Review for custom race.(Need help with it, first timer)


Homebrew and House Rules


I really not that I need help building it, it's just that i'm unsure what stats to give it and what not.

Physical:
The race are called Dreadly. They are an aberrant race of ghostly like creatures, who's body's seem to be made of a leather, felt, or cloth like substance. In terms of anatomy they are very hollow, they also appear to be very nimble and flexible.

Culture:
Not much is known of their society or nature, they tend to live in isolated and dark places which most people don't inhabit. They appear to have know;edge of Lovecraftian deities yet don't appear to hold strong worship for them.

Skills and abilities:
Most Dreadly prefer melee combat with Melee weapons or using their hands or legs. They do have the ability to use magic but most tend not to explore this trait. They are very agile and intelligent, and have very quick reflexes.

Language:
They have the ability to speak about any language and have linguistics, though they do speak a native tongue called "Zephyrian" which is mostly represented by wingdings and sounds like that of a series of raspy indiscriminate whispering, sighing, moaning, and groaning.


RaveMan wrote:


I really not that I need help building it, it's just that i'm unsure what stats to give it and what not.

So, you don't want our opinion on the Dreadly's lore, but rather on what racial traits they should have?

RaveMan wrote:

Physical:

The race are called Dreadly. They are an aberrant race of ghostly like creatures, who's body's seem to be made of a leather, felt, or cloth like substance. In terms of anatomy they are very hollow, they also appear to be very nimble and flexible.

What would this hollow anatomy mean for a Dreadly?

I would assume they weigh less than a human of the same build. This could express itself as a lowered carrying capacity, bonus to Fly/Jump checks, and lowered Constitution.

And what made the Dreadly hollow?
Are they cursed, or did they evolve to gain that extra room in their bodies? Have the Dreadly learned to use it to their advantage, or was it always used for something?

RaveMan wrote:

Culture:

Not much is known of their society or nature, they tend to live in isolated and dark places which most people don't inhabit. They appear to have know;edge of Lovecraftian deities yet don't appear to hold strong worship for them.

Sounds like a racial bonus to Knowledge: Planes/Religion to me.

(Oh, and do they live alone, or in groups?)

RaveMan wrote:

Skills and abilities:

Most Dreadly prefer melee combat with Melee weapons or using their hands or legs. They do have the ability to use magic but most tend not to explore this trait. They are very agile and intelligent, and have very quick reflexes.

The usual ability racial modifier is +2/+2/-2. So +2 in one physical and one mental ability score, and a -2 in either mental or physical.

You mention their strengths, Dexterity and Intelligence, but what of their weakness?
Personally I'm leaning towards a penalty in Constitution, but a penalty in Strength could work just as well.

(+2 Dexterity, +2 Intelligence, -2 Constitution is what Elfs have, so Strength might be a better choice?)

And if most Dreadly prefer using their hands or legs, then maybe a technique exclusive to the Dreadly has been born? Through intense training, they might have overcome the inherent difficulty of melee combat with hollow limbs.

I would probably go with a racial feat which functions as Improved Unarmed Strike until you gain it, and after that it functions as Weapon Finesse.


Wonderstell wrote:
RaveMan wrote:


Wonderstell wrote:


So, you don't want our opinion on the Dreadly's lore, but rather on what racial traits they should have?...

Effectively, Yes

Wonderstell wrote:


What would this hollow anatomy mean for a Dreadly?
I would assume they weigh less than a human of the same build. This could express itself as a lowered carrying capacity, bonus to Fly/Jump checks, and lowered Constitution...

The hollow anatomy is from them being made from cloth and fabric rather than having actual skin. When I was making them I was thinking it plausible for them to be lighter and quicker than most humans, but having less constitution. For a player a Dreadly would normally gain 11 CON

Wonderstell wrote:


And what made the Dreadly hollow?
Are they cursed, or did they evolve to gain that extra room in their bodies? Have the Dreadly learned to use it to their advantage, or was it always used for something?...

I honestly haven't come up with a proper explanation for that, but let's say it like this. They're kinda like ghasts or ghosts except not entirely a member of the undead. Not sure if that explains anything, but I will add further detail later on.

Wonderstell wrote:


Sounds like a racial bonus to Knowledge: Planes/Religion to me.

(Oh, and do they live alone, or in groups?)...

They casually tend to live in small communities inside isolated caves or well, anywhere that's dark and most people don't go to.

