Ye Olde Roleplaying forum with ye tavern feele. Stay awhile, have an adventure


You are not connected. Please login or register

The Yellow Wizard » Adventure » Creations » Quark's Racial Threadudice

Quark's Racial Threadudice

View previous topic View next topic Go down  Message [Page 1 of 1]

1 Quark's Racial Threadudice on Fri Aug 01, 2014 6:44 pm

Mister Dicey

avatar
Yellow Wizard
Sometimes, you want to make a race, or bring one in from elsewhere. Or just adapt something so it's a nicer looking option. Or sometimes the reverse. Anyway, here's a bunch of races that I've made/adapted.

Update 24/7/15:
12 RP is really too many for balance, unless those things are really circumstantial. Dracons, Rawulf, Mook, Rapax and Trynnie have changed.

Gnolls:
Okay, Gnolls are first up since I have things to work from.  If you want to see pictures, there are probably tons online, just give it a look.

As they appear in the Pathfinder RPG Advanced Race Guide (Although I picked their bonus languages):

Gnoll Racial Traits:
+2 Strength, +2 Constiution: Gnolls are strong and hardy [2 RP]
Gnolls are humanoids with the Gnoll subtype
Medium: Gnolls are Medium creatures and have no bonuses or penalties to their size
Normal Speed: Gnolls have a base speed of 30 ft (6 squares)
Xenophobic: Gnolls are typically isolationist and shun contact outside their species. They speak only Gnoll and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects.
Darkvision: Gnolls can see in the dark up to 60 ft [2 RP]
Natural Armour: Gnolls have hard pelts and recieve +1 to AC from the natural armour. [2 RP]
Languages: Gnolls begin play speaking Gnoll.  Gnolls with high intelligence scores can choose from the following: Common, Dwarf, Undercommon and Gnome.

This comes to 6 RP.  By comparison, most of the core races are around 10 RP.  To make Gnolls slightly more tempting, I've added the following (Open to debate, of course)

Stalker: Perception and Stealth are always class skills for Gnolls [1 RP]
Scavenger: Gnolls gain a +2 racial bonus Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. [2 RP]

This new stuff is sufficiently circumstantial that it's probably fine, although Gnolls are a good example of a race that's strong even though it's got substantially fewer RP than other races. Even without those added bonuses, they're pretty sweet.

Pixies:
My concept of Pixies is small, fluttery things good with magic, so I've picked things appropriate to this theme.

Pixie Racial Traits:
-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma: Pixies are fragile, but nimble and charming with keen minds [Specialised, Tiny bonuses -> 1 RP]
Pixies are Fey (that is, Fairy or Faerie)  [2 RP]
Tiny:  Pixies are Tiny creatures and gain a +2 size bonus to AC and attack rolls, a -2 size penalty to CMB and CMD and a +8 bonus to stealth checks.  Pixies take up a space of 2.5ft by 2.5ft, so 4 can fit in a single square.  They have no natural reach, so they cannot reach into adjacent squares, so cannot threaten squares and must enter an opponent's square to attack it in melee.  Tiny creatures cannot usually flank an enemy [4 RP]
Slow Speed: Pixies are so small that they can't move as quickly as the big folk. They have a speed of 20ft (4 squares) [-1 RP]
Low light vision: Pixies can see twice as far in dim light [part of being fey]
Flight: Pixies can fly at a speed of 30ft (6 squares) with Clumsy Maneuverability. [4 RP]
Pixie Magic: Pixies gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Pixies with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. [Gnome Magic, 2 RP]
Languages: Pixies begin play speaking Common and Sylvan.  Pixies with high intelligence scores can chose from the following: Auran, Gnome, Elven, Clestial, Draconic, Goblic and Orc

This totals 12 RP.
These are of course amazing for spell casters. Sadly too strong to be a balanced PC race, unless you're playing very high powered. Can't really kill much without losing the flavour, sadly.

Obviously, Pixies will make terrible physical combatants being as small as they are. A 1d6 medium weapon does 1d3 when it's tiny and even powerful weapons like greatswords or greataxes only do 1d8.  Armour is half as effective too.  And not to mention the horrible reach and no flanking!  However, the increased AC and hit bonuses will make them wonderful spellcasters.

There's a race called Gathlain here which is sort of similar.

