View Full Version : Races of Bizeros, In Urgent Need of PEACH

2013-01-16, 11:09 PM
These are races I'm making for a campaign setting, that I'm starting soon. I'm in pretty urgent need of some PEACH'n. Specifically I'm concerned with balance.

Pioneers in technological advances, Elves are known for being intelligent, deft, and manic.

+2 Int, +2 Dex, -2 Str. Elves are smart and graceful, but somewhat weak.
Base land speed is 30ft.
Immunity to sleep effects.
Gains a +1 bonus to saves against mind affecting effects.
Low light vision.
+2 to Perception Checks. An elf who passes within 5 feet of a concealed door is entitled to a Perception check as if he/she were actively searching for it.
Elves gain Phlegostin weapon proficiency (Pistol) as a bonus feat.
Treat Knowledge(Engineering) and Mechanics as class skills for all elves.
Automatic Languages: Tallandine, Sidhe. Bonus Languages: Any except Mycon and Vapari.
As in the Players handbook, with the following changes:
Humans get a +2 to one ability score of your choice, and a -2 to 1 ability score of your choice.
Languages: Auto: Tallandine Bonus: Any except Mycon and Vapari.


Hardy subterranean desert dwellers, dwarves are survivors renowned for their work ethic. When dwarves does something, they do it right.

•+2 Constitution, +2 Wisdom, -2 Charisma. Dwarves are hardy and practical, but can be gruff and judgemental.
•Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
•Dwarf base land speed is 20 feet, but immune to incumberance.
•Darkvision: Dwarves can see in the dark up to 60 feet.
•Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or climbing (but not when flying, riding, or otherwise not standing firmly on the ground).
•+2 racial bonus on saving throws against poison, Appraise and Craft checks regarding stone or metal, Athletics checks, Knowledge(Engineering) checks, and Profession(Miner) checks.
•+2 racial bonus on attack rolls against Thri-Kreen.
•+6 to fortitude saves against heat.
•Immunity to dazzle effects.
•Automatic Languages: Tallandine and Qordic. Bonus Languages: Imperial, Tribal Common, Nikilk, Draconic, Sidhe.


Widely credited with having invented Arcane Magic on Terra, Gnomes have a strange racial affinity for the arcane.
•+ 2 Intelligence, +2 Charisma, -2 Strength. Gnomes are smart and charming, but their bodies hold little muscle.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A gnome’s base land speed is 20 feet.
•+2 racial bonus on saving throws against spells.
•Add +1 to the Difficulty Class for all saving throws against spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
•Gnomes gain a +2 on Knowledge (Arcana) and Craft(Alchemy) checks.
•Treat Craft(Phlegostin) as a class skill for all gnomes.
•Automatic Languages: Tallandine. Bonus Languages: Any except Mycon and Vapari

Half Elves
As in the Players handbook, with the following differences:
+2 Dex
Auto: Tallandine, Sidhe. Bonus: Any except Mycon and Vapari.
The Ego look in some ways like their close relatives, Illithids, but psychologically they are very different. They are mellow and aloof, constantly connected through their song. But do not underestimate the Ego, as they are renowned for their formidable psionic potential.

- +2 Int, +2 Wis, -2 Con, -2 Cha. Ego are very intelligent, and the Song lets them gain Wisdom from others, but they are feeble and have some difficulty interacting with other races.
- Aberration (Psionic)
- Medium
- Base Land Speed: 25 feet
- Ego get a +4 on all sense motive, persuasion, and gather information checks. Passive telepathy comes in useful when doing these things.
- Naturally Psionic: Ego get 3 bonus powerpoints at first level. They can't manifest powers without levels in a manifesting class.
- Ego get a +1 bonus to the saving throw DCs of powers from the Telepathy discipline manifested by them.
- Ego get a +2 bonus to saves against mind affecting effects.
- Ego have a small 2nd brain on a cord coming out of their mouth. They must be holding their second brain to manifest any psionic power.
- Telepathic Communication: Ego can communicate with any sentient with a language within 60ft. automatically.
- Song of the Ego: All Ego are telepathically connected to all other Ego all the time. They can use this "Song" to do a variety of things:
- Ego gain a +4 on any knowledge check of any kind, unless the DM can reasonably say no live Ego has ever known what they are trying to find out. Ego can also make knowledge checks untrained.
- If an Ego is in grave danger, defined as going below 10% of their max HP, other Ego can lend them psychic power through the song. They gain 5+ their manifester level powerpoints, a +1 to the DCs of all powers they manifest, and a +1 to their manifester level for 5 rounds. If this ability is invoked because the Ego falls unconscious, the bonuses apply after the Ego regains consciousness. Occasionally, an Ego character may be asked to lend 1 powerpoint to another Ego through the Song. They don't have to do this, but not doing so is a minor evil act unless the Ego is in dire straights itself, or has a low powerpoint reserve.
- Psi Like abilities: Far Hand, at will.
- Tentacles: An Ego's tentacles can function somewhat like a hand. They can't hold a weapon or shield, but they can carry most other Items, such as a torch or length of rope. Exceptions can be managed at the DMs discretion.


