

As for your roo-folk, you're close, I think. While I think I'm a reasonably good judge of powerlevel I'm oddly bad at balancing things, so that part I'll leave to the others. I do have some suggestions though. First, the way you have them set up now is very one-dimensional, they're a monk/brawler race. All of their traits line up with it and they have none outside of it. I would urge you to give them something, doesn't have to be significant, that shows off a different side of the race. Perhaps something cultural rather than physical.

I also think you're making them too much like sentient kangaroos. I realize thats what you're going for but you can achieve that without giving them traits or abilities for everything realworld kangaroos are known for. You'd be surprised how much a name and a description will do to sell the point, so there's no need to overdo it. This will give you room to pursue additional avenues. Of course, you can still keep those traits around! I would just suggest they either are alternative traits or that these traits will have alternatives themselves.

I hope that was helpful even if I was vague, I have trouble thinking of specific alternatives. I also hope I didn't sound harsh. Creating something new is daunting and I don't want to discourage you. Finally, feel free to disagree with me. You're the one with the vision here, not me, and its important your creation stays true to it. Good luck :)

Dark Archive

Wow they look fun. I may very well try one out for a pick up game this weekend. Gm will let us do most anything in the monthly pick up.

Shadow Lodge

As Arcane Addict says, the ARG's race point values are not always balanced. Yes, it says that +10ft speed is worth 1 race point, but the speed increase is significantly more valuable than +2 to Appraise non-magical metals and gems (also 1 race point). As another example, Greater Defensive Training (+2 dodge to AC, 4 rp) is much better than Battle-hardened (+1 CMD, 4 rp), since dodge bonuses also increase your CMD and +2 to AC and CMD is quite obviously superior to +1 only to CMD.

Kangaroos do have a very powerful kick, but that doesn't necessarily mean that you have to include that ability in the race or that it's balanced to do so.

I also don't think it makes sense to make it a limited-use ability since it's more of a base property of the kick. I would suggest something like:

Powerful Kick: Roo-folk receive the Improved Unarmed Strike feat for free. If they gain Improved Unarmed Strike as a bonus feat or class feature they may instead take Weapon Focus (Unarmed Strike). When a Roo-folk confirms a critical hit using their unarmed strike, they crack bones, dealing d3 points of Str or Dex damage.

Another racial feat "Shatter Bones" could increase the ability damage and perhaps add Con damage as an option. I would not use a feat similar to Death Strike, as even once per day it's unbalanced to have an instant-death effect that doesn't allow a saving throw or require the roo to actually confirm a crit. Roo Punt should probably work similarly to Awesome Blow, dealing unarmed strike damage instead of slam damage. Using it as part of a flurry sounds like a fair feature, though for the Unchained Monk I'd be tempted to make it a style strike.

I also agree with Arcane Addict that it would be nice to give them a minor bonus that wasn't best suited to a monk or brawler, possibly instead of the acrobatics bonus (since you're already representing their jumping ability with Jumper and the improved speed). Alternatively/in addition, you could rework the pouch to give a more mundane bonus to Sleight of Hand checks to conceal items on your person, which opens up some rogue-ish possibilities.

RPG Superstar 2012 Top 32

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Maybe come up with a special male ability to balance out the female's pouch ability?

Maybe something like anthaul?


Weirdo wrote:

As Arcane Addict says, the ARG's race point values are not always balanced. Yes, it says that +10ft speed is worth 1 race point, but the speed increase is significantly more valuable than +2 to Appraise non-magical metals and gems (also 1 race point). As another example, Greater Defensive Training (+2 dodge to AC, 4 rp) is much better than Battle-hardened (+1 CMD, 4 rp), since dodge bonuses also increase your CMD and +2 to AC and CMD is quite obviously superior to +1 only to CMD.

Kangaroos do have a very powerful kick, but that doesn't necessarily mean that you have to include that ability in the race or that it's balanced to do so.

I also don't think it makes sense to make it a limited-use ability since it's more of a base property of the kick. I would suggest something like:

Powerful Kick: Roo-folk receive the Improved Unarmed Strike feat for free. If they gain Improved Unarmed Strike as a bonus feat or class feature they may instead take Weapon Focus (Unarmed Strike). When a Roo-folk confirms a critical hit using their unarmed strike, they crack bones, dealing d3 points of Str or Dex damage.

Another racial feat "Shatter Bones" could increase the ability damage and perhaps add Con damage as an option. I would not use a feat similar to Death Strike, as even once per day it's unbalanced to have an instant-death effect that doesn't allow a saving throw or require the roo to actually confirm a crit. Roo Punt should probably work similarly to Awesome Blow, dealing unarmed strike damage instead of slam damage. Using it as part of a flurry sounds like a fair feature, though for the Unchained Monk I'd be tempted to make it a style strike.