Races from the Wizardry Series

Dracons:
Dracons, for those unfamilliar with the old Wizardry series, are humanoid descendants of dragons.  They breathe acid as a special race feature and make exceptional fighters.

Dracon Racial Traits:
+2 Strength, +2 Consitution, -2 Wisdom: Dracons are physically tough, but unfocused.  [Specialised, 1 RP]
Dracons are Humanoids with the Reptilian subtype.  (Mostly because Dragon is OP and not all those features fit with Dracons)
Medium: Dracons are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracons have a base speed of 30 ft (6 squares)
Darkvision 60 ft. [2 RP]
Acid Resistance: A Dracon's body resists acid, so they receive acid resistance 5 [1 RP]
Dracon Breath: Once a day, a Dracon can breathe acid in a 15ft cone, dealing 1d6 acid damage to all who get hit by it. A successful reflex save against DC 10 + 1/2 the Dracon's character level + the Dracon's Consitution modifier halves the damage. [Breath Weapon w. powerful breath, 2 RP]
Dragon Scales: The hard scales of a Dracon grant a +1 Natural Armour bonus to AC. [2 RP]
Languages: Dracons begin play speaking Common and Draconic.  Dracons with high intelligence scores can choose from the following: Terran, Aquan, Ignan, Auran, Celestial, Infernal or Aklo.

Total: 8 RP

I'd expect Dracons to be impressive fighters, as intended, although their main selling point is the acid breath.
UPDATE: I've nerfed the breath weapon substantially, but to make up for it, there are now feats that make the breath weapon a lot better than it was before anyway. I've also swapped the Draconic Immunities for just Darkvision. They weren't immune or even that good against enchantment in Wizardry anyway. Darkvision makes more sense in this setting anyway.

Improved Dracon Breath
Prerequisites Dracon, Dracon Breath racial trait, Constitution 13
Benefit When you gain this feat, pick one of the following perks:
Extended Range: Your breath weapon's size increases to a 30 ft. cone
Flexible Breath: You can choose a number of squares equal to your constitution modifier (minimum 1) to be unaffected by your breath.
Focused BreathYou can choose to breathe in a 20 ft. line instead of a 15 ft. cone. If you have the Extended Range perk, this becomes a 50 ft. line instead.
Special You can pick this feat up to three times. Each time, pick a different perk.

Greater Dracon Breath
Prerequisites Dracon, Dracon Breath racial trait, Improved Dracon Breath, Constitution 15, Character level 5th
Benefit When you gain this feat, pick one of the following perks:
Strong Breath: The damage of your breath weapon increases to 1d6 per level
Extra Breath: You can use your breath weapon an additional time per day per level. You must wait 1d4 rounds before you can use it again.
Lingering Breath: Creatures that fail their save against your breath weapon take the damage again at the start of your next round.
Special: You can take this feat up to three times. Each time, pick a different perk.

Mook:
For those unfamilliar with the Wizardry Races, Mook are giant furry things.  A little like yetis, actually.  Despite this, they're actually extremely intelligent, perceptive and nimble.

Mook Racial Traits:
+2 Strength, -2 Dexterity, +2 Intelligence: Mook are strong and smart, but their size makes them slow and cumbersome.
Mook are Humanoids with the Mook Subtype
Medium: Mook are medium and receive no bonuses or penalties due to their size.
Slow but steady: Mook have a base speed of 20 ft (4 squares), but have no changes due to armour or encumberance [-1 RP]
Low light Vision: Mook can see twice as far as normal in dim light. [1 RP]
Curiosity: Mook are extremely inquisitive about the world around them. They gain a +4 bonus of Diplomacy checks to gather information, and Knowledge(local) and Knowledge(History) are class skills for them. If they have a class that has either of these skills as class skills, they gain a +2 racial bonus on these skills instead. [4 RP]
Master Tinker: Mook gain a +1 on Disable Device and Knowledge(engineering) checks.  Mook are also treated as proficient with any weapon they have personally crafted. [2 RP]
Large Weapons: Mook are big enough to use larger weapons. They reduce the penalty for using a weapon that is too large by 2. Mook treat Bastard Swords as Martial Weapons[Static bonus feat? 2 RP]
Envoy: Mook 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. [1 RP]
Languages: Mook begin play speaking Common. Mook with high Intelligence scores may choose any other language except secret languages (such as Druidic) [1 RP]

Total: 10 RP

UPDATE: I had thought the large weapons thing was dodgy, but then I went 'hey, I can just reduce the penalties for using large weapons rather than letting them just use them'. So they can't use two-handed large weapons. It does let them use Bastard Swords in one hand, because that makes sense given the reason it's a 2H weapon.