Small humanoids related to dragons, Kobolds are determined individuals. They make great use of power sources not reliant on physical strength, such as Arcane Magic and Psionics.

+2 Dex, +2 Wis, -2 Str. Kobolds are swift and aware, but slim.



30ft base land speed

Psionic predisposal: Kobolds get 1 powerpoint at their 1st level of a manifester class.

+1 natural armor.

Darkvision 60ft


+2 to Craft(Traps), Stealth and Perception checks.

Auto Languages: Tallandine, Draconic. Bonus: Sidhe, Qordic, Imperial, Gith, Vapari, Trelterni,

Derived from mantises, Thri-Kreen are sentient Insects with four arms.

+2 Strength,+2 Dex, -2 Wisdom, -2 Cha. Kreen are strong and deft, but can be impulsive and have a psychology that is rather alien to other sentients.
Monstrous humanoid, not affected by hold person, etc.
Immune to Sleep Effects
+2 natural armor.
+4 to athletics checks
Can choose between 2 exoskeletons:
Grey: +4 to hide checks in rocky areas or cities.
Tan: +4 to hide in sandy or arid areas.
Has 4 arms. The 2 smaller bottom arms cannot make unarmed attacks, but can use light and ranged weapons. They can wield a 1-handed weapon with both of their lower arms, but they don't get the half again bonus. They also do not add their strength modifier to melee attacks with weapons in their lower arms.
Weapon Familiarity: Thri-Kreen treat Gythka and chitka as martial weapons.
Auto Languages: Tallandine, Nikilk. Bonus: Qordic, Imperial, Draconic, Sidhe, Gith


Hobgoblins come from a militaristic, Honor-bound society.
+2 Con, +2 Str, -2 Cha. Hobgoblins are strong, and have multiple copies of their organs, but their strictness makes social interacion difficult.

Base land speed 30ft
+1 on all attack rolls.
-4 on all checks of any kind that would involve doing something dishonorable. What is "Dishonorable" is judged and must be justified by the DM.
+ 2 on all checks that would involve doing something honorable.
+1 bonus on attack rolls against dishonorable opponents.
Treat Bat'leths as martial weapons.
A Hobgoblin who is proficient with a Bat'leth is treated as having the Two Weapon Fighting Feat when using that weapon even if he wouldn't normally qualify.
All Hobgoblins are proficient with all simple weapons.
Auto Languages: Tallandine, Imperial. Bonus: Draconic, Qordic, Tribal Common, Sidhe, Trelterni
Goblins are natural born traders and tradesman, but they can develop talents that makes them useful adventurers.

+2 Cha. Goblins are famous for their silver tongues.
Humanoid (Goblinoid)
Base Land Speed 20 ft
+2 to Appraise, and Persuasion Checks.
+1 to Perception checks.
Gain 1 bonus skill point per level.
Goblins start with 1.5 times as much starting money at first level, and get 500 additional gp if created at later levels per level.
Goblins can resell equipment for 3/4 starting price.
Goblins can find items in a market as if it was 1 size larger.
Auto Languages: Tallandine. Bonus: Qordic, Imperial, Draconic, Tribal Common, Gith, Sidhe, Trelterni


Gith are a species that, following their rebellion against the Illithids, split into 2 factions.

+2 Dex, Gith are swift and dextrous.
Humanoid (Psionic)
Gith base land speed is 35 ft.
+2 racial attack and damage bonus versus Illithids and Ego.
Naturally Psionic: Gith get 1 bonus powerpoint at 1st level. This doesn't give them the ability to manifst powers without levels in a manifester class.
Psionic power resistance equal to 5+ HD.
Psi like abilities, 2 per day: Daze, Psionic, manifester level 1/2 HD, min 1.
Auto Languages: Gith, Tallandine. Bonus Languages: Draconic, Abolethe, Vapari, Imperial, Umber Common

If Githzerai:
+2 Wis, -2 Int Githzerai favor intuition over logic.
+1 to Athletics and Acrobatics checks.
Psi-Like Abilities, 1 per day: Precognition,Defensive

If Githyanki:
+2 Con, -2 Wis Githyanki are tough but impulsive.
Proficiency with all simple weapons, regardless of class.
Psi like abilities, 1 per day: Precognition, Offensive

A species of Sentient Mushrooms, Myconids are notable for their reclusive mannerisms and society.

