Barbarian MD
2010-01-27, 06:29 PM
I realized there's a severe lack of fine-sized playable races, so here's my first attempt at creating a race. Let me know what you think; I'm eager to hear how to improve it and balance it.
Special Note: Before you rush in and say, "This thing is way too powerful! Dwarfs only get +2 to one ability, and you have bonuses in four stats!" please note that my homebrew has a level adjustment. I don't know why people keep missing it, but no, this is not the same thing as a dwarf. It's more on the level of a Pixie or the Half-Celestial template.
CHANGE LOG:
Fluffed Invisibility
Added weapons and completed bonus feats
Removed Invisibility (Is it now underpowered?)
Extraordinary Craftsmanship added
Changed natural armor to dodge bonus
Removed Weapon Finesse, to be replaced in the future.
Cleaned up the formatting of the abilities.
Reduced the LA to +4 from +5.
Beginning to work out the special benefits the mount receives.
Considering rearranging some of the stat bonuses. Con might become a penalty (+4 -> -2). Wis might become a bonus (-2 -> +4). Done.
Talansidhe
Fine (Fey)
HD ½ d6-1 (1 hp)
Speed 5 ft (1 squares).
Init: +4
AC 24 (+8 size, +4 Dex, +2 dodge), touch 24, flat-footed 18
BAB +0; Grp -20
Attack Lance +4 melee (1d2-4/x3) or shortspear +12 ranged (1/x2)
Full-Attack Lance +4 melee (1d2-4/x3) or shortspear +12 ranged (1/x2)
Space 1/2 ft.; Reach 0 ft.
Special Attacks none
Special Qualities Damage reduction 10/cold iron, darkvision, spell resistance 17, Extraordinary Craftsmanship, Attuned Mount
Saves Fort -1, Ref +6, Will +6
Abilities Str 3, Dex 19, Con 9, Int 14, Wis 14, Cha 16
Skills Concentration +3, Craft (any one) +6, Handle Animal +7, Listen +6, Move Silently +8, Perform (woodwind) +7, Ride +8, Spot +6
Feats Mounted Combat, Acquire Familiar (B)
Environment Temperate Forests
Organization Squad (2-4), Hunt (6-11), or Tribe (20-80)
Challenge Rating 5/3
Treasure Standard
Alignment usually chaotic
Advancement by class; Favored Class Sorcerer or Warlock
Level Adjustment +4
Talansidhe are proficient with all simple weapons, lances, light armor, medium armor, and shields (but not tower shields)
A Talansidhe stands between 1 and 4 inches in height and weigh but a few ounces. They wear bright clothing, complete with capes and pointed caps, and tend to be a boisterous and loud people. They take themselves overly seriously, but perhaps lack some of the wisdom of the True Summer and Winter Courts.
These Sidhe are made up of matriarchal societies. Queens of the Sidhe rule vast areas of forest, and the various clans and tribes are spread some distance from each other. Most Talansidhe belong to a worker class. These are the builders, the farmers, and the craftsmen. Different tribes provide for themselves in different ways--some herd aphids in order to obtain the sugar that they produce, others will encourage and protect bee hives in exchange for honey. Talansidhe have little in the way of manufactured goods to export, not because they do not craft such items, but because they would be worthless to most buyers. A noble class serve as warriors, defending the tribes from invaders. A priestly class also exists, and it is not unknown for adventurers to discover a Talansidhe cleric on pilgrimage, but it is extremely rare.
Unlike their cousins, the Pixies, Talansidhe lack wings. When these fairie folk come of age, they are entitled by law to capture and train a mount, and after doing so they are considered full members of society. The choice of a mount is an important decision, and will affect a Talansidhe’s reputation for the rest of their lives. Some choose for themselves lizards or squirrels, and some of the smaller take dragonflies. The most adventurous—the ones that want to prove themselves and serve as knights—attempt to tame cats or birds of prey.
Extraordinary Craftsmanship (Ex)
Those Sidhe that pursue a craft produce wondrously small works of art. The effect of this bonus depends on the craft skill in question, but here are some examples:
Whenever a Sidhe crafts armor (or a shield) that is fine in size, that armor provides the full AC bonus, rather than the standard 1/2, and weighs only 1/25 the weight of a medium-sized suit of equivalent armor [Note: this allows a particularly strong Sidhe to wear full-plate]
Whenever a Sidhe crafts weapons that are fine in size, that weapon weighs only 1/25 the weight of a medium-sized equivalent, and, if no damage die is provided for that weapon, deals 1 point of damage instead. [A dagger, for instance.]
Spell Resistance (Ex)
Talansidhe gain spell resistance equal to 17 + class levels.
Darkvision (Ex)
Talansidhe have darkvision to a distance of 60 feet.
Damage Reduction (Ex?)
Talansidhe have damage reduction equal to 10/Cold Iron.
Special Note: For player characters, the DR progresses. At 1 HD, PC Talansidhe receive DR 1/Cold Iron. At 5 HD, it advances to DR 5/Cold Iron. At 10 HD, the DR increases to a total of DR 10/Cold Iron.