Wonderstell wrote:


The usual ability racial modifier is +2/+2/-2. So +2 in one physical and one mental ability score, and a -2 in either mental or physical.

You mention their strengths, Dexterity and Intelligence, but what of their weakness?
Personally I'm leaning towards a penalty in Constitution, but a penalty in Strength could work just as well.

(+2 Dexterity, +2 Intelligence, -2 Constitution is what Elfs have, so...

In terms of weakness they would have less health, in terms of strength it could be changed to where it's more neutral for them, but them being proficient in melee combat with weapons and their limbs. I believe they can also reshape their limbs to that of a weapon due to their flexibility. They also cannot carry heavier weapons like that of orcs or golems. Also they are weak to fire which is why they have to be careful around it.


Can they fill themselves up with a substance like sand or water? And can they hide items within their hollow bodies?

Can a caster in gaseous form move into their bodies? What about an incorporeal undead?

Are they limited to light armor only due to the weight? Can they wear clothes, boots, gloves, hats, cloaks, etc.?


RaveMan wrote:
The hollow anatomy is from them being made from cloth and fabric rather than having actual skin. When I was making them I was thinking it plausible for them to be lighter and quicker than most humans, but having less constitution. For a player a Dreadly would normally gain 11 CON

Could you elaborate on the last sentence?

Since players normally can choose where to place their stats, I don't understand how a player would "normally" gain 11 CON.

RaveMan wrote:
In terms of weakness they would have less health, in terms of strength it could be changed to where it's more neutral for them, but them being proficient in melee combat with weapons and their limbs. I believe they can also reshape their limbs to that of a weapon due to their flexibility. They also cannot carry heavier weapons like that of orcs or golems. Also they are weak to fire which is why they have to be careful around it.

So:

A Dreadly can transform their limbs into any(?) weapon.
Do they gain proficiency with this limb-weapon?
What action is it to transform their limbs?
And does the limb-weapon function as a natural attack or a manufactured weapon in regard to spells/abilities?

A Dreadly can't wield heavier weapons due to their hollowness.
This could be expressed as an attack penalty with Two-Handed weapons, or a complete ban on such weapons. (They would still be able to wield Light or One-Handed weapons with two arms)

A Dreadly has a weakness to fire due to their cloth-like skin.
Since fire is a very common energy type, giving Dreadly the mechanical term "Weakness: Fire" (+50% increased damage from fire), would make them far too weak. I propose a harder DC for Catching on Fire checks, or that they must make such checks even from magical fire.


JosMartigan wrote:

Can they fill themselves up with a substance like sand or water? And can they hide items within their hollow bodies?

Can a caster in gaseous form move into their bodies? What about an incorporeal undead?

Are they limited to light armor only due to the weight? Can they wear clothes, boots, gloves, hats, cloaks, etc.?

They can hide things inside of their bodies. However wizard cannot travel into their bodies due to spiritual energy are what not.


Anyways next race are a race called the Nurem.

They are a race of nuclear golem or half construct like creatures.

They are very efficient with large weapons and can even tear things down with their bare hands.

They often live in volcanos or areas with large amounts of radiation.

They are very strong and usually are use weapons or their bare hands. Some have even been said to use magic.

When enraged, they will go berserk and become ultimately much more powerful, with a raise in attack, defense, and speed stats.

They also have strong natural armor.

So what else should I do with this race?


Are you trying to make the Dreadly and Nurem to be player character races or are you making creatures/monsters that populate the world?

Basic PC races for the most part usually have about 10 to 13 race points of abilities. What you described so far for your creatures would probably cost much more than that to make with the Race Builder rules.

As for the Dreadly, are they an actual living species that can reproduce or are they some sort of magically created construct race that gets 'made' somehow?

As for the Nurem how are they 'nuclear half golems'? Where does this nuclear power come from and whay are they a race in stead of a construct/creation/animated item?


Gilfalas wrote:

Are you trying to make the Dreadly and Nurem to be player character races or are you making creatures/monsters that populate the world?

Basic PC races for the most part usually have about 10 to 13 race points of abilities. What you described so far for your creatures would probably cost much more than that to make with the Race Builder rules.

As for the Dreadly, are they an actual living species that can reproduce or are they some sort of magically created construct race that gets 'made' somehow?