+2 Con, -2 Dex, +2 Int, -2 Cha, Myconids are well built and logical, but clumsy and withdrawn.
Medium or small, player chooses at character creation. Smalls take an additional -2 to strength.
Base land speed 20 ft, but are immune to incumberance.
Burrow Speed of 10ft.
Plant: Immune to spells such as hold person.
+4 to hide checks in forests.
+2 to Sense Motive, Gather Information, and Persuasion checks.
Psionic predisposal: 2 Bonus power points at the 1st level of a Myconid's manifester class.
Low Light Vision
Acid resistance 5
Wild empathy applying only to plants and fungus.
Immune to disease, sleep and paralysis.
Spores: Myconids can cause a variety of spell-like abilities with their spores. They choose 2 from this list at first level, then learn one new one at 5th level and every 5 levels afterward. 3 uses per day total, not per spore ability.

•Calm: Functions as calm animals, but also applies to other creatures.*
•Obscuring Mist
•Neutralize Poison
•Neutralize Disease
•Daze Monster
•Cause Fear*.
•Remove Fear*
•Confusion, Lesser*
• * Does not affect mindless creatures.

Automatic Languages: Mycon, Tallandine. Bonus: Any

Gorians are a Bizarre Race that are born dead, meaning they aren't inherently evil.
+2 Int, +2 Dex, -2 Cha. Gorians are smart, and they have 2 thumbs on each hand, but they are intimidating due to their Undeath.
Undead(DeathBorn) Does not have a Constitution score, receives a +1 Bonus to Fort Saves and Con based checks in place of their con modifier. For purposes of HP, treat the Con bonus as +2.
A Gorian's HD is one step higher than normal for it's class, ex. d4 becomes d6. Gorians who take levels in a d12 HD class instead treat their constitution Modifier as +3 for purposes of calculating HP.
Base land Speed is 30ft
Psionic predisposal: 2 bonus powerpoints at the 1st level of a Gorian's manifester class.
Healed by death energy, such as inflict wounds spells; harmed by life energy, healing spells.
Immunity to poison, disease and sleep effects, as well as non-lethal damage.
25% fortification against critical hits and sneak attacks
+4 to Sense Motive, Persuasion, and Gather Information Checks.
Picking something up off the ground is a free action rather than a move action for a Gorian.
Does not need to eat, sleep, or breathe, but must rest for 6 hours to prepare spells, and can benefit from consumable items such as potions.
Telepathy: Can communicate with all sentient creatures within 60ft.

Hundreds of floating Islands appeared in the ethereal plane one day. Inhabiting the islands were the Treltern, a semi-insectoid species with 2 sub races.

Base land speed: 30 ft.
Gain 1 or more mutations at first level. May affect LA.
Darkvision 120ft, staggered for 5 rounds after exposure to sunlight.
+1 natural armor.
Hazy Alignment : Treltern have a very strange, apathetic morality. Their alignments are undetectable, unless they wish it to be. Furthermore, magical or psionic effects that involve alignment do not affect Treltern unless doing so is beneficial to the Treltern.
Proficient with all simple weapons, regardless of class.
Auto Languages: Tallandine, Trelterni. Bonus: Imperial, Draconic, Umber Common, Sylvan, Qordic

-2 Str, +2 Int. Lowbloods are strong mentally, but weak physically.
Naturally Psionic: 2 bonus powerpoints at 1st level. They don't get the ability to manifest powers without levels in a manifesting class.
Psi-Like Abilities: Far Hand, at will

+2 Str, +2 Con, -2 Wis, -2 Cha. Highbloods are strong and tough, but impulsive and abrasive.
May Rage once per day as a Barbarian.


*: Lowblood only
**: Highblood only.

-1 LA:
-2 to any ability score.

+-0 LA
Daywalker: Lose darkvision, not staggered in sunlight.
Versatile: Instead of gaining racial Weapon Proficiency, gain an extra skill point at each level.

Slightly favorable: +1 LA for 2, +2 for 4, +3 for 5, +5 for 6.
Aquatic**:+8 to swim checks, can always take 10 on a swim check. Can survive underwater or on land.
Smell Color: Blindsense 30ft under lit conditions.
Extra Psionic*: 2d4 additional racial powerpoints.
Dangerous Horns: Natural Gore attack, 1d8, and proficiency with this attack.
Bonus Feat

+1 LA
Additional Power*: Gain 1 power to use with your racial powerpoints. Stacks with powers gained from levels in a manifesting class.
Psionic predisposition**: 1 bonus powerpoint at the Treltern's 1st level in a manifesting class.