Attuned Mount (Ex)
Talansidhe form extremely close bonds with the animals that serve both as their familiars and mounts. A psychic link begins to form, and a mount that serves in this way begins to gain even more strength from the magical auras of their masters. Eventually, the link between the two becomes so tight that, live or die, they do so together. The following effects are based on HD.
1st-2nd: While riding her mount-familiar, a Talansidhe is treated as having the benefit of Mounted Combat. In addition, so long as her mount is reasonably large enough to carry her, ignore weight limits on carrying capacity with respect to the mount. A Talansidhe's familiar-mount may carry its master and any equipment that a Talansidhe can carry as a medium load.
3rd-4th: A Talansidhe's mount gains a bonus of 10' to movement.
5th-6th: While riding her mount-familiar, a Talansidhe shares her mount's Improved Evasion. If the mount, or both the mount and character, are targeted by a spell or effect, roll a single reflex save, using the higher modifier of the two. If only the Talansidhe is targeted, you must use her modifier.
7th-8th: While mounted on her mount-familiar, a Talansidhe gains the benefit of Ride-By/Fly-By Attack.
9th-10th: The magical bond between a Talansidhe and her mount grows so strong as to become unbreakable. From now on, the two are counted as one entity. Use the AC, Hit Points, SR, DR, and Saves, and Anything-Else-that-I-Am-Forgetting of the Talansidhe. Spells that affect one now affect both. If one of the two should die, the other dies instantaneously, regardless of physical separation.
Combat
Talansidhe try to avoid combat, particularly with creatures much larger than themselves, and will flee at the first sign of serious danger from outsiders. There is an exception to this rule. While the rest of the tribe scatters underfoot, Sidhe Knights harry their attackers in frenetic combat, giving their lives to allow the tribe to survive.
Talansidhe as Characters
A Talansidhe character exchanges its 1 HD of fey for its first class level.
Talansidhe characters posses the following racial traits.
-8 Strength, +8 Dexterity, -2 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma
Fine size. +8 bonus to Armor Class, +8 bonus to attack rolls, +16 bonus on Hide checks, -16 penalty on grapple checks, lifting and carrying limits 1/8 that of Medium creatures.
A Talansidhe’s base land speed is 5 feet.
Dark-vision 60 feet.
Racial Feats: A Talansidhe receives Acquire Familiar as a bonus feat.
+2 dodge bonus to AC.
Special Qualities: Damage reduction 10/cold iron, spell resistance equal to 17 + class levels, Extraordinary Craftsmanship, Attuned Mount.
Automatic languages: Common, Sylvan. Bonus languages: Elven, Gnome, Halfling.
Special Note: Before you rush in and say, "This thing is way too powerful! Dwarfs only get +2 to one ability, and you have bonuses in four stats!" please note that my homebrew has a level adjustment. I don't know why people keep missing it, but no, this is not the same thing as a dwarf. It's more on the level of a Pixie or the Half-Celestial template.
CHANGE LOG:
Fluffed Invisibility
Added weapons and completed bonus feats
Removed Invisibility (Is it now underpowered?)
Extraordinary Craftsmanship added
Changed natural armor to dodge bonus
Removed Weapon Finesse, to be replaced in the future.
Cleaned up the formatting of the abilities.
Reduced the LA to +4 from +5.
Beginning to work out the special benefits the mount receives.
Considering rearranging some of the stat bonuses. Con might become a penalty (+4 -> -2). Wis might become a bonus (-2 -> +4). Done.
Talansidhe
Fine (Fey)
HD ½ d6-1 (1 hp)
Speed 5 ft (1 squares).
Init: +4
AC 24 (+8 size, +4 Dex, +2 dodge), touch 24, flat-footed 18
BAB +0; Grp -20
Attack Lance +4 melee (1d2-4/x3) or shortspear +12 ranged (1/x2)
Full-Attack Lance +4 melee (1d2-4/x3) or shortspear +12 ranged (1/x2)
Space 1/2 ft.; Reach 0 ft.
Special Attacks none
Special Qualities Damage reduction 10/cold iron, darkvision, spell resistance 17, Extraordinary Craftsmanship, Attuned Mount
Saves Fort -1, Ref +6, Will +6
Abilities Str 3, Dex 19, Con 9, Int 14, Wis 14, Cha 16
Skills Concentration +3, Craft (any one) +6, Handle Animal +7, Listen +6, Move Silently +8, Perform (woodwind) +7, Ride +8, Spot +6
Feats Mounted Combat, Acquire Familiar (B)
Environment Temperate Forests
Organization Squad (2-4), Hunt (6-11), or Tribe (20-80)
Challenge Rating 5/3
Treasure Standard
Alignment usually chaotic
Advancement by class; Favored Class Sorcerer or Warlock
Level Adjustment +4
Talansidhe are proficient with all simple weapons, lances, light armor, medium armor, and shields (but not tower shields)
A Talansidhe stands between 1 and 4 inches in height and weigh but a few ounces. They wear bright clothing, complete with capes and pointed caps, and tend to be a boisterous and loud people. They take themselves overly seriously, but perhaps lack some of the wisdom of the True Summer and Winter Courts.
