| Kohrune |
| 3 people marked this as a favorite. |
Hey all, I've been enjoying my time with Pathfinder 2nd Edition and my ground and I have fully transferred over to this wonderful system. I've been working on some Homebrew races and so far I've found my first one to be fine and works well. I'm having trouble thinking of some interesting feats for my Faun race.
For background, they are known for their high magical knowledge and their diplomacy. This is what I have so far if you have any pointers or changes I should make or what might make sense to add, I'd greatly appreciate it.
Traits: Uncommon, Humanoid, Faulin
Hit Points: 8
Size: Medium
Speed: 25 Feet
Ability Boosts: Intelligence, Charisma, Free
Ability Flaw: Strength
Languages: Common, Faulir and a number of other languages equal to intelligence modifier.
Low-Light Vision - See in dim light as if it were bright light
Heritages
Voitar: You hail from the darker corners of the world where death surrounds you, becoming numb to the prospect of death. Your fur is dark and menacing, your eyes can see in the darkened corners of the world and you are touched by Occultic magic. You gain Darkvision and you have access to the Chill Touch cantrip as an innate Occult spell at will. A cantrip is heightened by half your level rounded up.
Song Fae: Many tales have been spun about your kin, music that causes others to wander into the woodlands only to be killed or never to return but those are not true. As a Song Fae you have an affinity for song and whenever you perform music you gain a +2 to the performance check. In addition you become trained in Performance.
Stronghoof: You’ve lived and adapted to the mountainous terrains of the world, your hooves have hardened and strengthened allowing you to move the harsh terrain of these locales. You ignore difficult terrain for rocky areas, landslides and similar terrain. In addition your hooves act as a weapon dealing 1d6 damage. They are unarmed and have the Finesse and deadly d8 traits.
Greathorn: Your horns are the largest found in Faulin society, usually forming in weird shapes with intricate patterns. You gain the Horn Charge action, stride twice and make an attack roll using your horns which are a simple weapon for proficiency. On a hit you deal 1d10 piercing damage. Your horns have the finesse, shove and deadly d12 traits.
Faetar: You have lived in the magical forests of the world or lived for a period of time in the Aldfae. Your appearance shows this as you have primal magic tattoos engraved on your body and horns. You are adapted to the primal flow of the world and surrounding planes you gain a primal cantrip of your choice as an innate primal spell at will. In addition you can speak an additional language related to primal forces, if you take the linguist feat you can gain an additional primal language.
Faulin Feats
Feats Level 1
Faulin Lore: You’ve studied the ways of your kin, advancing your knowledge of rituals and learning the ancient ways. You gain the trained proficiency rank in Nature or Occultism and Diplomacy. If you would be trained automatically in one of those skills (from your background or class, for example) you instead become trained in a skill of your choice. In addition you become trained in Faulin Lore.
Faulin Weapon Familiarity: Your kin has favoured the agile and graceful weapon mastery striking with grace and dignity. You are trained in Bo staff, Lance, Katana and whip. In addition you gain access to all Faulin Uncommon Weapons. For the purpose of proficiency, martial faulin weapons are simple and uncommon faulin weapons are martial.
Graceful Trot: Your hooves are sturdy and your muscles defined. You can move an additional 5 foot of movement.
Magical Dabbler: You dived into magical training much more than other Faulin, so much so that you began to study a different magical tradition. You can choose a cantrip from any tradition you don’t already have access to if any. If you have a magical tradition already you gain an additional cantrip of your choice in that tradition.
What’s this?: Your knack for finding magical things has come in handy while you’ve been adventuring. Whenever searching for secret entrances or rooms you gain a +2 Circumstance bonus, when looking for these secret chambers you notice particles of magic flow from these locations. In addition to this benefit you treat checks as one degree higher when searching specifically for secret rooms.
Convincing Song: Your voice sings tales when you talk that are convincing and believable whenever you make a diplomacy check you treat the degree of success one level higher.
Feats Level 5
Faulin Weapon Grace: Requirements - Faulin Weapon Familiarity. You fight with extreme grace to your step. Whenever you critically hit with a Faulin weapon you apply the weapons crit specialization effect.