I also agree with Arcane Addict that it would be nice to give them a minor bonus that wasn't best suited to a monk or brawler, possibly instead of the acrobatics bonus (since you're already representing their...

How should I rework the pouch?


I've wanted to run something based on an old Alan Dean Foster _Shadowkeep_. One of the characters that joins the quest is a "roo" a humanoid like kangaroo race - this would work. As far as I recall the fighting style of the roo is to jump high into the air (above the tall grass of the plains) and throw javelins down at their enemies.

The race seems pretty powerful but I'd probably say that they need to price their armor on Table: Armor for Unusual Creatures: Nonhumanoid column and that they can't use standard magic items in the feet slot (slippers, boot, and horseshoes won't fit).


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Useless Trivia #1,274: A common myth about the kangaroo's English name is that "kangaroo" was a Guugu Yimithirr phrase for "I don't understand you." According to the legend, James Cook and Joseph Banks were exploring the area in the late 1700s when they happened upon the animal. They asked a nearby local what the creatures were called. The local responded "Kangaroo", meaning "I don't understand you", which Cook took to be the name of the creature. This myth was debunked in the 1970s by linguist John B. Haviland in his research with the Guugu Yimithirr people.


Which book and page has Awsome Blow?


Pathfinder Bestiary, page 314

Pathfinder Bestiary 2, page 310

Pathfinder Bestiary 3, page 309

Shadow Lodge

Gun Dragon wrote:
How should I rework the pouch?

I'd give a +4 bonus to Sleight of Hand checks to conceal items within the pouch.

Also, instead of granting a magic armour bonus to a creature inside, it should grant cover (+4 to AC and +2 to reflex, don't provoke attacks of opportunity) - and if the creature ducks down fully into the pocket as a move action they get total cover and can't be targeted at all. Useful place for a familiar...


Roo-Folk Homebuilt Pathfinder Race
Roo-Folk is natives from an unknown continent similar to Australia on Golarion. 30 years ago a small fleet of pirate ships landed on this continent and started to enslave the Roo-Folk. The Roo-Folk really did not like the plundering and most of all slavery! The Roo-Folk spread the news so fast 50,000 Roo-Folk shown up the next day to fight! After this battle, they have learned to build warships and to speak common. They love unarmed martial arts, strength, exploring, and most of all freedom.
The Roo-Folk are free spirits and protectors. They are always very well built or as muscular as a bodybuilder. They average from 6 to 7 and one-half feet tall. They become an adult at 18 years old and live up to 200 years old. The adult females are head of the household. When a female choose to start a family she pick’s 4 to 8 males for husbands and sometimes secondary female as well for both help and mating.
Classes Favored Bonus:
Monk/Brawler: Add +1/3 to the monk’s/brawler’s AC class ability.
Bloodrager/Scald: Increase the number of bloodrage/Raging Song rounds per day by one.

Roo-Folk
Type
Humanoid (Roo-Folk) 0rp
Size
Medium 0rp
Base Speed
Normal 0rp
Ability Score Modifiers
Standard (2 Str. 2 Con. -2 Int.) 0rp
Languages
Standard (Aboriginal, Common) 0rp
Racial Traits
Low-Light Vision 1rp
Skill Bonus (+2 Sleight of hand) 2rp
Fast (+10 foot bonus to speed) 1rp
Strong Jumper (as Jumper arg. pg.231) 2rp
Powerful Kick: Roo-folk receive the Improved Unarmed Strike feat for free. If they gain Improved Unarmed Strike as a bonus feat or class feature they may instead take Weapon Focus (Unarmed Strike). When a Roo-folk confirms a critical hit using their unarmed strike, they crack bones, dealing d3 points of Str or Dex damage.

Magical Pouches (Female’s only) rp3
The Female Roo-Kin has two magic pouches. One can only fit a Joey and a familiar, and gives a cover bonus of +4 to ac and +2 to reflex, that doesn’t provoke attacks of opportunity, including touch ac attacks! A Joey or your familiar, can use a move action can duck down to get total cover and can’t be targeted at all. The other pouch gives you a +4 bonus to sleight of hand checks. Searching another’s pouch is considered very rude! And often comes with a slap, punch, or a kick to a sensitive spot.

Strong Man (Male’s only) rp2
Male Roo-Folk are born with the Ant Haul spell like ability constantly active.

