PDA

View Full Version : Pathfinder [Custom Goblinoid Race] The Ouphes - all input appreciated!



Secret Wizard
2014-07-08, 05:39 AM
The Ouphes

Update log:
14/7/14: Augur Witch archetype, feats, random weight and height, oh my!
12/7/14: Retooled traits.
9/7/14: PICTURES! Also added the Prowler Ranger archetype for Ouphes.
8/7/14: Posted - nerfed some traits already. Nerfed some more.

It is widely known that Goblins tend to live short, brutish lives and the few who manage to reach teen years usually only grow more vicious and belligerent with time.

However, not all Goblins suffer this fate. Some Goblins give into their more curious nature and seclude themselves from society, seeking solace from their restive homes. Usually, this does not happen purposefully - perhaps the Goblin became lost on her way home after a raid and decided to linger in a particularly lush grove; perhaps another Goblin found an extraordinarily interesting object while scavenging and became transfixed with fascination for the bauble.

Whichever the reason, this time spent in solitude can trigger a developmental shift in the Goblin, especially in mental terms. A notable change is that the Goblin will become more engaged in quiet, introspective tasks. Maybe the Goblin begins carving ornate bone instruments instead of scavenging for her crockery; maybe the Goblin decides she would like to learn to appreciate all the different smells around her den.

After some time of such activities, the last stage of the transformation takes place. The Goblin finally becomes what is known as an Ouphe when she consciously believes to be different from what she once was. Her senses and focus become much sharper. Physical changes occur too - because Ouphes tend to be more sedentary, they lose some of the natural fleetness of Goblins, but they are much heartier.
Nevertheless, it must be noted that Ouphes do share many traits with Goblins. It is not uncommon for Ouphes to be obssessed with fire and to distrust the written word. Ouphes tend to be much more surly and agelast than Goblins too.

It may be possible that the metamorphosis into an Ouphe might be a magical process in-built into Goblins, posing many questions about the actual origins of the troublesome race.

https://imagizer.imageshack.us/v2/394x581q90/759/cf16e1.jpg

Physical Description
Ouphes are not much larger than 4 feet tall. They keep several goblin-like traits - fanged mouths, oversized ears, musky skin colors -, but their heads appear to be more proportionate to their bodies, although their noses might still be too large. They have hairless heads and beady red or yellow eyes. Their fingers and toes are claw-like - optimal for carving or climbing.

Society
Ouphes are not prone to live communal lives as they usually foster discontent from their earlier experiences as Goblins. Because Ouphes can only give birth to Goblins, they also eschew familiar lives altogether. However, the children of Ouphes tend to be much wiser and smarter than regular Goblins, so some patient Ouphes chose to take up an active parenthood.

Unlike Goblins, Ouphes will not eat another sapient being even if the food supply dwindles. But much like Goblins, they have no qualms of feeding on carrion, regardless of its origin. If calamity befalls on another Ouphe, it is considered custom to eat the flesh of the slain brother or sister and craft a memento out of its bones.

As a matter of fact, Ouphes are quite interested in manufactured products, particularly if they are created from scratch by a single craftsperson - perhaps out of bone, wood or another simple material. For this reason, Ouphes tend to naturally gather to display their creations. They are much more enthusiastic about learning the techniques used to create said items than they are about actually purchasing that item.

When taking part in any sort of community, Ouphes will be very individualistic and they will strive to maintain as much personal liberty as possible. Any restrictions imposed on them will be met with scorn or mocking defiance. They will only abide by norms if it is evidenced that doing so is of utmost necessity. In this aspect, Ouphes tend to be very pragmatic - if the circumstances that lead to a norm to be adopted change, they will be quick to do away with the obsolete norm rather than carry on with tradition.

Hermits are most common with Ouphes. While some take ascetic lives, others choose to meld into their environments and become skillful poachers.

Relations
The Ouphes' intimacy with Goblinkind makes their relations with their cousins complicated - sometimes they grow to despise goblinoids, sometimes they grow to appreciate the positive aspects of their race, such as their independence, curiosity or honesty. They do loathe any race that holds an indiscriminate grudge on Goblins as they consider these races to have a superiority complex.
Curiously, Ouphes tend to get along with Gnomes that learn to distinguish them from regular Goblins. Gnomes enjoy watching the surly Ouphes react to their pranks, and Ouphes enjoy getting back at the offenders.
Regardless of race, Ouphes will be most interested in forging relations with any craftperson patient enough to teach them new tricks.