These Sidhe are made up of matriarchal societies. Queens of the Sidhe rule vast areas of forest, and the various clans and tribes are spread some distance from each other. Most Talansidhe belong to a worker class. These are the builders, the farmers, and the craftsmen. Different tribes provide for themselves in different ways--some herd aphids in order to obtain the sugar that they produce, others will encourage and protect bee hives in exchange for honey. Talansidhe have little in the way of manufactured goods to export, not because they do not craft such items, but because they would be worthless to most buyers. A noble class serve as warriors, defending the tribes from invaders. A priestly class also exists, and it is not unknown for adventurers to discover a Talansidhe cleric on pilgrimage, but it is extremely rare.
Unlike their cousins, the Pixies, Talansidhe lack wings. When these fairie folk come of age, they are entitled by law to capture and train a mount, and after doing so they are considered full members of society. The choice of a mount is an important decision, and will affect a Talansidhe’s reputation for the rest of their lives. Some choose for themselves lizards or squirrels, and some of the smaller take dragonflies. The most adventurous—the ones that want to prove themselves and serve as knights—attempt to tame cats or birds of prey.
Extraordinary Craftsmanship (Ex)
Those Sidhe that pursue a craft produce wondrously small works of art. The effect of this bonus depends on the craft skill in question, but here are some examples:
Whenever a Sidhe crafts armor (or a shield) that is fine in size, that armor provides the full AC bonus, rather than the standard 1/2, and weighs only 1/25 the weight of a medium-sized suit of equivalent armor [Note: this allows a particularly strong Sidhe to wear full-plate]
Whenever a Sidhe crafts weapons that are fine in size, that weapon weighs only 1/25 the weight of a medium-sized equivalent, and, if no damage die is provided for that weapon, deals 1 point of damage instead. [A dagger, for instance.]
Spell Resistance (Ex)
Talansidhe gain spell resistance equal to 17 + class levels.
Darkvision (Ex)
Talansidhe have darkvision to a distance of 60 feet.
Damage Reduction (Ex?)
Talansidhe have damage reduction equal to 10/Cold Iron.
Special Note: For player characters, the DR progresses. At 1 HD, PC Talansidhe receive DR 1/Cold Iron. At 5 HD, it advances to DR 5/Cold Iron. At 10 HD, the DR increases to a total of DR 10/Cold Iron.
Attuned Mount (Ex)
Talansidhe form extremely close bonds with the animals that serve both as their familiars and mounts. A psychic link begins to form, and a mount that serves in this way begins to gain even more strength from the magical auras of their masters. Eventually, the link between the two becomes so tight that, live or die, they do so together. The following effects are based on HD.
1st-2nd: While riding her mount-familiar, a Talansidhe is treated as having the benefit of Mounted Combat. In addition, so long as her mount is reasonably large enough to carry her, ignore weight limits on carrying capacity with respect to the mount. A Talansidhe's familiar-mount may carry its master and any equipment that a Talansidhe can carry as a medium load.
3rd-4th: A Talansidhe's mount gains a bonus of 10' to movement.
5th-6th: While riding her mount-familiar, a Talansidhe shares her mount's Improved Evasion. If the mount, or both the mount and character, are targeted by a spell or effect, roll a single reflex save, using the higher modifier of the two. If only the Talansidhe is targeted, you must use her modifier.
7th-8th: While mounted on her mount-familiar, a Talansidhe gains the benefit of Ride-By/Fly-By Attack.
9th-10th: The magical bond between a Talansidhe and her mount grows so strong as to become unbreakable. From now on, the two are counted as one entity. Use the AC, Hit Points, SR, DR, and Saves, and Anything-Else-that-I-Am-Forgetting of the Talansidhe. Spells that affect one now affect both. If one of the two should die, the other dies instantaneously, regardless of physical separation.
Combat
Talansidhe try to avoid combat, particularly with creatures much larger than themselves, and will flee at the first sign of serious danger from outsiders. There is an exception to this rule. While the rest of the tribe scatters underfoot, Sidhe Knights harry their attackers in frenetic combat, giving their lives to allow the tribe to survive.
Talansidhe as Characters
A Talansidhe character exchanges its 1 HD of fey for its first class level.
Talansidhe characters posses the following racial traits.
-8 Strength, +8 Dexterity, -2 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma
Fine size. +8 bonus to Armor Class, +8 bonus to attack rolls, +16 bonus on Hide checks, -16 penalty on grapple checks, lifting and carrying limits 1/8 that of Medium creatures.
A Talansidhe’s base land speed is 5 feet.
Dark-vision 60 feet.
Racial Feats: A Talansidhe receives Acquire Familiar as a bonus feat.
+2 dodge bonus to AC.
Special Qualities: Damage reduction 10/cold iron, spell resistance equal to 17 + class levels, Extraordinary Craftsmanship, Attuned Mount.
Automatic languages: Common, Sylvan. Bonus languages: Elven, Gnome, Halfling.