Rawulf:
Rawulfs are apparently descendants of wolves or dogs.  Evolution made them bipedal and more traditionally sentient, but they're still a little way behind on the Brains Race.  They are, however, still quite loyal and faithful.  They made excellent Priests, decent Fighters and, oddly enough, Rogues.

Rawulf Racial Traits:
+2 Constiution, +2 Wisdom, -2 Intelligence: Rawulfs are sturdy and perceptive, but slightly dim.
Medium: Rawulfs are medium creatures and receive no bonuses or penalties from their size.
Normal Speed: Rawulfs have a base speed of 30ft (6 squares) [0 RP]
Low-light Vision: Rawulf have keen eyesight. They can see twice as far as normal in conditions of dim light.
Stubborn: Rawulfs gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if Rawulf fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Rawulf has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. [2 RP]
Pack Attack: Rawulfs maintain their old pack instincts, and receive the teamwork feat Pack Attack for free. [2 RP]
Skilled: Rawulfs descended from domesticated dogs have lost some of their old senses, but their training for a variety of purposes gives them an extra skill point at each level. [4 RP]
Languages: Rawulfs begin play speaking Common.  Rawulfs with high intelligence scores can choose any language except for secret languages (Such as Druidic) [1 RP]

Total: 10 RP

Alternate racial traits:
Swarming: Some Rawulf prefer to attack en masse. Two of these Rawulf (or other races with this racial trait) can occupy the same square.  If two Rawulfs that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.  This trait replaces Pack Attack.
Scent: Rawulfs have the strong sense of smell of their ancestors, and have the Scent ability (see Scent) This trait replaces Skilled and Stubborn.
Moon-touched resistance: Touched by the ancestral beliefs in the moon, some Rawulf have picked up some werewolf-like qualities.  They receive DR 5/Silver.  This trait replaces Skilled and Stubborn.

Well, my first attempt at including alternate racial traits.  Mostly coming from a desire to include more things than would be balanced.  Oddly, I suspect that Rawulf would actually make pretty good monks, in addition to solid clerics and exceptional rangers.

I would, at some stage, like to play a Rawulf Pirate called Black Spot.

UPDATE: Scent's a pretty nice ability, so I've swapped it with skilled and made it more of a trade-off. Also means you can't get it and the DR. I killed the bite attack because there's this nifty gnoll feat that Rawulf should also be able to take called snapping jaws. Which is also better than the bite anyway.

Rapax:
The Rapax made their debut in Wizardry 8.  They are, come to think of it, vaguely minotaur-ish.  Although they were classified as demons by the game.  They certainly felt like demons when you had to fight them.  They lived in an active volcano (Yes, there's a reason for it), but seemed to really thrive there.  As for culture, well, their idea of high art is a large, fresh blood-stain.  That should give a pretty good indication as to what they were like.
While you couldn't make Rapax characters, you could hire one, a very high level mage.  Who could use swords, apparently (and surprisingly well, too).  Anyway, since they were playable they were obviously intended to be a balanced race (even if you never got to see base stats).

Rapax Racial Traits:
+2 Strength, +2 Intelligence: Rapax are strong and smart. [2 RP]
Medium: Rapax are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Rapax have a base speed of 30ft (6 squares)
Fire Resistance: The Rapax's long exposure to lava and hot environments has given them Fire Resistance 5 [1 RP]
Rapax Ferocity: Once per day, when a Rapax is reduced to fewer than 0 hit points but is not killed, she can fight on for 1 more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins to die. [2 RP]
Desert Runner: Rapax are used to harsh conditions and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. [2 RP]
Weapon Familiarity: Rapax are automatically proficient with the Falchion and the Rapax Mageblade[1 RP]
Languages: Rapax begin play speaking Rapax.  Rapax with high intelligence scores can choose from the following: Common, Infernal, Abyssal, Ignan.