Aligment and Religion
Ouphes are introspective and fiercely independent. They are commonly anarchic and disinterested with morality. They may revere bones, fire, wood and stone in an animistic fashion. They gravitate towards Neutral, Chaotic and Evil alignments.

Adventurers
Ouphe adventurers are not common - they tend to take an abode and live sedentary lives. Most of them spend their lives without making contact with any single person.
Nevertheless, an Ouphe may take to the road in search for materials or techniques that may help it perfect its craftsmanship, undergoing yearlong quests to create an item that they have envisioned.
Some Ouphes make the decision to leave their dens thinking that embarking on a journey is the next natural step of their transformation from Goblins. These Ouphes are keen to see the world through new eyes.

Ouphe adventurers are inclined to use self-made weapons and armor, preferably out of materials that allow them to create these from scratch - like bone, leather and wood. Ouphes also favor the use of arson, traps and stealth to overcome stronger foes.

Random Ouphe Height and Weight



Gender
Base Height
Height Modifier
Base Weight
Weight Modifier


Male
3 ft. 1 in.
+2d4 in.
(3 ft 3 in. - 3 ft. 9 in.)
39 lbs.
+(2d4 lbs.)
(41 - 47 lbs.)


Female
2 ft. 9 in.
+2d4 in.
(3 ft 1 in. - 3 ft. 7 in.)
35 lbs.
+(2d4 lbs.)
(37 - 43bs.)




https://imagizer.imageshack.us/v2/347x581q90/428/a0ef1e.jpg

Standard Racial Traits


Ability Score Racial Traits: Ouphes are nimble and insightful, but surly and aloof. They gain +2 Dexterity, +2 Wisdom, -4 Charisma.
Type: Ouphes are humanoids with the goblinoid subtype.
Size: Ouphes are Small creatures and thus 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.
Base speed: Ouphes are fast for their size and have a base speed of 30 feet.
Languages: Ouphes begin play speaking Goblin. Ouphes with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Giant, Gnome, Sylvan and Orc.
Defensive Racial Traits
Hermit: Living in seclusion makes Ouphes adept at surviving in their own. Ouphes gain a +2 racial bonus to Heal and Survival.
Feat and Skill Racial Traits
Bonehewer: Ouphes are adept at the handling of bone armaments. Ouphes receive no penalties for using bone weapons and armor.
Obstinate: Once per day when an Ouphe makes a saving throw, it may choose to reroll that save before results are revealed. It must keep the second roll, even if the result is worse than the first roll.
Movement Racial Traits
Fast Movement: Ouphes gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Ouphes can see in the dark up to 60 feet.
Offensive Racial Traits
Dastardly: Ouphes will stoop to any lows to defeat a foe. Whenever an Ouphe successfully performs a combat maneuver on an enemy, the Ouphe may perform an additional attack of opportunity this round. You can only gain one additional attack of opportunity each round this way.



Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.


Ancient Mystery: Observant Ouphes find that their metamorphosis has affected the way their body reacts to its inner magic. Ouphe Sorcerers of the Impossible bloodline and Ouphe Oracles of the Time Mystery with this trait use their Wisdom, rather than their Charisma, to determine all class features and effects relating to their sorcerer class, such as bonus spells per day, maximum spell level they can cast, and the save DCs of their spells. This trait replaces Hermit.
Insightful Carver: The curiosity and creativity of some Ouphes drives them out of seclusion to learn new tricks. Ouphes with this trait gain the Master Craftsman feat in any Crafting skill of their choice. This replaces Hermit.
Fearsome Horns: An unusual side-effect of their transformation to Ouphes for some Goblins is the appearance of ram-like horns on the Ouphe's head. Ouphes with this trait gain a natural gore attack. Its horns are a primary weapon that deal 1d4 damage. This replaces Bonehewer.
Ringleader: You chose to lead your fellow goblins instead of remaining as a recluse. Ouphes with this trait gain a +4 racial bonus on Bluff, Diplomacy, Intimidate and Sense Motive checks when interacting with goblinoids. This replaces Hermit.
Master of Bones: Some Ouphes stand their ground with martial prowess instead of trickery. Choose any weapon. Ouphes with this trait become proficient with that weapon as long as they wield one that is made with bone or is bone-shafted. This trait replaces Dastardly.
Recalcitrant: Sometimes the surly moods of Ouphes can be quite dangerous. Once per day, when an Ouphe with this trait makes an attack or damage roll, it may reroll that roll before results are revealed. It must keep the second roll, even if the result is worse than the first roll. This replaces Obstinate.
Rugged: It is hard to survive out there for goblinoids - and some Ouphes have extraordinarily resistant constitutions. Ouphes with this trait gain Endurance and Toughness as a bonus feats. This trait replaces Obstinate.
Odor Savant: Some Ouphes complete their metamorphosis by studying aromas instead of through dedicated crafting. Ouphes with this trait gain the scent ability. This trait replaces Hermit.
Versatile Crafter: While bone-crafting comes naturally to Ouphes, some of them are able to create objects of all sorts. Choose a Crafting skill. Ouphes with this trait gain a Skill Focus feat for that Crafting skill. This trait replaces Dastardy.
Wayward: The Ouphes that choose to spend their lives as questants, travelling far and wide. Ouphes with this trait gain a Climb speed of 20 ft and a Swim speed of 20 ft. This trait replaces Hermit.



Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.


Alchemist Add +1/2 to the alchemist's bomb damage.
Barbarian Add +1/3 to the bonus of the superstition rage power.
Bard Reduce arcane spell failure chance for casting bard spells when wearing bone armor and shields by -1%.
Cavalier For each four times you pick this bonus, add DR 1/-- to the cavalier's mount. This damage reduction only stacks with itself. If the cavalier replaces her mount, this bonus applies to her new mount. This damage resistance does not stack with other types of damage reduction the mount may have.
Druid Add +1/2 to Heal, Stealth and Survival skills.
Fighter Add +1/4 to CMB when performing dirty trick and disarm combat maneuvers.
Inquisitor Add +1/6 of a bonus teamwork feat.
Monk Add +1/2 to Acrobatics, Climb and Swim skills.
Oracle Reduce arcane spell failure chance for casting oracle spells when wearing bone armor and shields by -1%.
Ranger Add +1/6 of a bonus combat style feat.
Witch Add 1 ft to the range of your Cackle. (This bonus has no effect until it is taken 5 times.)



Racial Archetypes

The following racial archetypes are available to Ouphes:

Augur (Witch)
The augur is an archetype of the witch class, available to Ouphe witches.

An augur scavenges corpses to unlock the mysteries hidden in their bones. Using clever traps and brutal prowess to slay their enemies, the augur makes sure to add more bones to its collection.


Scapulimancy
At 1st level, an augur forms a bond with all kinds of bones. As she gains power, her patron speaks clearer and clearer through the skeletal remains of other creatures. Rather than communing with a familiar to prepare spells each day, an augur heats a large bone or a pile of small bones, and as she sees them consumed by the fire, she unlocks mystic visions.

An augur gains a mojo pool with points equal to 1/2 her witch level + her Intelligence modifier (minimum 1 mojo point). The augur may spend these points to imbue a bone charm with a hex as a standard action. The charm remains imbued for 8 hours and loses its power if the augur is farther than 1 mile of the charm.
An augur may spend a move action to laugh maniacally and activate the charm, delivering a hex to any target that shares a square with the charm. This counts as casting a hex yourself on that target. You gain a +2 circumstance bonus on that Hex's DC.

Bone charms may be placed on unsuspecting creatures (through Sleight of Hand), prepared as traps on the ground (through Craft ), given to gullible people or thrown at an enemy as though as they were improvised ranged weapons.

To imbue a bone charm with a Hex, you must spend 1 mojo point. To imbue a bone charm with a Major Hex, you must spend 3 mojo points. To imbue a bone charm with a Grand Hex, you must spend 5 mojo points. Mojo points are replenished after the augur takes an 8 hour rest.

This ability otherwise functions like and replaces the standard witch familiar.

Rattling Bones
An augur fashions herself with many charms that function as mystic wards. At level 2, 5, 8, 11 and 14, the augur gains a mystic juju.
Once per day, as a swift action, the augur may activate her mystic jujus to gain a bonus. This bonus lasts until switched to another.

The possible bonus are:

Hex Ward: +2 channel resistance per mystic juju.
Juju Ward: +1 insight bonus on saves against death effects, disease, poison, paralysis and sleep per mystic juju.
Rattling Ward: +1 initiative per mystic juju.
Skeletal Ward: DR +1/bludgeoning per mystic juju.
This replaces the 2nd level patron spell learned by the augur.


Prowler (Ranger)
The prowler is an archetype of the ranger class, available to Ouphe rangers.

Prowlers stalk for their prey under cover of darkness to strike with bestial ruthlessness. Their heightened nocturnal senses allows them to ravage unsuspecting foes.


Night Hunter
At 3rd level, a prowler gains a +2 bonus on initiative checks and Knowledge (nature), Perception, Stealth, and Survival skill checks during night-time while outdoors. A prowler traveling during that time normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). These bonuses remain during twilight or eclipses and similar events that obscure sunlight. This bonus is halved during night-time in other planes.
At 6th level, these bonus apply in darkness while indoors but the bonus are halved. (While indoors during night-time in another plane, the prowler only receives 1/4 of the bonus with a minimum of +1.)
At 8th level and every five levels thereafter, these bonus increase by +2.
Night Hunter replaces Favored Terrain and night-time counts as the ranger's favored terrain.

Lurker
At 12th level, the prowler learns to hunt prey like a nocturnal predator. The prowler gains see in darkness and pounce abilities.
This replaces Camouflage.

Hide in Twilight
While outdoors and during night-time, a prowler of 17th level or higher can use the Stealth skill even while being observed.
This replaces Hide in Plain Sight.

Master Predator
At 20th level, the prowler becomes less than a blur while fighting in darkness. While in darkness, a prowler is never surprised or flat-footed and her location and thoughts cannot be detected by any means.
Additionally, whenever an opponent is considered flat-footed, the prowler gains a +4 circumstance bonus to Intimidate checks to demoralize the opponent. A flat-footed opponent successfully demoralized this way gets a -1d4 morale penalty to all saves for 1 minute. (This effect does not stack with itself.)
This replaces Master Hunter.


Racial Feats

The following feats are available to an Ouphe character who meets the prerequisites.


Backhanded Opportunist: [Prerequisites: Ouphe, base attack bonus +2, Improved Dirty Trick feat] You are always ready to surprise enemies with a low blow. You may perform a dirty trick combat maneuver in place of an attack of opportunity and you gain a +2 circumstance bonus to CMB when doing so.
Foul Temper: [Prerequisites: Ouphe, Rage class feature] This Ouphe does not take cheaters and tricksters kindly. Whenever someone fails a Bluff check against the Ouphe or fails to affect the Ouphe with an Illusion spell, ychoose to activate your rage class ability for 1 round. This round of rage does not count toward the total number of rounds which you can rage each day, but if you wish to continue your rage beyond that single round you must expend rounds from your daily rage allotment as normal. Once you use this feat you must wait at least 1 minute after you cease raging before you can use it again.
Femur Fighter: [Prerequisites: Ouphe, base attack bonus +1] As long as you have a bone-carved weapon, you'll keep on swinging. You may wield bone weapons or bone-shafted weapons with the broken condition as though as they were unbroken improvised weapons.
Flamespeaker: [Prerequisites: Ouphe, Survival 5 ranks] This Ouphe has learnt how to speak with fire. It may hold conversations with flames of any kind, using its Survival skill in place of its Diplomacy skill to modify its disposition. Flames discern all lies regarding of the Ouphe's Bluff skill.

Changing a flame's disposition is subject to the following modifiers:


[tr]
Condition
Modifier


Flame is magical
-15


Doused the flame
-10


Fed the flame
+2


Rekindled dying flame
+5


Used flame (for cooking, etc.)
+/-5 (varies)


Hard and Heady: [Prerequisites: Ouphe, Obstinate or Recalcitrant racial trait] This Ouphe is particularly cantankerous. You gain the Recalcitrant racial trait if you have the Obstinate racial trait, or the Obstinate racial trait if you have the Recalcitrant racial trait. You may spend daily uses of those traits interchangeably.
Mauler Fiend: [Prerequisites: Ouphe, Weapon Focus (gore natural weapon), Fearsome Horns racial trait] You've sharpened your horns to become a bestial fighter. The damage dealt by your gore natural attack increases by one stage (e.g. to 1d6 from 1d4) and you gain a +2 racial bonus to your i.
Scrying Flames: [Prerequisites: Ouphe, Knowledge (religion) 5 ranks, Flamespeaker feat] You have learned how to use flames as a channel to speak with divinity. Once per day, you may receive an augury at 90% accuracy rate from a flame. Once per week, you may cast commune through a flame as a spell-like ability.
Goblin Feats: Ouphes have access to the following Goblin feats: Battle Singer, Fire Hand, Fire Tamer, Flame Heart, Lead from the Back, Roll With It.

Secret Wizard
2014-07-10, 03:41 AM
Bump for major updates! Still waiting on feedback!

Feint's End
2014-07-10, 04:40 AM
Looks like you did quite the work here. I'm just a bit curious why you saw the necessity to create a customrace like this. Personal Preference?

I'll give it a closer look later but so far it seems like a nice alternate to regular goblins.

Also this thread probably belongs to the homebrew section of the boards.

Secret Wizard
2014-07-10, 11:45 AM
Looks like you did quite the work here. I'm just a bit curious why you saw the necessity to create a customrace like this. Personal Preference?

I'll give it a closer look later but so far it seems like a nice alternate to regular goblins.

Also this thread probably belongs to the homebrew section of the boards.

Thanks! I'm specifically looking for feedback on whether 3 big traits and 1 big drawback may make the race worth it - or if I should go with just one big ability and make the rest more low key.

And as for why I made a custom race like this... I didn't! I made three more races like this! The militaristic Brigs, the mutant Quarks and the enormous Worts.

Secret Wizard
2014-07-14, 05:12 AM
Major changes and additions! There's archetypes, feats, traits, weight, everything you could ask for!

I think this should be finished, I just want comments on power level of the different things involved here.

Feint's End
2014-07-14, 07:41 AM
Ok I've gone over all of it now. Generally I like the whole thing however there are a few points I think need fixing.

Racial Traits: The race overall seems to be weird and probably somewhat too strong. What do I mean by weird first. They have no strength penalty. They are small and have no strength penalty ... which makes very little sense considering the pictures you have posted. No strength penalty on small creatures means that they are very strong for their size comparable with half orcs. So they would be small muscled goblins. Your pictures show them very similar to regular goblins though.
My suggestion would be adding a str penalty on top of the charisma penalty. They have a little too much good traits already so a slight nerf is appropriate.

Next about the traits. With the additional penalty to str they are kind of ok I guess however charisma penalty is not that big of a deal regardless. We could start by comparing them to regular goblins. Lets assume the attributes are the same so we have some difference at the skill boni. Essentially Ouphes have 4 boni compared to 1 of the goblin beside those they share (dark vision, fast movement, small, attributes). In addition some of those 4 boni are quite good (sr which can be turned off, rerolling a save, additional AOO) and 1 flavour trait (the bone trait).

In order for the race to be balanced I would:
-add a strength penalty
-remove the fast movement or remove one of the better traits

I would rather remove the fast movement and give them the option to regain it with a trait but that is personal preference.

The Archetypes look quite solid though the Witch Archeytpe might be a little too good. Would need some playtesting I guess but situationally the boni you get outweight the drawbacks (especially the bonus to save dc) ... then again you do give up your familiar so I'm just gonna say good job. The Witch Archetype looks great indeed. I can't say too much about the Ranger Archetype but it looks solid. You give up some situational but more powerful stuff (favoured enemy) for a more general bonus (it's more common to fight at night I guess). Looks ok

Hope that was some feedback which helped. In short > Archetypes great, Race too strong

Spore
2014-07-14, 08:51 AM
If you want some insight on intelligent Goblins (rather than wise ones) you should read some of World of Warcraft's lore to them. These buggers discovered a magical crystal that enhanced their intelligence (they would have Int +2 in PF).

Secondly I find your attribute modifiers a bit odd. They loose their Str -2 from being small. Are they getting stronger? They suddenly are even more unlikeable than regular goblins with Cha -4. Why?

My personal choices would be: Str -2 Dex +2 Wis +2 Cha -2. They loose the agility of regular goblins but retain the typical modifiers of small creatures. They are much more thoughtful but still quite unpleasant individuals.

Another one closer to yours would be Str -2 Dex +4 Wis +2 Cha -4 (although this one would be kind of powergamey).

Your other racial traits could use some balancing as well.

Secret Wizard
2014-07-14, 01:51 PM
Thanks for the comments, guys! I'll address each thing you mentioned below:

Attribute scores - While it is often the case small races get -2 to STR, there is an exception (Wayangs). Also, having no STR penalty doesn't mean these creatures are particularly strong - after all, they will still hit for less than an Elf, for example, simply because they would wield smaller weapons and have smaller fists. What having no STR penalty means is that it has the weight encumbrance capacity and the swim and climb skills of a larger creature, which was what I was aiming at - after all, these are the "survivalist hermit" types. I'll add a picture to show these capacities!

Traits - Looking at them, it comes out to about 11 RP, so I don't think they can be that strong. But I do see that the SR overlaps too much with the save reroll. I'll change the SR to some assorted skill bonus. I'll also take a peek at the other traits - some of them are carry-ons from earlier versions and might be too strong.

Archetypes - Thanks for the comments! I decided to clean up the Witch archetype a little though, the whole mojo points thing seems a little bit unnecessary.

Spore
2014-07-14, 03:09 PM
Actually small characters still have less carrying capacity even with same strength score.

Secret Wizard
2014-07-14, 04:53 PM
Well, there you go then. No strength penalty just means it has a proper body mass-structure proportion.