Extracting Song: Requirements - Convincing Song. Your voice compels people to give more factual information, the DM will make a secret check for the conversation when gathering information and you’ll know if this information is true or not.
Dark Magics: Requirements - Voitar or trained in occultism. The dark magic you have dabbled in or been born with has granted you access to special rituals and strange practises. You can spend 10 minutes performing a minor ritual which summons a dead raven that will guide you to a person or a location provided you know the name of the location or have a possession of the individuals. You suffer 1d10 points of damage while performing the ritual and the ritual can only be done once per day.
Feats Level 9
Vaulting Strike: Your graceful combat prowess allows you to stride and make a strike at an enemy, on a critical hit with your strike you also make the target flat footed from the speed and grace of your strike until his next turn. (One Action)
Magical Adept: Requirements - Magic Dabbler. Your study of the magical way of things has paid off and you can now cast high end magic of the Tradition you have chosen. In addition you can cast as a innate spell the following for each tradition:
Arcane - Blur
Divine - Calm Emotions
Occult - Paranoia
Primal - Speak with animals.
If you already had a tradition from another source (Your class for example) you can learn a heightened version of a spell up to level 4.
Feats Level 13
Faulin Weapon Expertise: Requirements - Faulin Weapon Familiarity. Your affinity with Faulin weaponry has blended well with your class abilities. Whenever you gain a class feature that grants expert or greater proficiency you also gain that proficiency with your Faulin weapons.
Dark Pacts: Requirements - Dark Magics and Master Occultism. You have truly mastered the art of the occult. You can perform the minor ritual without taking damage and perform the ritual three times a day. In addition you gain Greater Darkvision from your dark dealings.
This is V1.00 and I'll be tidying up spelling and grammar before my players get their hands on it.
| Seisho |
While the concept itself seems sound at many, many points your ancestry is just straightup stronger then a usual ancestry
for example the Voitar Heritage grants what usually 2 heritages would grant and the untyped +2 performance bonus from song fae certainly does not agree with the system maths
the weapons seem to be rather arbitrary chosen and don't paint a cohesive picture for me
convincing song should be tied to checks for certain things and not just dimplomacy in general
extracting song might need a better/different discription - I don't know what the secret check does exactly, what the gm has to roll and why you can't just roll perception like usual
The damage in the dark magics ritual seems unneccessary
rather have the ritual have a side effect if you fail a occult check (which of course still hast to be laid out)
and instead of having it hard set to one per day, maybe make a multiple ritual penalty that the chance of the side effect grows bigger
(also since the ritual is kind of hereditary knowledge maybe let the player discribe what it takes)
| Kohrune |
| 2 people marked this as a favorite. |
I can see where you're coming from, I'm still trying to get used to balancing a few things out with the system. Thank you for the feedback I'll go back into the areas you pointed out and tidy them up and rework them.
I admit the weapons were randomly chosen at the time and I'll be changing them to fit closer to what I had in mind.
Edit ~ Added the Changes to this Comment
Traits: Uncommon, Humanoid, Faulin
Hit Points: 8
Size: Medium
Speed: 25 Feet
Ability Boosts: Intelligence, Charisma, Free
Ability Flaw: Strength
Languages: Common, Faulir and a number of other languages equal to intelligence modifier.
Low-Light Vision - See in dim light as if it were bright light
Heritages
Voitar: You hail from the darker corners of the world where death surrounds you, becoming numb to the prospect of death. Your fur is dark and menacing, your eyes can see in the darkened corners of the world and you are touched by Occultic magic. You gain access to the Chill Touch cantrip as an innate Occult spell at will. A cantrip is heightened by half your level rounded up.
Song Fae: Many tales have been spun about your kin, music that causes others to wander into the woodlands only to be killed or never to return. As a Song Fae you have an affinity for songs. You become trained in Performance and in addition when making a performance check to distract individuals you gain a +2 circumstance bonus.
Stronghoof: You’ve lived and adapted to the mountainous terrains of the world, your hooves have hardened and strengthened allowing you to move the harsh terrain of these locales. You ignore difficult terrain for rocky areas, landslides and similar terrain. In addition your hooves act as a weapon dealing 1d6 damage. They are unarmed and have the Finesse and deadly d8 traits.
