Alchemistmerlin
2011-04-06, 09:43 AM
My group just switched to pathfinder and I'm trying to balance my homebrew races around Pathfinder's more powerful ones. I'll post them in a few different post just to spread it out.
Murimus:
(Moo-ree-moo)
Crunch:
+2 Dexterity, +2 Int, -2 Strength
Murimus are highly agile, but they tend to be somewhat weak. They are also inquisitive, though sometimes to a fault.
Small: As a Small creature, a Murimus gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Murimus base land speed is 20 feet.
Darkvision 60 f.t.
+2 racial bonus on Stealth and Disable Device checks.
Timid: -1 on saves vs fear affects
Murimus are rather timid, and subject to fear easily.
Musteval Ancestry: A Murimu may cast disguse self as a spell like ability twice per day. The DC is 10 + Charisma Modifier + Spell Level.
Speak with Animals: A Murimus may speak with animals as a free action as the Spell "Speak with Animals" as cast by a 3rd level Druid.
Automatic Languages: Gnome and Murimus. Bonus Languages: Dwarven, Human, and Goblin
Fluff:
Appearence: Murimus look like Small Humanoid mice, with fur ranging in color in shades of white, brown, and black. They have long pink tails and able agile fingers.
The Murimus are generally a shy race, keeping to their dens in the rolling hills of temperate climates. They can, however, survive just fine in an Urban setting, though their odd appearence often confuses people unfamiliar with them. They trace their lineage back to a far removed ancestor from the outer planes who was said to have many magical and amazing powers.
Murimus are communal, with a life very centered around the family unit. Often a single family of Murimus will have two parents and many many children. They live in dens underground in hilly, grassy areas and tend toward a life of farming and subsistence living.
They tend to be very curious, especially when in a new place, and ask many questions of people they view as reliable sources of knowledge. They can often be a bit too trusting though and have a tendency to take things literally.
Religion: The Murimus practice a tradition of ancestor worship, with every family having their own traditions and practices. The culture as a whole also has some large celebrations for notable Murimus heroes as well as "The Ancestor", the legendary first Murimus.
Combat: Murimus dislike combat, due to their small physical nature, and prefer to sneak around or hide in the presence of larger enemies. They are not, however, above taking a cheap shot or two to fell an opponent who would otherwise be too large for them.
Adventuring: A sense of curiosity of the world outside the walls of their dens often sends a young Murimu out to the world in search of adventure. Because the Murimus mostly subsistence farm, any sort of drought or dryspell can send large families of Murimus seeking work and shelter in nearby cities until they can go back to farming again, often the sights and sounds of the Urban world excite and fascinate a Murimu, who will stay behind as his family returns to the farm life, in search of a whole new life of grand adventure amongst the city folk.
Murimus Names: Due to the sheer number of siblings, Murimus families will often give their kids designations, rather than names. A child may be "B" or "M" or "4". This can become very confusing for outsiders, but never seems to bother the Murimus themselves. When integrating into a larger society a Murimus will often pick a more unique name for himself and include his homeland to further distinguish himself. Thus "M" the Murimus could, upon moving to the big city, become "Marrell of Whitefield".
Murimus:
(Moo-ree-moo)
Crunch:
+2 Dexterity, +2 Int, -2 Strength
Murimus are highly agile, but they tend to be somewhat weak. They are also inquisitive, though sometimes to a fault.
Small: As a Small creature, a Murimus gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Murimus base land speed is 20 feet.
Darkvision 60 f.t.
+2 racial bonus on Stealth and Disable Device checks.
Timid: -1 on saves vs fear affects
Murimus are rather timid, and subject to fear easily.
Musteval Ancestry: A Murimu may cast disguse self as a spell like ability twice per day. The DC is 10 + Charisma Modifier + Spell Level.
Speak with Animals: A Murimus may speak with animals as a free action as the Spell "Speak with Animals" as cast by a 3rd level Druid.
Automatic Languages: Gnome and Murimus. Bonus Languages: Dwarven, Human, and Goblin
Fluff:
Appearence: Murimus look like Small Humanoid mice, with fur ranging in color in shades of white, brown, and black. They have long pink tails and able agile fingers.
The Murimus are generally a shy race, keeping to their dens in the rolling hills of temperate climates. They can, however, survive just fine in an Urban setting, though their odd appearence often confuses people unfamiliar with them. They trace their lineage back to a far removed ancestor from the outer planes who was said to have many magical and amazing powers.
Murimus are communal, with a life very centered around the family unit. Often a single family of Murimus will have two parents and many many children. They live in dens underground in hilly, grassy areas and tend toward a life of farming and subsistence living.
They tend to be very curious, especially when in a new place, and ask many questions of people they view as reliable sources of knowledge. They can often be a bit too trusting though and have a tendency to take things literally.
Religion: The Murimus practice a tradition of ancestor worship, with every family having their own traditions and practices. The culture as a whole also has some large celebrations for notable Murimus heroes as well as "The Ancestor", the legendary first Murimus.
Combat: Murimus dislike combat, due to their small physical nature, and prefer to sneak around or hide in the presence of larger enemies. They are not, however, above taking a cheap shot or two to fell an opponent who would otherwise be too large for them.
Adventuring: A sense of curiosity of the world outside the walls of their dens often sends a young Murimu out to the world in search of adventure. Because the Murimus mostly subsistence farm, any sort of drought or dryspell can send large families of Murimus seeking work and shelter in nearby cities until they can go back to farming again, often the sights and sounds of the Urban world excite and fascinate a Murimu, who will stay behind as his family returns to the farm life, in search of a whole new life of grand adventure amongst the city folk.
Murimus Names: Due to the sheer number of siblings, Murimus families will often give their kids designations, rather than names. A child may be "B" or "M" or "4". This can become very confusing for outsiders, but never seems to bother the Murimus themselves. When integrating into a larger society a Murimus will often pick a more unique name for himself and include his homeland to further distinguish himself. Thus "M" the Murimus could, upon moving to the big city, become "Marrell of Whitefield".