Don't feel compelled to critique all of them, critique on any would be deeply appreciated.
Thank you for your time.

2013-01-17, 12:35 AM
Elves: Inherently strong as Int casters, and given an option that (I presume, not knowing your pistol rules) also gives wizards a much better than light crossbow option for a backup weapon at level 1.

Humans: Humans are already good, buffing them is not particularly necessary but it's a pretty common change.

Dwarves: Strong wisdom based characters, since a -2 to cha and a +2 to con are meaningless and always good, respectively, unless you're a charisma based character and/or undead templated.

Gnomes: Strong caster race. The stat bonuses aren't usually going to be useful on the same character, but small size, better saves, and higher DCs are all excellent.

Half-Elf: Meh. No useful bonuses and only a +2 to a stat that's generally sort of important but not amazing leads to these guys being really weak. Not as weak as before, but still weak.

Ego: Good manifester class. Basically the same as gnomes, but with a far less powerful DC booster. However... a psionic class that cannot use powers while bound because they have to "hold" their brain to focus is something I inherently don't like. Also, I feel like the extra "hand" from the tentacles needs to be defined better, especially in regards to whether or not it provides an additional magic item slot of some kind, and I'd specifically mention that it can hold their second brain if you insist on requiring them to use their hands to manifest.

Kobold: Eh, they've got splat support, so they're pretty good in that respect. I'd prefer that they stick to being the sorcerous type, given your lack of specifically sorcerous characters, but you can't really go wrong with a race that's got bonus dex, small size, and bonus natural armor as long as you aren't building these guys as grapplers or something.

Thri-Keen: Pretty good as melee combatants, nothing amazing.

Hobgoblins: Also good fighters. Assuming the checks thing is specifically applying to skill checks, anyway; if not they've got some truly excellent bonuses and truly crippling in combat penalties that are strongly dependent on your backstory, which is obviously very hard to quantify. Even if it's only for skill checks it's still a pretty powerful thing.


Hate them. The concept of a race that is specifically only good because they are supposed to get greater than WBL in total gear (because of their bonuses to sell) and are more likely to have access to good equipment (because of their larger market bonus) is silly, as is the fact that they get a nearly irrelevant bonus to WBL except if they start at level 2 or 3, where they get a huge amount, percentage wise. These guys should not exist, especially because any smart party would simply use the goblin for all their selling needs, which just leads to everybody having equal cash and they should still end up, roughly, with wealth by level as based on the guidelines.

Not bad. Githyanki specifically are nice for the +con but they're nothing particularly amazing given the wide breadth of good caster classes you've got.

Myconids: Besides the dex penalty, yet another excellent int-caster race. Con bonus, small size, int bonus, and more. The burrow speed also seems problematic at level 1, so perhaps that should be moved to a later-level ability.

Gorian: Typically I see undead that have HP bonuses getting the boost from their charisma score, rather than their constitution score. Because of the lack of a constitution score (and the fact they act as if they have a relatively poor one), this race is rather weak. The HP bonus is relevant early but doesn't make up for the assumed +con item, their fort saves are weak, and other caster races given just have better bonuses on top of all that.

Treltern: Highblood are probably your best melee race assuming they take an additional penalty for the gore and bonus feat. Lowblood are pretty weak on the (large) caster-race totem pole. The scaling of the LA for taking mutations is pretty weird as well, since there aren't 6 mutations to take for +5 LA, and the nonexistant sixth mutation takes 2 levels, which isn't worth it. The bonus feat is probably the strongest mutation, but it's in the lower category, whereas the really terrible ability to get 1 extra powerpoint is a full LA. Additional Power is very vaguely defined and could easily allow you an additional 9th level, which is obviously huge. Overall these guys need to have their mutations section written out a lot better, actually have six mutations if getting six mutations is an option, and have the choices rebalanced. As it stands they can still have a bonus feat, a free gore attack, and some great stats for a melee character.

2013-01-17, 12:48 AM
I tend to like goblins when I run "monster" races. So glad to see they made the cut.

I do agree however that their key bonuses are kind of lackluster. Power of Money isn't really an interesting ability by itself. It can lead to power imbalanced in the party (If the Goblin only used his powers for himself) or effectively nullify the key advantages of being a Goblin by just being the group merchant/haggler for everyone rendering the goblin in the same no fun category I usually have when I play a Cleric (When my party just wants me to shut up and do nothing but heal them after battle and/or Turn Undead).