Total RP 11 males- 12 females

Roo-Folk Feats
Shatter Bones
Prerequisite: Level 3, Roo-Folk, Powerful Kick.
The Roo-Folk powerful kick damage on critical hit increases to 1d6 and you can choose to do Con. Damage.

Roo-Punt
Prerequisite: Level 7, Roo-Folk, Shatter Bones, Strength 18.
Benefit: You can finish your flurry of blows attack with the last successful hit as if you had the Awesome Blow feat. You need to run at least 20 feet and you deal your unarmed damage instead of the slam damage. You can only use this attack on large or smaller creatures.

Roo Style, Roo Insight, Roo Trickery.
Same as the feats, Fox Style, Fox Insight, and Fox Trickery but with strength instead.


Is this better?


SmiloDan wrote:
Does it get bonuses on Diplomacy checks vs. Tank Girls?

Bravo good sir, bravo.

It is an interestin concept. I dig alternate races.

Shadow Lodge

Yup. Couple notes, though.

First, if Roo Punt only works during Flurry of Blows and requires you to move during the action, it is only useful to Unchained Monks with Flying Kick, or possibly Pummeling Style. Consider rewriting to something like: If you move at least 20ft and then make an unarmed strike, you may also knock your target back as if using the Awesome Blow feat. A Roo Monk may use this ability with a Flurry of Blows.

Also it's not necessary to rewrite e cover rules under the pouch - you can just say it grants cover. And thematically I think it makes more sense to have one mundane pouch with both functiond than two magical ones, but your call.

RPG Superstar 2012 Top 32

I agree, there should just be one pouch and it can serve two functions.

RPG Superstar Season 9 Top 16

Magical pouch just comes off as a really cringe-worthy joke.

I'd completely remove the ability damage from the roo kick attack. I think it's too strong and just not necessary, especially when the race already has an advanced trait.

Speaking of which, I don't understand why you're listing RP costs when you're obviously not following ARG's race building rules. You're giving advanced traits to a standard race and the RP costs of your homebrew abilities are WAY out of whack. For example, giving a constant, at-will 1st level spell as a 2 RP ability.

Shadow Lodge

Eh, it's Ant Haul. Lasts 2 hours/level, and while it's a lot of fun increased carrying capacity isn't exactly a game-changer.

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Weirdo wrote:
Eh, it's Ant Haul. Lasts 2 hours/level, and while it's a lot of fun increased carrying capacity isn't exactly a game-changer.

It still should be more than 2 RP. I don't understand why they have ant haul, anyway. Their strength is already represented with a +2 Strength bonus. Kangaroos aren't known for having arms capable of carrying a lot of stuff. And somehow this race can carry twice the load of a quadruped creature of their size?

It's not the case that it's too powerful. It just strikes me as a very baffling place to allocate part of their power budget when a designer could invest that power elsewhere in abilities that make sense and fit the race concept better.

Scarab Sages

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BigNorseWolf wrote:
Required image link

It could be worse.

Shadow Lodge

Cyrad wrote:

I don't understand why they have ant haul, anyway. Their strength is already represented with a +2 Strength bonus. Kangaroos aren't known for having arms capable of carrying a lot of stuff. And somehow this race can carry twice the load of a quadruped creature of their size?

It's not the case that it's too powerful. It just strikes me as a very baffling place to allocate part of their power budget when a designer could invest that power elsewhere in abilities that make sense and fit the race concept better.

Carrying capacity as it's usually used (the weight of worn armour or gear in a backpack) is less about arm strength and more about the shoulders and hips. I can definitely see the argument for a kangaroo-like race having unusually strong hips. That said, I do agree it makes more sense for them to be treated as quadrupeds for purposes of carrying capacity than to grant Ant Haul. It also doesn't strike me as the best way to model sexual dimorphism for this species.

Perhaps a better option would be to give the males a "Powerful Build" trait that allows them to be treated as large for purposes of combat maneuvers? Male kangaroos are significantly larger than females...

RPG Superstar 2012 Top 32

I initially suggested ant haul for the males because the females get a magic pouch to carry stuff in, and I thought it would be nice to balance the males and females in both RP points and abilities, so I thought being really good at carrying stuff would be a neat compromise.

I really like the Powerful Build option too.


Roo-Folk Custom Made Pathfinder Race
Roo-Folk is natives from an unknown continent similar to Australia on Golarion. 30 years ago a small fleet of pirate ships landed on this continent and started to enslave the Roo-Folk. The Roo-Folk really did not like the plundering and most of all slavery! The Roo-Folk spread the news so fast 50,000 Roo-Folk shown up the next day to fight! After this battle, they have learned to build warships and to speak common. They love unarmed martial arts, strength, exploring, and most of all freedom.
The Roo-Folk are free spirits and protectors. They are always very well built or as muscular as a bodybuilder. They average from 6 to 7 and one-half feet tall. They become an adult at 18 years old and live up to 200 years old. The adult females are head of the household. When a female choose to start a family she pick’s 4 to 8 males for husbands and sometimes secondary female as well for both help and mating.
Classes Favored Bonus:
Monk/Brawler: Add +1/3 to the monk’s/brawler’s AC class ability.
Bloodrager/Scald: Increase the number of blood rage/Raging Song rounds per day by one.

Roo-Folk
Type
Humanoid (Roo-Folk) 0rp
Size
Medium 0rp
Base Speed
Normal 0rp
Ability Score Modifiers
Standard (2 Str. 2 Con. -2 Int.) 0rp
Languages
Standard (Aboriginal, Common) 0rp
Racial Traits
Low-Light Vision 1rp
Fast (+10 foot bonus to speed) 1rp
Strong Jumper (as Jumper arg. pg.231) 2rp
Powerful Kick: Roo-folk receives the Improved Unarmed Strike feat for free. If they gain Improved Unarmed Strike as a bonus feat or class feature they may instead take Weapon Focus (Unarmed Strike). When a Roo-folk confirms a critical hit using their unarmed strike, they crack bones, dealing 1d3 points of Strength or Dexterity damage.

Roo-folk cannot use feet slot magic items but they can wear bracelets on their legs.

Magical Pouch (Female’s only) rp3
The Female Roo-Kin has a magic pouch. The magical pouch has room for a Joey and a familiar and with a command word she can store items in her pouch, this pouch can store as many items as a handy haversack plus it has room for your Joey and familiar. This pouch gives you a +4 bonus to all sleight of hand checks to hide things in your pouch. You’re Joey and familiar gains cover while his or her head is poking out and if your Joey or familiar is hidden fully in your pouch they receive full cover bonuses and cannot be targeted. Searching another’s pouch is considered very rude! And often comes with a slap, punch, or a kick to a sensitive spot.
Strong Man (Male’s only) rp2
Male Roo-Folk is born with the Powerful Build trait.

Total RP 9 males- 12 RP females

Roo-Folk Feats
Shatter Bones
Prerequisite: Level 3, Roo-Folk, Powerful Kick.
The Roo-Folk powerful kick damage on critical hit increases to 1d6 and you can choose to do Con. Damage.
Roo-Punt
Prerequisite: Level 7, Roo-Folk, Shatter Bones, Strength 18.
Benefit: If you move at least 20ft and then make an unarmed strike, you may also knock your target back as if using the Awesome Blow feat. A Roo Monk may use this ability with a Flurry of Blows.
Roo Style, Roo Insight, Roo Trickery.
Prerequisite: Use strength stat instead of the dexterity stat as a prerequisite.
Same as the Fox style feat chain except you use your strength modifier instead.

This is what I feel the Roo-folk should look like.
http://imgur.com/WttbUDF


Randarak wrote:
Useless Trivia #1,274: A common myth about the kangaroo's English name is that "kangaroo" was a Guugu Yimithirr phrase for "I don't understand you." According to the legend, James Cook and Joseph Banks were exploring the area in the late 1700s when they happened upon the animal. They asked a nearby local what the creatures were called. The local responded "Kangaroo", meaning "I don't understand you", which Cook took to be the name of the creature. This myth was debunked in the 1970s by linguist John B. Haviland in his research with the Guugu Yimithirr people.

What are Kangaroo's really called?

RPG Superstar 2012 Top 32

Gun Dragon wrote:
Randarak wrote:
Useless Trivia #1,274: A common myth about the kangaroo's English name is that "kangaroo" was a Guugu Yimithirr phrase for "I don't understand you." According to the legend, James Cook and Joseph Banks were exploring the area in the late 1700s when they happened upon the animal. They asked a nearby local what the creatures were called. The local responded "Kangaroo", meaning "I don't understand you", which Cook took to be the name of the creature. This myth was debunked in the 1970s by linguist John B. Haviland in his research with the Guugu Yimithirr people.
What are Kangaroo's really called?

Fred.