Greathorn: Your horns are the largest found in Faulin society, usually forming in weird shapes with intricate patterns. You gain the Horn Charge action, stride twice and make an attack roll using your horns which are a simple weapon for proficiency. On a hit you deal 1d10 piercing damage. Your horns have the finesse, shove and deadly d12 traits.
Faetar: You have lived in the magical forests of the world or lived for a period of time in the Aldfae. Your appearance shows this as you have primal magic tattoos engraved on your body and horns. You are adapted to the primal flow of the world and surrounding planes you gain a primal cantrip of your choice as an innate primal spell at will. In addition you can speak an additional language related to primal forces, if you take the linguist feat you can gain an additional primal language.
Faulin Feats
Feats Level 1
Faulin Lore: You’ve studied the ways of your kin, advancing your knowledge of rituals and learning the ancient ways. You gain the trained proficiency rank in Nature or Occultism and Diplomacy. If you would be trained automatically in one of those skills (from your background or class, for example) you instead become trained in a skill of your choice. In addition you become trained in Faulin Lore.
Faulin Weapon Familiarity: Your kin has favoured the agile and graceful weapon mastery striking with precision and dignity. You are trained in Bo staff, Sai and Katana. In addition you gain access to all Faulin Uncommon Weapons. For the purpose of proficiency, martial faulin weapons are simple and uncommon faulin weapons are martial.
Graceful Trot: Your hooves are sturdy and your muscles defined. You can move an additional 5 foot of movement.
Magical Dabbler: You dived into magical training much more than other Faulin, so much so that you began to study a different magical tradition. You can choose a cantrip from any tradition you don’t already have access to if any. If you have a magical tradition already you gain an additional cantrip of your choice in that tradition.
What’s this?: Your knack for finding magical things has come in handy while you’ve been adventuring. Whenever searching for secret entrances or rooms you gain a +2 Circumstance bonus, when looking for these secret chambers you notice particles of magic flow from these locations. In addition to this benefit you treat checks as one degree higher when searching specifically for secret rooms.
Convincing Song: Your voice sings tales when you talk that are convincing and believable whenever you make a diplomacy check to make a good impression on someone you treat the degree of success one level higher.
Feats Level 5
Faulin Weapon Grace: Requirements - Faulin Weapon Familiarity. You fight with extreme grace to your step. Whenever you critically hit with a Faulin weapon you apply the weapons crit specialization effect.
Extracting Song: Requirements - Convincing Song. Your voice compels people to give more factual information, when asking about rumors or information using diplomacy you gain a +2 bonus. In addition you make a Perception check to tell if the information you are being told throughout the conversation is factual and correct.
Dark Magics: Requirements - Voitar or trained in occultism. The dark magic you have dabbled in or been born with has granted you access to special rituals and strange practises. You can spend 10 minutes performing a minor ritual which summons a dead raven that will guide you to a person or a location. You prepare the rituals components and make an Occultism check, each time you do the ritual a day the DC increases by 5. On a failure you become fatigued, on each subsequent failure your sense of reality falters and you begin to see diabolic things after 4 repeated failures you fall unconscious.
Feats Level 9
Vaulting Strike: Your graceful combat prowess allows you to stride and make a strike at an enemy, on a critical hit with your strike you also make the target flat footed from the speed and grace of your strike until his next turn. (One Action)
Magical Adept: Requirements - Magic Dabbler. Your study of the magical way of things has paid off and you can now cast high end magic of the Tradition you have chosen. In addition you can cast as a innate spell the following for each tradition:
Arcane - Blur
Divine - Calm Emotions
Occult - Paranoia
Primal - Speak with animals.
If you already had a tradition from another source (Your class for example) you can learn a heightened version of a spell up to level 4.
Feats Level 13
Faulin Weapon Expertise: Requirements - Faulin Weapon Familiarity. Your affinity with Faulin weaponry has blended well with your class abilities. Whenever you gain a class feature that grants expert or greater proficiency you also gain that proficiency with your Faulin weapons.
Dark Pacts: Requirements - Dark Magics and Master Occultism. You have truly mastered the art of the occult. When performing the ritual each subsequent attempt the DC increases by 3 instead of 5. In addition you gain Greater Darkvision from your dark dealings.