They should have a bonus of some sort that is slightly more relevant. But part of that depends on the role you want them to have. As written they're just the face. Meaning what, typically Bard or Sorcerer, maybe Rogue depending on how your party likes to swing it out. Not a whole lot I can think of that supports those classes off the top of my head that doesn't unbalance or just feel like a tacked on bonus that's forgettable and unwanted.

It's a hard niche and right now my mind is blanking on it. Just knowing it's one of the few times I'd look at the Goblin race being available as a character and NOT want to play it.

Particularly if I got pushed into Cleric like normal because no one else wanted to heal. :smallbiggrin:

2013-01-17, 01:09 AM
I didn't do an overall roundup, but yeah, I think that you're relatively lacking in charisma boosting classes. You've got a couple meleers, and maybe some sneaky guys here and there, but for the most part it's just varying flavors of int caster and wisdom caster. You don't have any potential for charisma dependent martial classes, not much for skillmonkeys/dexterity guys, and no similarly excellent options for charisma classes... but you have three guys you can easily fit into those roles!

Kobolds: Make 'em sorcerers, not psionics. That's their thing, no need to adjust it. You've got a lot of psionic dudes already.

Goblins: Give them either +dex or +int (or their choice, splitting the race again), -str or -wis (-con is just never worth it), some skillpoints, and make them an effective rogue/bard choice in that respect. Party face is better if they can do it by being a legitimate skillmonkey instead of just being better at getting the party the money they should get by WBL.

The undead guys: Give them a charisma bonus, a strength bonus, and make them into your undead Knight Templar Paladin/Crusaders, with charisma to HP (and maybe fort saves, though a flat bonus or no bonus there could provide their weakness). Make them into profoundly effective martial charisma classes, because why the hell not? Everybody else gets something.

2013-01-17, 03:30 AM
Goblins are probably my favorite monster race. Giving them an ability relating to their business savvy is fine; making that all their abilities causes issues.
If they are supposed to be silver tounged, why not give them that ability to trap someone in a lie with words?

2013-01-18, 12:29 PM
I really appreciate the Feedback. Thank you all very much.
I'm going to start with addressing Goblins, as I got the most feedback regarding them. I didn't want the money and selling bonuses to be the only things that made Goblins desirable. I also gave them an extra skill point at each level, and small size without a strength penalty. However, truth be told I wasn't really happy with the race, so I appreciate your feedback and Ideas. Are you suggesting I remove their money abilities entirely? Togapika, would you please elaborate, I don't really understand your suggestion.

I also got a Good deal of Feedback about Gorians. I suppose I overestimated the benefits of the enhanced hit dice. So, I think I will make their HP, Fort saves, and Con-based checks based on Charisma, as recommended. And give them a Charisma bonus. I also am growing on the Idea of making them a martially oriented race rather than a caster.

I appreciate the feedback regading Charisma based classes. I think I will make some of the Recommended changes to Kobolds, Goblins, and Gorians.

I'll be posting updated races soon.

2013-01-18, 10:08 PM
Maybe Togapika meant something like the old Halfling ability to Taunt, a quasi magical ability?

I would, to catch the flavor of what you want from what goblins have right now give them something like "Persuasion and Appraise are always class skills, they gain +2 to Appraise and Persuasion checks".

Then allow you goblin players to make Persuasion checks to haggle prices a bit when they try to sell. Same flavor. Mechanical bonuses that require investment to actually get the huge benefits out of it. Doesn't shoehorn them into a role if they don't want to be that sort. Just because most goblins are, doesn't mean everyone is, or that every player wants to be one.

And maybe give them a combat relevant sort of power too. Maybe something like the Dirty Fighting ability (This is PF I think? I'm not very familiar with it, only played it once for a group that went bust after 3 sessions because I was about the only guy who always showed up). Something that gives them an edge in a fight with superior numbers/positioning. If I remember the trait it was something like +2 damage to daggers when you're flanking someone? But you get the idea.

I'm not too fond of ideas like Taunting or other "They can mindjack people with their words" abilities. I don't really like the flavor of it as a supernatural ability or such. Now if a PLAYER wants to be good at it, and they can figure out some great insults to hurl Roleplay wise at someone? Cool. Just never liked the feeling of "I use Taunt and now he's pissed" being all that's said about it. Probably wouldn't like the feel of "I use Silver Tongue and get a free Zone of Truth" or the like.

2013-01-19, 10:16 PM

Read the description for True Confession

2013-01-20, 09:15 AM
I disagree with a lot of these trait choices, and instead of addressing them literally I'll address them in concept:

Race mechanics, in my mind, are biological. I will generally disagree with any race mechanic that is cultural unless it's a subrace mechanic such as Wild Dwarves beard armor ect.