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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 02-16-2013, 12:55 AM   Top  -  End  -  #1
ZeroGear
Dwarf in the Playground
 
BardGuy
 
Join Date: Jul 2010
Default Races of Wake [PF] (PEACH)

I am currently, albeit very slowly, creating a world known as Wake. With this world, however, I intend to take a few steps back from some of the conventions that exist in current Pathfinder games. One of these is races. As such, using the race building rules of the Advanced Race Guide, I have created the fifteen (sixteen of you count humans) races that Inhabit the world. These are split into nine "common" races (races that populate most of the world) and seven "uncommon" races (ones that are rarely seen in civilized society).
Each of the next sections presents a description of the race, it's statistics, and side notes about the concept behind the race. I am intentionally leaving bonus languages aside for now, in case someone wants to add one of them to their own campaign. Since I am a novice at making races, I would like to know if these are balanced and playable in a game (using published pathfinder classes)
Without further ado, I present the common races (and the uncommon ones):

Common Races

Vidians
Spoiler


Lupites
Spoiler


Khellars
Spoiler


Swayths
Spoiler


Cerutes
Spoiler


Pryte
Spoiler


Moode
Spoiler


Makelings
Spoiler


Humans
Spoiler


Uncommon Races
(Note: these races are both rarer, and slightly more powerful than the other races that I have presented so far. Use them with caution.)

Crysts
Spoiler


Unvoken
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Blighted
Spoiler


Lumiants
Spoiler


Lavims
Spoiler


Flegons
Spoiler


Cravins
Spoiler


Please tell me if these races are workable under Pathfinder rules, using published Pathfinder classes.

(P.s. If you're feeling creative, feel free to draw an interpretation of what you think these races would look like.)
__________________
If there is anything I learned from D&D, it is to never bull rush a Gelatenous Cube.

Project Loreshift, game development in Progress

Races of Wake

Wake Human subspecies

Anyone who reads this has just lost "the Game".

Last edited by ZeroGear : 04-21-2013 at 01:30 PM. Reason: fixed some errors
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Old 04-19-2013, 11:20 PM   Top  -  End  -  #2
Ir0npanda
Banned
 
 
Join Date: Mar 2013
Default Re: Races of Wake [PF] (PEACH)

Quote:
Ability Score Racial Traits: +2 Strength, +2 Intelligence, -2 Strength
The cravin ability scores contain a typo ^^

Also you should make the dragonkin race small size instead of trying to kludge them as medium size but with slower movement rates and a huge penalty to strength. Particularly with the swarming racial, which doesn't make sense with medium size creatures.

Really cool races, otherwise. Very imaginitive.

Last edited by Ir0npanda : 04-19-2013 at 11:20 PM.
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Old 04-19-2013, 11:41 PM   Top  -  End  -  #3
ZeroGear
Dwarf in the Playground
 
BardGuy
 
Join Date: Jul 2010
Default Re: Races of Wake [PF] (PEACH)

Quote:
Originally Posted by Ir0npanda View Post
The cravin ability scores contain a typo ^^

Also you should make the dragonkin race small size instead of trying to kludge them as medium size but with slower movement rates and a huge penalty to strength. Particularly with the swarming racial, which doesn't make sense with medium size creatures.

Really cool races, otherwise. Very imaginitive.
Thank you for catching two errors I missed when I typed this up.
I fixed the Cravins, as they now have a -2 to Dexterity, and the Flegons, as they were supposed to be a TINY race (I don't know how medium slipped in there).
__________________
If there is anything I learned from D&D, it is to never bull rush a Gelatenous Cube.

Project Loreshift, game development in Progress

Races of Wake

Wake Human subspecies

Anyone who reads this has just lost "the Game".
ZeroGear is offline   Reply With Quote
Old 04-20-2013, 10:04 PM   Top  -  End  -  #4
Saidoro
Bugbear in the Playground
 
Goblin
 
Join Date: Aug 2010
Default Re: Races of Wake [PF] (PEACH)

I like them. Makelings and Blighted are a bit weak while Lavims are a bit strong, but none are astoundingly so. Makelings have particularly poor ability scores with a bonus to two mental skills and a penalty to constitution, you could probably up them by giving a bonus to dexterity and making them choose between charisma and intelligence. Blighted only give a bonus to one ability score, which puts their features in direct competition with the human's bonus feat. Maybe give them an equivalent to fiendish sorcery keyed to the undead bloodline or giving the human's skilled trait or something of similar power. Taking improved initiative off the Lavims would bring them right down to normal.
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Old 04-21-2013, 06:44 AM   Top  -  End  -  #5
ZeroGear
Dwarf in the Playground
 
BardGuy
 
Join Date: Jul 2010
Default Re: Races of Wake [PF] (PEACH)

Quote:
Originally Posted by Saidoro View Post
I like them. Makelings and Blighted are a bit weak while Lavims are a bit strong, but none are astoundingly so. Makelings have particularly poor ability scores with a bonus to two mental skills and a penalty to constitution, you could probably up them by giving a bonus to dexterity and making them choose between charisma and intelligence. Blighted only give a bonus to one ability score, which puts their features in direct competition with the human's bonus feat. Maybe give them an equivalent to fiendish sorcery keyed to the undead bloodline or giving the human's skilled trait or something of similar power. Taking improved initiative off the Lavims would bring them right down to normal.
Considerations noted, yet I cannot see how to implement some of these alterations.
How would you suggest I balance the choice between letting a Makeling choose between Intelligence and Charisma, since I see no precedent for such mechanics?
If I were to remove the Improved initiative from the Lavims, what feat should I replace it with to keep their power level approximately equal to that of the Lumiants (as both are supposed to be more powerful than most common races)?
As far as the Blighted goes, their Fell Magic ability is actually more powerful than Fiendish Sorcery trait of tieflings since it gives them spell-like abilities not tied to any class in addition to boosting their necromantic magic. Should I trade this ability (or another one) and give them different abilities?
__________________
If there is anything I learned from D&D, it is to never bull rush a Gelatenous Cube.

Project Loreshift, game development in Progress

Races of Wake

Wake Human subspecies

Anyone who reads this has just lost "the Game".

Last edited by ZeroGear : 04-21-2013 at 06:44 AM.
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