As for the Nurem how are they 'nuclear half golems'? Where does this nuclear power come from and whay are they a race in stead of a construct/creation/animated item?

Ah I see. Thank you for bringing this to light, allow me to come up with a thesis for this (also note I'm coming up with this off the top of my head).

Dreadly are leaned more towards player characters and Nurem aren't entirely due to the fact that they are golems who act more as spawn than player.

The Dreadly are aberrant and commonly reproduce with there gaseuos or spiritual inner bodies which act like apparitions. The Dreadly are mostly like ghosts but can still be harmed like people and are ver weak to fire and lighting damage.

The Nurem are more construct due to them being created through abyssal radiation or corrosive energy. And due to this corrosive energy eminating from them, they are well, more geared towards an enemy you would fight in the game than an actual player race.

But there is a race I'll work on later that's simular but not as overpowered as to say.

Anyways, if you got anymore questions or suggestions feel free to ask away, these guys are in the fresh stages so I'm fully open to options.


For the Dreadly, they should be penalized in Con, which most people should agree on.

As for their attacks, you note that they prefer melee and use either weapons or natural attacks (which... pretty much means just about every form of melee...)

I would say you need to penalize their natural attacks, I mean, they're hollow and made of felt or cloth or some other soft substance... It's just not comprehensible that a cloth balloon basically is the same as a normal fist to the mouth. I would suggest that any natural attacks from a Dreadly count as one size smaller. Let them use weapons or wear a gauntlet or something otherwise.

For the Nurem, I would add a special Radiation ability that inflicts radiation sickness (you pick the intensity appropriate for the challenge.) Whenever they are damaged, they release a burst of radiation/radiation leaks from their damaged body. The difference is that the DC is based on how badly damaged they were from the attack.

For instance:
Radiation Leak (Ex) When damaged, radiation leaks from the Nerum's damaged form. All creatures within 30 feet must make a Fortitude save or contract [Radiation sickness X]. The DC of this save is 10 + Nurem's Cha mod (since I don't believe they use Con) + the damage dealt to the Nurem (after any DR). This is not a continual effect; after the initial release of radiation, the Nurem's form compensates and stops the leakage until it is damaged again. So basically, the harder they hit the golem, the more radiation leaks out making the DC really high. That means you might have players we don't want to necessarily go all out with their DR crushing attacks and will try to nickel and dime the golem down, making it a more tactical/planning type of encounter. Plus, while it seems dangerous because of basically every hit, remember that once you get the Radiation Sickness, it won't really hurt them anymore (since it won't deal additional damage for about a day, though the save DCs might stack depending on how you run it like poison), so it's just like a basic combat debuff until they remove it, which they have plenty of time to do before it hurts them more.

Meltdown (Ex) When a Nurem reaches 0 hit points it's destroyed. All creature within 30 feet take damage equal to the amount of hit points it had before the attack that reduced it to 0 (Reflex save for half). In addition, any creature damaged by this must make a Fortitude save as per Radiation Leak or contract [radiation sickness X] DC 10 + Nurem's Cha mod + damage taken.
Note that while any other Nurem in the radius of this should be immune to radiation sickness since it's Fortitude, they may still take damage from the explosion, which could trigger a chain of Radiation Leak saves or even other explosions. (Unless you want to make it 'non-Nurem in the radius', but I wouldn't)

Something like that. The second ability would also reinforce the 'whittle-it-down' strategy to get its hit points closer to 0 rather than the 'omega-nuke-power-attacks' normally used to take on DR opponents (which I am assuming they should have, probably Damage Reduction 8 or 10.


For the Dreadly, with their insubstantial bodies, but aptitude for martial combat, I'd suggest some CMB bonuses. Possibly grapple and trip, as their able to use their mutable form to wrap parts of their limbs around their opponents.

Also, perhaps an innate DR/Slashing as I can't imagine bludgeoning doing much damage to them.

Is their physical form part of them, or is it a suit that the actual entity possesses?


Rawhead wrote:

For the Dreadly, with their insubstantial bodies, but aptitude for martial combat, I'd suggest some CMB bonuses. Possibly grapple and trip, as their able to use their mutable form to wrap parts of their limbs around their opponents.

Also, perhaps an innate DR/Slashing as I can't imagine bludgeoning doing much damage to them.

Is their physical form part of them, or is it a suit that the actual entity possesses?

The true entity is gaseous

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