Total: 8 RP

Alternative Racial Traits:
Rapax Templar: Exposure to more magic through the church of Al-Sedexus has has given some Rapax Fire Reistance 5, Cold Resistance 5 and Electricity Resistance 5. This trait replaces Ferocity and fire resistance.
Pyromaniac: Rapax who welcome their volcanic homeland well and truly into their hearts become avid lovers of fire.  They are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Rapax early access to level-based powers; it only affects powers that they could already use without this trait. Rapax with a Charisma score of 11 or higher, gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level.  This racial trait replaces Rapax Ferocity and desert runner.

Rapax Mageblade
Exotic two-handed weapon
Slashing Dmg(M) 2d4 Critical 18-20/x2
Weight: 8 lbs. Price: 100 gp
A Rapax Mageblade has a long series of runes marked along its blade. The hilt can be opened to hold small items, as a spell component pouch.
A character proficient with the Rapax Mageblade can cast spells with somatic and material components despite not having a hand free.
A character not proficient with the Rapax Mageblade can treat it as a Falchion

Hopefully that should make the Rapax suitably fearsome without being overpowered, and provides options for both Fighters and Mages, as it did in the game.

UPDATE: The Rapax Mageblade gives any Rapax Magus a huge advantage. Honestly, a lot of Rapax probably were closest to Magus. Even their silly little wizards were killer with their swords.
I've substantially dropped the power of the Rapax, changing Ferocity to something more like Orc Ferocity (Which probably makes more sense anyway) and reduced the resistances a lot (although you can pick them up with the alt trait now).

Trynnie:
The Trynnie, like the Rapax, came around in Wizardry 8.  They were, small, furry rodent things.  Not like rattkin; they actually had rather a large problem with them.  Actually, the Trynnie had large problems with lots of things.  They really seemed to be on or near the bottom of the sentient being food chain, quite literally: all of the native sentient races on the planet seemed to have some (or occasionally, many) members who regularly ate them.  Or as often as they could at least. From memory, you could even actually find, buy and eat an item called Pickled Trynnie Chunks.
Moving on from their culinary properties, the Trynnie had three quite distinct reputations: They were the best at magic on the planet (which is saying something when they had the Rapax with them), they'd steal anything nailed down, and they were kind of stupid. They had a very much tribal culture, although they did all live in a giant tree that they made into a city. Also into halcenogenic drugs (You get to try them: you eat these flower petals and drink a "Mystery Potion" and see a vision.)
Oddly enough though, despite their reputation for being stupid, the two recruitable Trynnie both had high intelligence, and two of the remaining three named Trynnie were probably an Alchemist and a Bishop, both of which require high intelligence.  I'm probably inclined to say that they have low wisdom instead, since they had low Piety, were easily distracted and didn't tend to think of consequences (though they had no problems coming up with ideas)
Both recruitable Trynnie were ranged characters, and the average Trynnie seemed to be a Rogue or Ranger.


Trynnie Racial Traits:
+2 Dexterity, +2 Intelligence, -2 Wisdom: Trynnie have light fingers and clever ideas, but they have trouble focusing.
Small: Trynnie are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Trynnie are fast for their size and have a base speed of 30 ft (6 squares).  They have a climb speed of 20 ft (4 squares) to help them climb in their tree home. [2 RP]
Low light vision: Trynnie can see twice as far as humans in conditions of dim light. [1 RP]
Eternal Hope: After centuries of oppression, the Trynnie are still hopeful that one day they'll be in a better position.  Trynnie 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, they may reroll and use the second result. [2 RP]
Cimber: Trynnie receive a +8 bonus on climb checks [Already accounted for in speed]
Stick to the Shadows: Sleight of hand and Stealth are always class skills for Trynnie. If they choose a class that has these skills as class skills, they receive a +2 bonus on them instead. [3 RP]
Delicious: Trynnie take a -2 on Escape Artist and Combat Maneuver checks made to escape a grapple [-1 RP - See Ghoran]
Master Tinker: Trynnie are adept at putting what they find to use, giving them a +1 bonus on Disable Device and Knowledge (engineering) checks. Trynnie are also treated as proficient with any weapon they have personally crafted. [2 RP]
Languages: Trynnie begin play speaking Common.  Trynnie with high intelligence scores can choose any language they wish, except for secret languages (Such as Druidic) [1 RP]

Total: 10 RP

UPDATE: Found an actual thing that suits Trynnie's tastier aspects. Not as nasty as I was going to do it, so that's a plus.
Stick to the Shadows isn't standard, but I assumed it'd be like Curiosity. It's also rather less strong than it was originally.


