| PointyHats |
Hello
I am converting my home game from Basic Fantasy to Pathfinder, and unfortunately the not all the players races have a pathfinder equivalent. I looked over the race builder section in the advanced race guide, but everything I have come up with seems to powerful.
The Races I have to convert are:
Turtle-Humanoid: Basic Fantasy + amount to their armor class.
Larger Fairy like creature: Had limited flight and was small
Faun: A faun
Dog/Human Hybrid: Has a strong sense of smell.
Any ideas would be most helpful, since everything I build seems very overpowered compared to the base races.
| JosMartigan |
In the loosest sense, the Race Builder Guid in the Advanced race Guide (also found at www.d20pfsrd.com) is a place to start. Every thread about race I've read, says that system is not perfect so keep that in mind.
Most races are 9 - 11 RP each so that's a target number to reach for. In addition, placing the races here (with some background to set them in perspective) is always helpful. Plenty of people on here are ready to jump in and give an educated break-down of what's well-balanced and what's OP.
Lastly. you can search the message boards using words like "homebrew races" to find other people's offerings that might match your concepts.
If I can be helpful, in any other way, just let me know.
| PointyHats |
Thanks for the reply. Here is what I have come up with for the races but they seem to be a bit over powered, thank you for your insight.
Fairy Creatures:
Fey (2 RP)
A fey is a creature with supernatural abilities and
connections to nature or to some other force or place. A fey
race has the following features.
• Fey have the low-light vision racial trait.
• Fey breathe, eat, and sleep.
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.
Slow Speed (–1 RP): The race has a base speed of 20
feet. If the race is Medium, its members’ speed is never
modified by armor or encumbrance.
Flexible (2 RP): Members of this race gain a +2 bonus to
Charisma and Intellgence.
Linguist (1 RP): Members of this race start with
Common plus their racial language (if any). Furthermore,
members of this race with high Intelligence scores can
learn any languages they want (except Druidic and other
secret languages).
Flight (6 RP): Prerequisites: None; Benefit: Members
of this race have a fly speed of 40 feet with Poor
maneuverability.
Spell-Like Ability, Lesser (2 RP):
Prerequisites: None; Benefit: Entangle and Obscuring Mist
Members of this race can use this spell as a spell-like
ability once per day. The caster level of the spell is equal
to the user’s character level.
Dog/Human Hybrid:
Humanoid (0 RP)
Humanoid races have few or no supernatural or spell like
abilities, but most can speak and have well-developed
societies. Humanoids are usually Small or Medium, unless
they have the giant subtype, in which case they are Large.
Every humanoid creature also has a subtype to match its race,
such as human, giant, goblinoid, reptilian, or tengu. I
• Humanoids breathe, eat, and sleep.
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has 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.
Human Heritage (0 RP): Prerequisites: Human subtype;
Modifiers: Members of this race gain a +2 to any single
ability score of your choice during character creation.
Standard (0 RP): Members of this race start with Common and Pack-Speak (No verbal communication with other Hundo and dog like animals.) Furthermore, choose
up to seven languages (except for Druidic or other secret
languages). Members of this race with high Intelligence
scores can choose from any of these additional languages.
Scent (4 RP): Prerequisites: None; Benefit: Members of this
race gain the scent ability (Bestiary 304).
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
Dual-Minded (1 RP): Prerequisite: Humanoid with two
subtypes or race with half-construct or half-undead
subtype; Benefit: Members of this race gain a +2 bonus on
all Will saving throws.
Eternal Hope (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 racial bonus on saving
throws against fear and despair effects. Also, once per
day, after a natural roll of 1 on a d20 roll, members of
this race may reroll and use the second result.
Integrated (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +1 bonus on Bluff, Disguise, and
Knowledge (local) checks.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot racial bonus to their
speed when using the charge, run, or withdraw actions.
TurtleMan:
Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but
have monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoids have the darkvision 60 feet
racial trait.
• Monstrous humanoids breathe, eat, and sleep.
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed (–1 RP): The race has a base speed of 20
feet. If the race is Medium, its members’ speed is never
modified by armor or encumbrance.
Standard (0 RP): Members of this race gain a +2 Constitution, a +2 Charisma, and a –2 Wisdom.
Standard (0 RP): Members of this race start with Common and
Tortugan. Members of this race with high Intelligence
scores can choose from any of these additional languages Draconic, Halfling, Sylvan, Giant, Orc, Goblin, Aquan.
Natural Armor (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus to
their Armor Class.
Improved Natural Armor (1 RP): Prerequisite: Natural
armor racial trait; Benefit: Members of this race gain a
+1 natural armor bonus. Special: This racial trait can be
taken multiple times. Each additional time you take this
trait, increase its cost by 1 RP. Its effects stack.
Swim (2 RP): Prerequisites: None; Benefit: Members of
this race have a swim speed of 30 feet and gain the +8 racial
bonus on Swim checks that a swim speed normally grants.
Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members
of this race gain a +1 racial bonus on all saving throws.
Faun:
I have no idea were to start on this one.
| JosMartigan |
Both the canine and turtle people seem well balanced. The fey seems a little op. Maybe a single spell-like ability with a feat that can add a spell or 2? Or maybe switch out a trait for the extra spell? I'd go with obscuring mist as base with entangle as an alternate or through a feat. Also consider an ability score penalty for the fey.
Also about formating, no need to include "members of this race" or any technical description of the ability. Use the race name and the effect of the racial trait to keep the description simple.
Go to the race section at www.d20pfsrd.com and look at some of the 3rd party and non-core races for ideas. I can't remember which but 1 3rd party publisher has a fun written up.
| JosMartigan |
Faun, not fun. Also take a look how they break down their race descriptions and make a Stat block something like that to keep the races homogenized in their descriptions.
A good exercise is to create some culture for your races. That will help integrate the racial traits and might make you decide on different ideas for the races that you hadn't considered initially. And even a subrace or two.
the Queen's Raven
|
Your fairy look a lot like Paizo's Gathlain race (found on the Pathfinder PRD) there is a canine race humanoid/canine race coming out in bestiary 6 (not that that helps). JosMartigan is right about some of the spell like abilities. When I have that problem though I make a feat that gives it to the race later, using a level prerequisite similar a class that can cast that spell. And the d20prsd is definitely a good place to sniff around too. Good luck.