Roo-Folk Custom Made Pathfinder Race
Roo-Folk is natives from an unknown continent similar to Australia on Golarion. 30 years ago a small fleet of pirate ships landed on this continent and started to enslave the Roo-Folk. The Roo-Folk really did not like the plundering and most of all slavery! The Roo-Folk spread the news so fast 50,000 Roo-Folk shown up the next day to fight! After this battle, they have learned to build warships and to speak common. They love unarmed martial arts, strength, exploring, and most of all freedom.
The Roo-Folk are free spirits and protectors. They are always very well built or as muscular as a bodybuilder. They average from 6 to 7 and one-half feet tall. They become an adult at 18 years old and live up to 200 years old. Adult females are head of the household.
Classes Favored Bonus:
Monk/Brawler: Add +1/3 to the monk’s/brawler’s AC class ability.
Bloodrager/Scald: Increase the number of blood rage/Raging Song rounds per day by one.

Roo-Folk
Type
Humanoid (Roo-Folk)
Size
Medium
Speed 40 feet.
Ability Score Modifiers
Standard: (2 Str. 2 Con. -2 Int.)
Languages
Standard (Aboriginal, Common)
Racial Traits
Low-Light Vision
Strong Jumper: (As Jumper arg. pg.231) use Strength instead.
Powerful Kick: Roo-folk receives the Improved Unarmed Strike feat for free. If they gain Improved Unarmed Strike as a bonus feat or class feature they may instead take Weapon Focus (Unarmed Strike). When a Roo-folk confirms a critical hit using their unarmed strike, they crack bones, dealing 1d3 points of Strength or Dexterity damage.
Roo-folk cannot use feet slot magic items but they can wear bracelets on their legs.

Magical Pouch (Female’s only)
The Female Roo-Kin has a magic pouch. The magical pouch has room for a Joey and a familiar and with a command word she can store items in her pouch, this pouch can store as many items as a handy haversack plus it has room for your Joey and familiar. This pouch gives you a +4 bonus to all sleight of hand checks to hide things in your pouch. You’re Joey and familiar gains cover while his or her head is poking out and if your Joey or familiar is hidden fully in your pouch they receive full cover bonuses and cannot be targeted. Searching another’s pouch is considered very rude! And often comes with a slap, punch, or a kick to a sensitive spot.
Strong Man (Male’s only)
Male Roo-Folk is born with the Powerful Build trait.

Roo-Folk Feats
Shatter Bones
Prerequisite: Level 3, Roo-Folk, Powerful Kick.
The Roo-Folk powerful kick damage on critical hit increases to 1d6 and you can choose to do Con. Damage.
Roo-Punt
Prerequisite: Level 7, Roo-Folk, Shatter Bones, Strength 16.
Benefit: If you move at least 20ft and then make an unarmed strike, you may also knock your target back as if using the Awesome Blow feat. A Roo Monk may use this ability with a Flurry of Blows.
Spell Kickback
Prerequisite: Level 9, Roo-Folk, Shatter Bones, Roo-Punt.
Once per round when an enemy casts a spell directly on you. You gain one free attack against that spell. If your attack roll is higher that the spells DC, you reflect that spell to a target of your choice. This target now has to save against the spell. If the spell has multiple rays you reflect half of them. This feat works on every spell.
Alternate Racial Traits
Roguish Roo
Your Roo-Folk is more dexterous than and not as strong as other Roo-Folk. You’re starting stats are +2 Dex. +2 Con. -2 Int. instead of +2 Str. +2Con. -2 Int. And your Strong Jumper ability uses dexterity instead.


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Gun Dragon wrote:


What are Kangaroo's really called?

Depends on which tribe of Aborigines you spoke too.

Word History: A widely held belief has it that the word kangaroo comes from an Australian Aboriginal word meaning "I don't know." This is in fact untrue. The word was first recorded in 1770 by Captain James Cook, when he landed to make repairs along the northeast coast of Australia. In 1820, one Captain Phillip K. King recorded a different word for the animal, written "mee-nuah." As a result, it was assumed that Captain Cook had been mistaken, and the myth grew up that what he had heard was a word meaning "I don't know" (presumably as the answer to a question in English that had not been understood). Recent linguistic fieldwork, however, has confirmed the existence of a word gangurru in the northeast Aboriginal language of Guugu Yimidhirr, referring to a species of kangaroo. What Captain King heard may have been their word minha, meaning "edible animal."

I call em bouncy kick rats.


I just wanted to say thank you for this race outline/idea. I talked with my groups GM about it and he's letting me use it for my character (with some minor changes). Stephanie is a swashbuckling red roo who was raised by two well to do traders who ended up falling on hard times. She became a sailor to help her family survive and on one of her trips she was separated from her ship and became lost as sea. She ended up far away from home and has no clue where she is (though ooc I know she's in the Forgotten Realms setting). While I miss the character I was playing previously so far I love our new group and look forward to finally getting to play an OC I've had since 2014. Thanks again for posting this homebrew! I love it a lot.

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