Feedback on homebrew races (advanced races creation)


Homebrew and House Rules


Getting back into the game with some friends, and there came up ideas for two races, sorta trial run and I wanted some feedback/opinions to make sure they aren't too OP.

The bird people are meant to be 'cousins' with Tengu and Kitsune, often crafting weapons for them. Base concept is that they build in trees and mountains and climb then glide around, kind of like sugar gliders.

Bird People:
Race: Karas
Type: Humanoid (Karas) (0rp)
Size: Medium (0rp)
Speed: 30ft (0rp)
Ability: +2 Cha, +2 Int (2rp)
Language: Common, Karas (0rp)

Traits
(1rp)Skill Training: Craft (weapons) and Knowledge (engineering) are always class skills.
(2rp)Master Tinker: +1 Craft (weapons), Knowledge (engineering). Proficient with personally crafted weapons.

(2rp)Spell-like Ability: Visualize the Mind, 1/day, caster level equal to character level. 1hour cast, 24 hour duration. +5 to skill checks to Int, Cha or Wis.

(3rp)Gliding Wings: No falling damage as if constant non magical feather fall. While midair, can glide up to 5ft per 1ft they fall, at speed of 60 per round. Cannot gain height unless subjected to strong winds or other effects.

(1rp)Natural Attack, wings: 1d4, secondary attack

(2rp)Climber: 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

(1rp)Low-light Vision: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

This one is still very base concept, inspiration was Blue Dragon who turned away from evil, likely desert tribes who hunt and live by burrowing around. Same RP as Aasimar.

Dragon People:
Race: Half-Dragon
Type: Humanoid (Dragonborn, Blue)
Size: Medium (0rp)
Speed: 30ft (0rp)
Ability: +2 Cha, +2 Str/Int/Dex..? (2rp)
Language: Common, Dragonborn(0rp)

Traits - RP: 15

Defense
Natural Armor (2 RP): Members of this race gain a +1 natural armor bonus to
their Armor Class.

Skill & Feats
Greed (1 RP): Members of this race gain a +2 bonus on Appraise checks to determine the price of non magical goods that contain precious metals or gemstones.

Magical Traits
Envoy (1 RP): Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user’s character level.

Movement Traits
Burrow (3 RP): Members of this race gain a burrow speed of 20 feet.

Offense Traits
Breath Weapon (1 RP):
-Electricity
-20-foot line.
-Once per day, as a standard action
-1d6 points of the damage type chosen in the area chosen.
All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.

Senses Traits
Darkvision 60 Feet (2 RP): Members of this race can see in the dark up to 60 feet.

Low-Light Vision (1 RP): Members of this race can see twice as far as a race with
normal vision in conditions of dim light.

Other Traits
Prehensile Tail (2 RP): Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Anything that I should worry about as too strong?


Climbing birds... I'm not seeing it. But Very Big gliding squirrels, sure, why not?

Either way, I don't understand low-light vision. It doesn't seem connected to the other concepts, and for sure not to birds.

Do you need them to be advanced? Why not give them -2 to Str or Con? Then you're down to 11 or 12 RP, which isn't too high to be a standard playable race.

<< I'm back >>

The Dragonborn is a cool idea... and flavorful... but... the last thing I'd worry about is "Is this OP?"

There's a bunch of flavorful stuff here that doesn't seem to be worth what the Race Builder makes you pay, like 1 RP for Greed. (I'd make up for it, I think, by slipping an SLA 1/day--Create Water into Envoy's list for free, although then I'd have to rename it.)

And then there's the underwhelming 1d6 1x/day 20-ft-line breath weapon. You can boost that, at least; why didn't you?

Finally, you had the chance for Resistance to Electricity 5 (1 RP), and didn't take it. That seems at least as thematic as the rest to me.

Mostly, if you want an advanced race, why not actually make them strong?

PS: If you like, stop by and join the convo on dogfolk. My latest take is here.


It's occurred to me that you may have wanted to balance the two races against each other. I'm not sure why you'd pick advanced races in that case, since kitsune & tengu, which you mention, are standard races with standard ability scores.

It would help if you explained what you're doing with the world these races appear in.

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