_________________
Nooooo! Mister Dicey killed yellow!
http://theyellowwizard.forumotion.com

2 Re: Quark's Racial Threadudice on Fri Aug 08, 2014 10:23 am

Mister Dicey

avatar
Yellow Wizard
Umpani:
Militaristic intergalatic traders. Of all the animals they could have been based on, they chose the rinocerous. Gave an impression of the American Military.

Umpani racial traits:
+2 Strength, +2 Charisma, -2 Intelligence: Umpani are charming and strong, but thick-headed.
Medium: Umpani are medium creatures and receive no bonuses or penalties from their size.
Normal speed: Umpani have a base speed of 30ft
Emissary: Once per day, Umpani can roll twice when making a Bluff or Diplomacy check and take the better roll. [1 RP]
Racial war: The Umpani have fought a long war against the T'Rang. They gain a +4 Dodge bonus against  T'Rang attacks and gain +1 to attack and damage rolls against the T'Rang and other insect-like humanoids. [2 RP]
Silver Tongued: Umpani gain a +2 racial bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. [3 RP]
Bonus Feat: Umpani gain an extra feat at first level. [4 RP]
Languages: Umpani begin play speaking Common and Galactic. Umpani with high intelligence scores can chose any other languages (except for secret languages such as druidic) [1 RP]

Total: 11 RP


_________________
Nooooo! Mister Dicey killed yellow!
http://theyellowwizard.forumotion.com

3 Re: Quark's Racial Threadudice on Tue Aug 12, 2014 7:34 pm

Mister Dicey

avatar
Yellow Wizard
Someone asked me to try and adapt Porkuls for this, so here we go...

I'm basing them on halflings since they're essentially halflings anyway.
Porkuls probably come from a bit of Northern Japanese Folklore, the Koro-Pok-Guru. Alternatively, they're from a story a little like Tom Thumb, called Issun-Boshi (Little One Inch)
Anyway, to make them more like a distinct race from halflings, might I suggest the following alternate racial traits for Porkul characters? (although they're still based on halflings):

Fleet of Foot: Porkuls are just as fast as the big folk despite their size. Their base speed increases to 30 ft. This replaces sure-footed.
Lucky Mallet: Porkuls gain +1 to the DC of any saving throws against transmutation spells that they cast. In addition, Porkuls with a Charisma score of 11 or higher gain the following spell-like abilities: 2/day - Enlarge Person, Reduce Person. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. This ability replaces Keen Senses.
Languages: Porkuls begin play speaking Tien and Halfling. Porkuls with high intelligence scores can choose from the following: Common, Dwarven, Elven, Gnome, and Goblin.


_________________
Nooooo! Mister Dicey killed yellow!
http://theyellowwizard.forumotion.com

4 Re: Quark's Racial Threadudice on Mon Aug 18, 2014 1:33 am

Daydream

avatar
Great Adventurer
Great Adventurer
Cooool, and Porkuls has charming attribute that make bonus on communicating skill?
Cuz they are cute

5 Re: Quark's Racial Threadudice on Mon Aug 18, 2014 10:25 am

Mister Dicey

avatar
Yellow Wizard
They've got a +2 bonus to Charisma, which I suppose is sort of the same thing :P

Tempted to take a look for/adapt Moogles from Final Fantasy...


_________________
Nooooo! Mister Dicey killed yellow!
http://theyellowwizard.forumotion.com

6 Re: Quark's Racial Threadudice on Tue Aug 26, 2014 3:01 pm

Daydream

avatar
Great Adventurer
Great Adventurer
well, referenced from the WOW's setting about Gnome..:P
How about craft bonus? Porkuls are good at making meticulous things, so they can accelerate craft or decrease craft DC.
and the alignment, Porkuls lived in a peaceful society, their religion is nature, so alignment maybe neutral or chaos.

7 Re: Quark's Racial Threadudice on Wed Aug 27, 2014 4:15 pm

Mister Dicey

avatar
Yellow Wizard
What sort of craft bonus do you think would work? A hefty bonus to changing the size of larger equipment to fit them? A bonus to a craft skill of their choice? I think it'd replace Weapon Familiarity rather than Fearless, and especially not Halfling Luck.


_________________
Nooooo! Mister Dicey killed yellow!
http://theyellowwizard.forumotion.com

Sponsored content


View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum