PDA

View Full Version : Pathfinder Mo-Swe [quadrupedal moose-folk with a natural Rage ability][PF race]



SuperDave
2014-08-07, 06:18 PM
Mo-Swe (Moosetaurs)
Designed for Crossroads: The New World (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth)

http://th00.deviantart.net/fs70/PRE/f/2012/091/e/e/eea7d3fc90a53a137313c64c4d00a3a1-d4ulm30.jpg

"Ze moose-men? Non, zey are no un légende, only... 'ow you say… solitaire. I ’ave met a few, in my time: nice enough, once zey geet use to you. Mais try not to upset zem; you would not like zem when zey are furieux."

~ Jean-Pierre Descomps dit Labadie, human voyageur (http://www.d20pfsrd.com/classes/3rd-party-classes/4-winds-fantasy-gaming/voyageur)

Personality: The Mo-Swe (singular: Mo-Swa) are generally friendly and laid-back, content to peacefully coexist with their surroundings and enjoy the fruits of its natural bounty. This does not, however, mean that they are extroverted or outgoing: their first response to most newcomers who enter their territory is to politely ignore them until the strangers either leave or come too close for comfort, in which case the Mo-Swe will simply leave themselves. Sometimes they follow and observe trespassers from a distance, in order to learn their ways and determine if they mean any harm, but in most cases they are content to live and let live.
Despite their normal laissez-faire attitude, there are two major exceptions to this rule: mothers with new calves (i.e., less than a year old), and during mating season. New mothers are ferocious in defense of their young, and will gladly trample any perceived threat without so much as a warning. Males become similarly aggressive during mating season (September and October, in most places), when they engage in antler-locking and wrestling matches with virtually any other male of their species (and sometimes, if other Mo-Swa are not present, they will engage in combat with any nearby male humanoids).
Physical Description: The first impression which most outsiders have of the Mo-Swe is their incredible size. At nine to ten feet tall without their antlers (which can add an extra foot or more to their height), they tower over almost all other races, and are one of the few who can look a Tuniit (http://www.giantitp.com/forums/showthread.php?354945-Giantkin-Varied-Half-Giants-Crossroads) half-giant squarely in the eye.
Adult female Mo-Swe weigh between 900 to 1,400 pounds, while males weigh from 1,300 to 1,700 pounds. They can run as fast as 35 mph (56 km/h) over short distances, and trot steadily at 20 mph (32 km/h) for hours. Despite their somewhat ungainly appearance, Mo-Swe are excellent swimmers, moving through the water as quickly as 6 mph (9.6 km/h). Mo-Swe are diurnal, but most active at dawn and dusk. They have very poor eyesight but good hearing and an excellent sense of smell. Mo-Swe are very short-lived by most races’ standards, becoming respected elders at a mere 30 years. However, they are considered “teenagers” at one year old, and adults at two, making their potential for adventuring careers not much shorter than that of a typical human warrior.
A Mo-Swa's lower half consists of the fore- and hindquarters of a moose. A humanoid torso rises from where the neck would be, topped with a mooselike head and (during the warmer months) antlers. A flap of loose skin, called a "bell" or a “dewlap”, sways beneath each Mo-Swe's throat. Mo-Swe torsos are covered in brown fur like the rest of their bodies.
During the warmer months, adult Mo-Swe possess huge, broad and flat antlers that can stretch 4 to 5 feet across. Unlike true moose, both male and female adult Mo-Swe grow antlers in the spring, though the antlers of males tend to be larger, and have more points. Also unlike their wild brethren, Mo-Swe do not lose their antlers in the autumn after mating season, but (like caribou) retain them throughout the winter (except in the case of a particularly lean season), sweeping snow off them with their hands or with a pine-branch brush. If a Mo-Swe's antlers are cut off or broken, they simply grow a new set the following spring (though a mending (http://www.d20pfsrd.com/magic/all-spells/m/mending) spell can speed up the process). Arcane Mo-Swe spellcasters sometimes carve runes or glyphs into their antlers for protection or warding, or even employ each antler as a natural spellstaff (http://www.d20pfsrd.com/magic/all-spells/s/spellstaff). It is not uncommon to meet Mo-Swe shamans or druids whose racks are a veritable treasure-trove of useful items, including small tools, jewelry, dreamcatchers, strings of wampum, and even nests for their animal companions.
Mo-Swe consider their antlers to be their most important physical feature, and attach much religious and social significance to their size, shape, and number of points (for example, it is considered somewhat embarrassing for a male to have fewer points than his mate, regardless of the actual size of their respective racks). Mo-Swe's antlers begin growing as soon as the first spring thaw, and reach full size in a mere 3 to 5 weeks, during which time the Mo-Swe consume enormous amounts of food to fuel their rapid growth. Once they reach full size, the antlers automatically shed their soft, velvety covering and are ready for use in battle.
There is considerable debate among naturalists as to whether the Mo-Swe bear any relation to the extinct European centaur, Centaurus venereae.
Relations: Mo-Swe are mostly solitary, and therefore unlikely to form binding treaties with any outside power, as few Mo-Swe chiefs can speak for more than a small handful of their people. They frequently have trade relations with Native societies, exchanging hard-to-find natural medicines and warm pelts for metal or clay pots, metal axe-heads and tomahawks, flint arrowheads, cured leather, tobacco, and other human-made goods.
Mo-Swe treasure their solitude: even the most loyal Mo-Swa travelling companion finds that she occasionally needs time alone, spent in quiet contemplation of her natural surroundings.
Alignment: The Mo-Swe's polite and generous nature makes Good and Neutral alignments a natural fit for them. Their solitary nature makes them independent, and inclined slightly towards chaos.



L
N
C


G
5
15
20


N
5
20
20


E
5
5
5

Mo-Swe Lands: Mo-Swe inhabit the boreal forests of Tuniitaq, Nouvelle France, Novorassi, a few of the more-recently acquired lands of the Iroquois League, and some of the more northerly regions of Fúsāng, in virtually every habitat where trees and vegetation (and preferrably fresh, cool water) are present. Their diets require extensive browsing and their coats are very thick, so by necessity they must live in temperate forested areas where snow cover is present in winter. Nearby lakes, bogs, swamps, streams and ponds are highly desirable, both as sources of aquatic browse, and because the Mo-Swe use them to cool off in the summer.
The Mo-Swe have no concept of land-ownership, and therefore claim no lands as their own, and do not respect national borders unless they are enforced (in which case they generally decide that discretion is the better part of valor, and seek greener pastures elsewhere).
Mo-Swe have no cities of their own, or even true permanent villages. However, they are known to cultivate "orchards" of fruit-bearing trees and berry-bushes, and to weed out invasive species which prevent the growth of their favorite foodstuffs. In times of great calamity, Mo-Swe will pass messages from one Mo-Swe to the next via bellowing, to call all of their brothers and sisters together over many hundreds of miles to a convene a "Grand Rendezvous", in order to discuss matters such grave import that they may impact their entire race.
Due to the incompatibility of their physiques with human cities, and their general love of silence and solitude, Mo-Swe almost never visit human settlements larger than 5,000 inhabitants. When they do visit cities, they are often forced by necessity to sleep in stables (since no inn will allow them a room) along with horses and other livestock: an experience they find unclean and humiliating. Mo-Swe leave cities as quickly as they possibly can, for the relative peace of the wilderness.
Warfare: Mo-Swe rarely take sides in human conflicts, though their slightly chaotic and independent nature makes them sympathetic to many natives with grievances against colonial encroachment, and they despise all who harm or damage the natural balance of their habitats.
Religion: Mo-Swe respect and revere a wide variety of gods, manitous, and spirits, though few are moved to truly worship these natural forces. Mo-Swe sometimes become clerics of nature gods, but more frequently they become druids, or even hunters with a spiritual bent. Many who spend time in places with great spiritual resonance, or who travel with human shamans, often become shamans themselves, and learn to appease and navigate the wills of the many manitous which govern the natural world and its workings.
The closest Mo-Swe have to an overdeity is Nittawosew, the goddess of fecundity. It is she who first walked over the frozen world at the dawn of time, and with her great hooves scraped away the timeless snows to reveal the first tender shoots of green life. Her breath gave rise to the warm, moist winds of early spring, and her antlers pierced the dark vault of the heavens, allowing the light of the sun to shine upon her people even by night. Nittawosew is the bringer of life and renewer of the seasons, Mother-of-Many-Strong-Calves, and patroness of all plant and animal life.
Given their limited contact with strangers, very few Mo-Swe have converted to the faiths of the various colonial societies, though there are a scant handful who have become willing servants of the new gods. The vast majority of Mo-Swe follow the traditional shamanistic spirituality which their forebears have followed since time unremembered.
Language: The Mo-Swe language is reminiscent of Proto-Algonquian, though it utilizes grunts, snorts, and other animal noises as part of its lexicon. It is not clear whether modern Algonquian is descended from Mo-Swa, or vice-versa, or whether the two languages simply influenced each other's development simultaneously. Perhaps because they see each other so rarely, the Mo-Swe language is very concise: its unique verb structure combines nouns with numerous affixes which denote location, action, relation, and time, meaning that ideas which must be expressed in long and complex sentences in other languages can often be rendered in a single word of Mo-Swe.
Names:

Males: Abooksigun, Abukcheech, Achachak, Ahanu, Anakausuen, Aranck, Askook, Askuwheteau, Chansomps, Chogan, Eluwilussit, Enkoodabaoo, Etchemin, Etlelooaat, Hassun, Huritt, Keme, Kitchi, Machk, Makkapitew, Matchitehew, Matunaagd, Matwau, Megedagik, Mekledoodum, Mingan, Mukki, Nixkamich, Nootau, Pannoowau, Powaw, Rowtag, Samoset, Segenam, Sucki, Sunukkuhkau, Tihkoosue, Togquos, Wematin
Females: Alawa, Alsoomse, Chepi, Hausis, Hurit, Kanti, Keegsquaw, Kimi, Makkitotosimew, Nadie, Nijlon, Nittawosew, Numees, Nuna, Nuttah, Oota dabun, Pules, Sokanon, Sokw, Sooleawa, Tahki, Wapun, Wawetseka, Wikimak
(See List of Algonquian Names (http://www.warpaths2peacepipes.com/native-american-indian-names/algonquian-names.htm) for name-meanings.)
Adventurers: Mo-Swe adventurers commonly take levels in Brute (http://www.giantitp.com/forums/showthread.php?318404-The-Brute-Base-Class-Crossroads) (especially the Berserker path), Hunter (http://www.giantitp.com/forums/showthread.php?351446-Hunter-Base-Class-Crossroads), Medicine Man (http://www.giantitp.com/forums/showthread.php?270816-Medicine-Man-wip-Vespuccia-PF), Shaman, and Warlock (http://www.giantitp.com/forums/showthread.php?270491-Warlock-Tweaked-Vespuccia). Many who travel with colonists take levels in the Horizon Walker (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/horizon-walker) prestige class.
Many male Mo-Swe find long-term travel among humanoids difficult, as the life of an adventurer often necessitates being away from home during mating season; for this reason, female Mo-Swe adventurers are slightly more likely to join humanoid adventuring parties than males. Mo-Swe typically become hunters, brutes, druids, and other nature-oriented classes, though spellcasting classes are not unheard-of (but divine casters are slightly more common than arcanists).
Male Mo-Swe who become runecasters (http://www.giantitp.com/forums/showthread.php?351056-Runecaster-Crossroads-Rough-Draft) often scribe runes and glyphs directly into their antlers, using them as living spellbooks, effectively casting runes and glyphs on themselves in a way which few other intelligent races can match.
Some Mo-Swe become overland couriers and messengers for the Tuniit, the French, and sometimes the Iroquois. Their natural abilities and deep familiarity with the northern boreal forests make them excellent coureurs des bois. Though they love water, they are averse to traveling in canoes; if they partner with a team of voyageurs on an expedition, they generally prefer to swim alongside the canoe when the water is deep enough, and run along the riverbank when the water is rough or too shallow.
Favored Class: Brute (http://www.giantitp.com/forums/showthread.php?318404-The-Brute-Base-Class-Crossroads), esp. the Berserker path

Mo-Swe (monstrous race)
Total Race Points: 27

Racial Traits
+6 Strength, +4 Constitution, -2 Dexterity -4 Charisma (4 RP) Mo-Swe are sturdy and very strong, but they can be gangly, and their solitary nature makes them reserved and unlikely to speak out or take on leadership roles.
Monstrous Humanoid (3 RP) Mo-swe are monstrous humanoids
Large Size (7 RP) Mo-Swe are Large creatures. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Mo-Swe take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
Fast (1 RP) Mo-swe have a base speed of 40 feet.
Tauric Body (1 RP) A Mo-Swa's tauric body gives them some unusual traits. Mo-swe possess four legs and two arms, granting them a +4 racial bonus to CMD against Bull rush or trip attempts while standing on the ground. Mo-swe use weapons and armor as if they were one size smaller. A Mo-Swa's carrying capacities are 1½ times greater than a bipedal creature of the same size. A Mo-Swa's physique (not to mention their bulky antlers) makes climbing impossible: they automatically fail all Climb checks. Their arms are only about as strong as a human's, which means they take a -10 penalty to Strength checks to support themselves by their arms (e.g., when hanging from a cliff or branch).
Fury (6 RP) - Mo-swe are known to have terrible tempers, particularly when injured, during mating season, or in the defense of calves, and can fly into a rage in battle. A Mo-Swa's Fury grants them a +2 morale bonus to melee attack and damage rolls and imposes a -2 penalty to AC. They can enter or leave a fury as a free action, and can remain in fury for a number of rounds per day equal to their Constitution modifier plus their hit die. If the Mo-Swa is at or below ½ their maximum HP at the beginning of a round, that round does not count against their daily maximum.
If a Mo-swa gains the rage ability from a class, they lose this ability, but add their hit dice to the number of rounds they can rage per day, and gain a +1 morale bonus to melee attack and damage rolls while at or below ½ health.
Low-Light Vision (1 RP) A Mo-Swa can see twice as far as a human in torchlight, starlight, or other conditions of poor illumination.
Rugged Northerner (2 RP) All Mo-Swe gain Rugged Northerner as a bonus feat at first level or first HD. This means they treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. They are not impacted at all by normal cold weather conditions. They do not become fatigued by frostbite or hypothermia.
Natural Attacks (2 RP) Mo-Swe have a primary Gore attack that deals 1d8 damage, and two secondary Hoof attacks that deal 1d6 points of damage each.
Natural Snowshoes (1 RP) The Mo-Swe's broad hooves are perfectly adapted to the deep snows of Tuniitaq. Mo-Swe take half the normal movement penalties due to deep snow, marshy ground or mud (as if they were wearing snowshoes (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Snowshoes) at all times).
Bellow (1 RP) Mo-Swe have extremely powerful voices, which can be heard up to six miles away. While this ability is not sophisticated enough to convey linguistic meaning (it's really more like a wolf's howl than any kind of speech), it can be used to warn of danger or to call for help.
Cold-Acclimated (-2 RP) Mo-Swe become uncomfortable in warmer temperatures. They become sickened if they spend more than an hour in temperatures above 80°F (27°C), and nauseated after an hour of exposure to temperatures higher than 95°F (35°C), a Mo-Swe becomes nauseated after one hour of exposure. These afflictions can be removed by an endure elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements) spell (and prevented entirely by an amulet of endure elements), or by simply entering a body of cool water. These afflictions return one hour after exiting the water, if the ambient temperature has not dropped to a more comfortable level.
Languages (0 RP) Mo-Swa. Mo-Swe begin play knowing only their racial language. Not that they're intentionally xenophobic; they are simply very widely-dispersed, spend most of their lives in relative solitude, and only rarely interact with outsiders.



Mo-Swa Racial Feats

Fearless
Mo-Swe are famed for their complete lack of fear, as they are the biggest creatures they're ever likely to encounter in their own habitats.
You gain a +2 racial bonus on all saves against fear effects.
Prerequisites: Mo-Swe

Ferocity
Mo-Swe are known to fight ferociously, even after taking wounds which would kill a normal creature.
If your hit points fall below 0 but you are not yet dead, you can continue to fight. If you do, they are staggered, and lose 1 hit point each round. You still die when your hit points reach a negative amount equal to your Constitution score.
Prerequisites: Mo-Swe

Magnificent Rack
Your antlers are especially large, and the object of much envy from others of your kind.
The damage for your Gore natural attack increases by one die-size (to 2d6 for a Large Mo-Swe). Additionally, while you have antlers, you gain a +2 morale bonus to all Diplomacy and Intimidate checks against other Mo-Swe, but take a -2 penalty to Escape Artist checks when your rack is entangled by nets, branches, vines, etc.
Prerequisites: Mo-Swe
Special: This feat cannot be taken more than once. It can be taken at any time of year, but one must allow sufficient time (about 3 to 5 weeks) for the old antlers to be shed and new, larger ones to replace them. This feat applies to every subsequent rack you grow.

Powerful Charge
When you lower your rack against a foe, enemies dive out of your way.
Whenever you charge, you deal twice the normal amount of damage dice (2d8) with your Gore attack, plus 1½ times your Strength bonus (if any).
Prerequisites: Mo-Swe
Normal: Your Gore attack deals 1d8 damage, plus 1½ times your Strength bonus (if any).
Special: This feat stacks with the Magnificent Rack feat, in which case your damage increases to [4d6? That doesn't seem right. Maybe they shouldn't stack after all?]

Resounding Bellow
While your people are famed for their strong voices, yours resounds from the valleys and mountainsides.
Your bellow can be heard up to twelve miles away, and it is so loud that you can gain the countersong (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Countersong-Su-) bardic performance ability. You cannot use this ability to perform bardic music, merely to interrupt a song which is currently being performed (https://youtu.be/QvNV0YYKSPw?t=43), unless you take levels in the Bard class.
Prerequisites: Mo-Swe
Normal: Your bellow can be heard up to 6 miles away.

Scent
Your sense of smell is even keener than normal.
You gain the Scent (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent) special ability.
Prerequisites: Mo-Swe

Stability
Your large size and extra legs make you exceptionally stable.
You receive a +4 racial bonus to your CMD when resisting bull rush or trip attempts while standing on the ground.
Prerequisites: Mo-Swe


Example NPC:


Bull-Who-Winks CR 5
XP 1,600
CN Large monstrous humanoid
Init +1; Senses Low-light vision; Perception +10
____________
Defenses

AC 13, touch 10 (11 vs. firearms), flat-footed 12; (+3 Armor, +1 Size, +3 Dex)
HP 5d8+15 (37 hp)
Fort +8, Ref +5, Will +3
___________
Offenses

Speed 50 ft; Natural Snowshoes
Melee +7 war-club, blunt (1d6+3)
Ranged +5 musket (1d12)
Space 10 ft.; Reach 10 ft.
____________
Statistics

Str 16 (+3), Dex 13 (+1), Con 16 (+3), Int 13 (+1), Wis 14 (+2), Cha 4 (-3)
Base Atk +5; CMB 9; CMD 20
Attack: +7 gore (1d8+3)
Full Attack: +7 gore (1d8+3) and two +2 hooves (1d6+1/1d6+1)
Feats Powerful Charge, Scent, TrackB, Point Blank ShotB, Rugged NorthernerB
Skills Handle Animal +5 (+9 when dealing with Rakki), Knowledge (Geography) +9, Knowledge (Nature) +9, Perception +10, Stealth +9, Survival +10, Swim +11
Languages Algonquin, French
____________________
Special Abilities
Track, Tactics (Beastmaster), Trapfinding, Uncanny Dodge, Fast Movement +10, Trackless Step, Tactics (Feral Assault), Swift Tracker, Evasion, Low-light vision, Fury, Natural Snowshoes

Equipment

amulet of bullet protection
wooden armor
top-hat of summon nature’s ally I
honorary degree from the University of Wossamotta



Rakki the Flying Squirrel CR 1
XP 400
N Tiny animal
Init +3; Senses Low-light vision; Perception +5
____________
Defenses

AC 18, touch 18, flat-footed 14; (+3 Size, +? Dex, +? Dodge, +? misc.)
HP 5d8 (9 hp)
Fort +3, Ref +9, Will +2
___________
Offenses

Speed 40 ft. (8 squares); glide
Melee +2 bite (1d3-3)
Space 2½ ft.; Reach 0 ft.
____________
Statistics

Str 4 (-3), Dex 17 (+3), Con 8 (-1), Int 1 (-5), Wis 12 (+1), Cha 6 (-2)
Base Atk +3; CMB +0; CMD 13 (17 against trip)
Feats Acrobatic, Dodge, Lightning Reflexes
Skills Acrobatics +20, Climb +9, Fly +9, Perception +5, Stealth +7
Languages none
____________________
Special Abilities

Link
Share Spells
Evasion
Bonus trick (Come)
Bonus trick (get help)

Glide (Ex)
A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.


Bull-Who-Winks and Rakki are hounded by a pair of archenemies: a husband-and-wife duo of illusionist/assassins from Novarassi.

Mith
2014-08-07, 06:53 PM
I think this is awesome.

Pokonic
2014-08-07, 07:24 PM
I think the 'Rutting' ability and the Maternal Instinct feat could go; such things could easily just be regulated to the fluff.

SuperDave
2014-08-08, 05:28 PM
I think the 'Rutting' ability and the Maternal Instinct feat could go; such things could easily just be regulated to the fluff.

Yeah, you're probably right. I assume you feel the DC 15 Will save to resist (and exit) Rage is a reasonable difficulty?

What about the other stuff, like the level adjustment and the Mighty Bellow and such? I'm hoping the Mo-Sqe aren't an unbalanced race, are they? :smallconfused:

Edit: Well, now that I think about it, I remember why I put the Maternal Instincts feat there in the first place: many of their racial feats and features are based around antlers, which females (almost) never have. So, playing as a female not only means that you lose one natural attack, you also can't benefit from several racial feats which improve said natural attack. I wanted there to be something that only female characters could have, especially since they're slightly more likely to join adventuring parties than males.

Maybe "extra rounds of rage per day" could just be a feature that all females get, so they don't have to wait until they're older (and tied down by a calf, and less likely to go adventuring) to benefit from it?

Speaking of which, does gaining Rage as a barbarian equal to half your HD mean all HD, including those gained through classes? Or would it only refer to racial HD? My idea was that as they level up by any means, their Rage abilities get slightly better, but not as quickly as if they were true Barbarians. Hmmm... but that means that at level 10, you'd be raging like a level 5 Barbarian, which is pretty lame. Maybe up it to 3/4 HD, or is that too much?

Admiral Squish
2014-08-10, 09:27 PM
Looks very cool, bro! I love the concept and the fluff parts are great!

But... to be honest, the race's mechanics feels WAY too complicated, and there are a number of things that are weirdly placed, and such.

Undersized weapons and racial bonuses should both be below the speed.

Racial bonuses should be 'skill bonuses'. There are some problems with the bonuses indicated. Athletics isn't a skill in PF, acrobatics is the one for jumping, and does not apply to running. And I don't think they would get a bonus beyond the natural bonus from having a speed greater than 30. I think you got a little... over-specific with the perception bonuses, too. You could just say 'they gain a +4 bonus to perception checks relating to sounds or scent, but take a -4 penalty to perception relating to vision'. Honestly, though, the penalty is probably unnecessary. I mean, canines have like 20/80 vision.

I don't think they need a swim speed. They could just have a bonus to swim checks, like +4, since a move action swim check would normally move a mo-swa 10 feet.

I think the cold acclimated should focus less on the penalties for what happens in warm areas and more on what kind of cold weather they can resist.

If they just have humanlike upper bodies, I don't think they need a slam attack.

The rage ability says they gain the ability at first level, but rather, it should be a racial thing. Also, you need to actually specify what it does, even if it's just 'rage ability as a barbarian'. I think you could probably roll the rutting info into the rage entry, honestly.

The natural snowshoes thing is... weird. You can't really halve the movement penalty, since it just takes two squares of movement to enter a square of difficult terrain. I would say, just allow them to ignore movement penalties from deep snow, and let the other stuff affect them normally.

I think winter coat is largely unnecessary, as I don't think snow imposes a penalty to stealth normally.

There are no level adjustments in PF. At about +1 LA, you should just note that they're a monstrous race.

Overall, I think you just have too many abilities on them. I would suggest trimming them down wherever you can and replacing them with optional feats. It's not even a matter of power, it's more that you just have SO MANY abilities, each one relatively minor and specific in nature. You want to make the race relatively simple to use, you shouldn't need to keep notes to remember all your abilities in play.

I'm confused about bellowing voice. It somehow reduces your bellow's range, and it grants you a bardic music ability, but doesn't allow you to use bardic music abilities...

I think the whole special thing attached to magnificent rack is just very... strange. It makes sense, logically, but it's just... somewhat picky. I would say just have it take effect immediately, and just say the next rack that grows in looks more impressive.

Maternal instincts is strange, as previously mentioned. It's exceptionally specific, and that you lose the effect after the kid hits one year old just makes it a total waste of a feat. Also, you don't have uses of rage/day in PF, so the effect doesn't even work.

I think jousting is more than a bit of a stretch for these guys, Jousting was long-dead by the time the Europeans contacted the new world, and serious lances haven't been seen on the battlefield in hundreds of years.

SuperDave
2014-08-12, 07:16 PM
Looks very cool, bro! I love the concept and the fluff parts are great!
Ah, g'wan. :smallredface:


to be honest, the race's mechanics feels WAY too complicated
Yeah, I kind of felt the same way. Thanks for your honesty! I figured it was better to get all my ideas out there, and then remove the ones which were judged unnecessary.


Undersized weapons and racial bonuses should both be below the speed.
I'll fix that shortly.


Racial bonuses should be 'skill bonuses'.
Ah. Good to know! Thanks for correcting that.


There are some problems with the bonuses indicated. Athletics isn't a skill in PF, acrobatics is the one for jumping, and does not apply to running. And I don't think they would get a bonus beyond the natural bonus from having a speed greater than 30. I think you got a little... over-specific with the perception bonuses, too. You could just say 'they gain a +4 bonus to perception checks relating to sounds or scent, but take a -4 penalty to perception relating to vision'. Honestly, though, the penalty is probably unnecessary. I mean, canines have like 20/80 vision.
Yeah, I guess I was just being nit-picky. It could definitely be simplified.


I don't think they need a swim speed. They could just have a bonus to swim checks, like +4, since a move action swim check would normally move a mo-swa 10 feet.
Well by my calculations, 1 square/turn equals ~0.5 mph (or more accurately 0.568 mph). Moose have been clocked swimming as fast as 6 mph, which is about 12 squares/turn. Granted, they'd probably have to hustle or use the run action to achieve those speeds, but I feel like they deserve a fairly hefty bonus to Swim. Is there a linear relationship between bonuses to Swim and the number of feet you can swim per turn?


I think the cold acclimated should focus less on the penalties for what happens in warm areas and more on what kind of cold weather they can resist.
Good idea. Better to focus on strengths rather than weaknesses. But I think all their benefits are covered under the feat description for "Rugged Northerner (http://www.d20pfsrd.com/feats/general-feats/rugged-northerner)".


If they just have humanlike upper bodies, I don't think they need a slam attack.
Fair enough. It's out.


The rage ability says they gain the ability at first level, but rather, it should be a racial thing. Also, you need to actually specify what it does, even if it's just 'rage ability as a barbarian'. I think you could probably roll the rutting info into the rage entry, honestly.
So you're thinking they should be allowed to Rage as if they had Barbarian levels equal to their Mo-Swa HD?


The natural snowshoes thing is... weird. You can't really halve the movement penalty, since it just takes two squares of movement to enter a square of difficult terrain. I would say, just allow them to ignore movement penalties from deep snow, and let the other stuff affect them normally.
Yeah, i agree it's kind of weird, but that's what the Pathfinder SRD says about snowshoes (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Snowshoes): "Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled." Personally, I thought it was kind of weird even before you told me about the difficult terrain thing. I think this is one instance where it might make more sense to just ignore what the book says, and use my best judgement.

I'm thinking I'll just say that they take no movement penalties from deep snow or mud.


I think winter coat is largely unnecessary, as I don't think snow imposes a penalty to stealth normally.
Fair enough. I wasn't crazy about it anyway. Consider it stricken.


There are no level adjustments in PF. At about +1 LA, you should just note that they're a monstrous race.
Good catch. But I think that'll mean I'll hafta do some major reformatting, to make the "Race Points" bits easier to read. As it stands, there's too dang much text. :smallmad:


Overall, I think you just have too many abilities on them. I would suggest trimming them down wherever you can and replacing them with optional feats. It's not even a matter of power, it's more that you just have SO MANY abilities, each one relatively minor and specific in nature. You want to make the race relatively simple to use, you shouldn't need to keep notes to remember all your abilities in play.
I'm definitely going to work on making this race a LOT simpler to play. It might require a complete rewrite of the crunch, though. :smallfrown:


I'm confused about bellowing voice. It somehow reduces your bellow's range, and it grants you a bardic music ability, but doesn't allow you to use bardic music abilities...
Decrease? I didn't mean for it to decrease. I was greatly amused by the image of a Moosetaur belting "O Canada" so loudly and off-key that the enemy bard just gives up in disgust. But I think in practice, it might be unworkable (unless you have any suggestions?)


I think the whole special thing attached to magnificent rack is just very... strange. It makes sense, logically, but it's just... somewhat picky. I would say just have it take effect immediately, and just say the next rack that grows in looks more impressive.
Maybe it would be best to just rule that unlike moose, Mo-Swe actually keep their antlers all year long, but shed them briefly in the spring to make room for a newer, stronger pair. It might also be simpler to rule that females have antlers too, or just treat them as having 2 more Barbarian levels for determining rounds of rage per day?


Maternal instincts is strange, as previously mentioned. It's exceptionally specific, and that you lose the effect after the kid hits one year old just makes it a total waste of a feat. Also, you don't have uses of rage/day in PF, so the effect doesn't even work.
I was thinking that it would go back into effect every time she had a calf, but from a gaming standpoint, it basically would disappear forever once her calf went out on its own.


I think jousting is more than a bit of a stretch for these guys, Jousting was long-dead by the time the Europeans contacted the new world, and serious lances haven't been seen on the battlefield in hundreds of years.
I was trying to cover all my bases with this, and make Mo-Swe compatible with medieval campaigns as well. But I feel like that's spreading myself too thin: I should just focus on making it a fun race for Crossroads, and if people want to use it in traditional Pathfinder campaigns, they're welcome to do so.

P.S. Is using one's own antlers as a natural spellstaff overpowered? It was inspired by those turtle-taurs you designed, the ones who considered great deeds "shell-worthy" and carved their accomplishments into their shells. I thought I'd extend the idea along similar lines for the Mo-Swe. (Actually now that I think about it, that's a level 6 spell, so maybe it's actually under-powered!)

P.P.S. Nobody commented on Bullwinkle J. Mo-Swa and his flying squirrel animal companion... :smallfrown:

SuperDave
2014-08-15, 05:48 PM
OK, so after some further consideration (and reading Paizo's New Race Creation Guide (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder.html#_creating-a-new-race)), I re-evaluated the Mo-Swe, and here's what I've come up with. Everything in grey is optional, not strictly necessary to their functioning as a race, but still a cool/useful option for them to have. I realize that 23 to 40 race-points is a pretty broad spread, so I'm in the process of trying to narrow that down a little.

Mo-Swe (monstrous race)
Total Race Points: 23 (min.) - 40 (max.)

Racial Traits

Ability Score Racial Traits: Specialized (1 RP)
Type: Monstrous humanoid (3 RP)
Advanced Constitution (4 RP)
Advanced Strength (4 RP)
Decreased Charisma (-4 RP?)
Size: Large (7 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic1 (0 RP)

Defense Racial Traits

Bond to the Land (2 RP)
Cornered Fury (4 RP)
Fearless2 (1 RP)
Hardy (3 RP)
Stability (1 RP)

Movement Racial Traits

Fast (+10 feet) (1 RP)
Sprinter (1 RP)
Can't Climb (-1 RP? perhaps more?)
Natural Snowshoes (1 RP?)

Offense Racial Traits

Natural Attack (1 RP) - Hoof
Natural Attack (1 RP) - Gore
Natural Attack (1 RP) - Bite
Ferocity (4 RP)
Frenzy (2 RP)
Powerful Charge (Gore) (2 RP)

Senses Racial Traits

Scent (4 RP)
Low-Light Vision3 (1 RP)


Other Racial Traits

Quadruped (2 RP)
Undersized Weapons4 (-2 RP? perhaps more?)

1 not that they're intentionally xenophobic, just that they're widely-dispersed, and spend most of their lives alone.
2 moose are famed for their complete lack of fear, being the biggest things they're ever likely to encounter in their own habitats.
3 I changed it to Low-Light Vision because Darkvision didn't make any sense for them, even though monstrous humanoids are supposed to get it automatically.
4 Being Large is worth 7 RP, but this trait would away much of its benefit, because they'd deal less damage than normal.


I've been thinking that it might be simpler to just rule that instead of giving males antlers and females extra rounds of Rage each day, maybe it's simplest to just rule that Mo-Swe are not gender-dimorphic, and that both sexes grow antlers in the spring?

And that's another thing: it'd definitely be much simpler, mechanically, to give them antlers all year round, and just have them shed and quickly grow new ones during a brief-but-embarassing period in the spring, but I'm not sure it makes sense from an ecological standpoint. Antlers take a lot of food to grow and maintain, they don't do much but slow you down in the winter, and their broad, flat shape would basically mean they'd spend all winter with what amount to snow-shovels strapped to their heads, weighing them down with all the snow they catch. Which seems like a really bad idea, from an evolutionary standpoint.

I think they look a lot less cluttered now! Any thoughts, comments, concerns?

AtlanteanTroll
2014-08-15, 05:54 PM
P.P.S. Nobody commented on Bullwinkle J. Mo-Swa and his flying squirrel animal companion... :smallfrown:

All it says is to insert statblock! The reference is great, but otherwise hard to comment on...:smalltongue:

SuperDave
2014-08-16, 08:51 AM
All it says is to insert statblock! The reference is great, but otherwise hard to comment on...:smalltongue:

I did partially stat him up before posting, but then realized that if I made substantial changes to the racial stats (as it's looking increasingly likely I'm going to have to do), then I'd wind up having to scrap him anyway. So I decided to save my effort until the race is finalized.

In addition to the flying squirrel animal companion, I'm also planning on giving him a top hat of summon nature's ally and an honorary degree from the University of Jade Harbor, membership in Her Radiant Majesty's Mounted Peacekeeping Force, and a pair of archenemies: a husband-and-wife duo of illusionist/assassins from Novarassi.

Mith
2014-08-16, 08:32 PM
And that's another thing: it'd definitely be much simpler, mechanically, to give them antlers all year round, and just have them shed and quickly grow new ones during a brief-but-embarassing period in the spring, but I'm not sure it makes sense from an ecological standpoint. Antlers take a lot of food to grow and maintain, they don't do much but slow you down in the winter, and their broad, flat shape would basically mean they'd spend all winter with what amount to snow-shovels strapped to their heads, weighing them down with all the snow they catch. Which seems like a really bad idea, from an evolutionary standpoint.

I think they look a lot less cluttered now! Any thoughts, comments, concerns?

I do not think that is a problem, since they have hands to get rid of the snow. I would think that part of the culture would be to make groves of fruit-bearing trees and berry bushes so that they have a means of gathering food that makes life easier, since they are permanently mounted on horse back to make grazing impossible, or really difficult.

SuperDave
2014-08-18, 12:49 PM
I do not think that is a problem, since they have hands to get rid of the snow.
Fair enough. Now that the logistics of the move are out of the way, am I to assume that you're in favor of just giving them antlers all year long?

How do you feel about females with antlers? It would make things fairer, but also kind of weird, as antlers are pretty much a dudes-only thing in every species, and even the average city-dweller knows this. But I don't want females to feel like they're penalized... how can we fix this?:smallconfused:


I would think that part of the culture would be to make groves of fruit-bearing trees and berry bushes so that they have a means of gathering food that makes life easier, since they are permanently mounted on horse back to make grazing impossible, or really difficult.

Hmm, that's a good idea! I'll have to find a place to add that, probably under "Mo-Swe Lands". But we probably don't want to draw too much attention to their physical shortcomings, or people might start to actually think about how their bodies work, and then they'd realize that a centaur's physical anatomy is basically an unworkable mess. It's one of those "fridge logic" things that people accept because it's been enshrined in fantasy literature since Homer, but it falls apart as soon as you actually wonder how a creature like that would work.

Mith
2014-08-18, 01:02 PM
How do you feel about females with antlers? It would make things fairer, but also kind of weird, as antlers are pretty much a dudes-only thing in every species, and even the average city-dweller knows this. But I don't want females to feel like they're penalized... how can we fix this?

Say that they are named after moose, but are actually closer related to reindeer?


In most populations both sexes grow antlers and it is the only cervid species in which females grow them as well as males.[24] In the Scandinavian populations, old males' antlers fall off in December, young males' fall off in the early spring, and females' fall off in the summer.




Hmm, that's a good idea! I'll have to find a place to add that, probably under "Mo-Swe Lands". But we probably don't want to draw too much attention to their physical shortcomings, or people might start to actually think about how their bodies work, and then they'd realize that a centaur's physical anatomy is basically an unworkable mess. It's one of those "fridge logic" things that people accept because it's been enshrined in fantasy literature since Homer, but it falls apart as soon as you actually wonder how a creature like that would work.

True, but I assumed centaurs ate a lot of meat at the end of a sharp stick, where as grazing doesn't work so well with that set up.

SuperDave
2014-08-19, 01:02 PM
OK, I've just added what I've gleaned from the Paizo New Race Creator to the first post, and included definitions of all those race features, so now the Mo-Swe 2.0 are actually ready for criticism.

For your convenience and ease of reading, I'll repost it all here:

Mo-Swe (monstrous race)
Total Race Points: 25 (min.) - 42 (max.)

Racial Traits

Ability Score Racial Traits: Specialized (1 RP)
Type: Monstrous humanoid (3 RP) — Mo-Swe are monstrous humanoids.
Advanced Constitution (4 RP), Advanced Strength (4 RP), Decreased Charisma (-4 RP) — Mo-Swe are sturdy and very strong, but their solitary nature makes them reserved and unlikely to speak out or take on leadership roles.
Size: Large (7 RP) — Mo-Swe are Large creatures. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Mo-Swe take up a space that is 10 feet by 10 feet and have a reach of 5 feet (despite their Large size, Mo-Swe’s arms are the length as a normal human's).
Base Speed: Normal (0 RP) — Mo-Swe have a base speed of 30 feet.
Languages: Xenophobic (0 RP) — Mo-Swe begin play knowing only their racial language. Not that they're intentionally xenophobic, they're simply very widely-dispersed, spend most of their adult lives in relative solitude, and only rarely interact with outsiders.



Defense Racial Traits

Bond to the Land (2 RP) — Mo-Swe gain a +2 dodge bonus to AC in forest terrain.
Cornered Fury (4 RP) — Whenever a Mo-Swa is reduced to half their hit points or fewer and has no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.
Fearless (1 RP) — Mo-Swe are famed for their complete lack of fear, being the biggest things they're ever likely to encounter in their own habitats. Whether this is wise for them or not is debatable, as smaller and more dangerous species pass through their territory with increasing regularity.
Hardy (3 RP) — Mo-Swe gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (1 RP) — A Mo-Swa receives a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.



Movement Racial Traits

Fast (+10 feet) (1 RP) — Mo-Swe gain a +10 foot bonus to their base speed.
Sprinter (1 RP) — Mo-Swe gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Can't Climb (-1 RP? perhaps more?) — A Mo-Swa's physique (not to mention their bulky antlers) makes climbing impossible. They automatically fail all Climb checks.
Natural Snowshoes (1 RP?) — The Mo-Swe's broad hooves are perfectly adapted to the deep snows of Tuniitaq. Mo-Swe take half the normal movement penalties due to deep snow, marshy ground or mud (as if they were wearing snowshoes (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Snowshoes) at all times).


Feat and Skill Racial Traits
Static Bonus Feat (2 RP) — All Mo-Swe gain Rugged Northerner as a bonus feat at first level or first HD. This means they treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. They are not impacted at all by normal cold weather conditions. They do not become fatigued by frostbite or hypothermia.

Offense Racial Traits

Natural Attack - Hoof, 1d6 (1 RP)
Natural Attack - Gore, 1d8 (1 RP)
Natural Attack - Bite, 1d6 (1 RP)
Ferocity (4 RP) — If a Mo-Swe's hit points fall below 0 but they are not yet dead, they can continue to fight. If they do, they are staggered, and lose 1 hit point each round. They still die when their hit points reach a negative amount equal to their Constitution score.
Frenzy (2 RP) — Once per day, whenever a Mo-Swe takes damage, they fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Powerful Charge (Gore) (2 RP) — Whenever a member of this race charges, it deals twice the number of damage dice with its Gore attack, plus 1-1/2 times its Strength bonus.



Senses Racial Traits

Scent (4 RP) — Mo-Swe have the “Scent” special ability.
Low-Light Vision (1 RP) — A Mo-Swa can see twice as far as a human in torchlight, starlight, or other conditions of poor illumination.



Other Racial Traits

Quadruped (2 RP) — As quadrupedal creatures, Mo-Swe's carrying capacities are 1.5 times greater than that of a bipedal creature of the same size. However, their arms are only about as strong as a human's, which means they cannot lift themselves up by their arms, and take a -5 penalty to all Strength checks to support or lift themselves by their arms (for example, when hanging from a cliff or branch).
Undersized Weapons* (-2 RP? perhaps more?) — Although Mo-Swe are Large, their upper torsos are the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller (Medium for most Mo-Swe).



* Being Large is worth 7 RP, but this trait would away much of its benefit, because they'd deal less damage than normal. So maybe this trait should be worth a bigger RP penalty?

For more info, see the Paizo New Race Generator (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder.html#_creating-a-new-race).

Favored Class: Brute (http://www.giantitp.com/forums/showthread.php?318404-The-Brute-Base-Class-Crossroads), esp. the Berserker path (or maybe Hunter? They're herbivores, though...)

Under conditions of increased stress (such as serious insults, imminent danger to their loved ones, and anytime mating season) adult Mo-Swe must make a DC 15 Will save upon being provoked, or else automatically enter a Frenzy (which counts against their daily rounds of Rage). This Frenzy can be ended with a successful DC 15 Will save, made at the beginning of each turn. Males frequently enter Frenzy of their own free will during mating season, especially upon encountering another male, or when detained from going after a female who is in heat.

Bellow: Mo-Swe have extremely powerful voices, which can be heard up to six miles away. While this ability is not generally sophisticated enough to convey linguistic meaning or complex messages, it can certainly be used to warn of danger, or to call for help.

Cold-Acclimated: Mo-Swe become uncomfortable in warmer temperatures. They become sickened if they spend more than an hour in temperatures above 80°F (27°C), and nauseated after an hour of exposure to temperatures higher than 95°F (35°C), a Mo-Swe becomes nauseated after one hour of exposure. These afflictions can be removed by an endure elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements) spell (and prevented entirely by an amulet of endure elements), or by simply entering a body of cool water. These afflictions return one hour after exiting the water, if the ambient temperature has not dropped to a more comfortable level.


Edit: It's official: male and female Mo-Swe now possess antlers, and only lose them during a month-long period during the spring.

Admiral Squish
2014-08-22, 01:23 PM
Sorry it's taken me so long to get back to you, I'm really scattered at the moment.

New Racial Traits

Stat block
The block as you have it written isn't really a stat block, it's just a list of traits. You couldn't play this, it doesn't even state the stat mods of 'specialized'.
Allow me to translate it:

+6 Strength, +4 Constitution, -2 Dexterity -4 Charisma (assuming, you deleted the original ones. Also, large's point cost includes a +2 str bonus and -2 dex penalty) Mo-Swe are sturdy and very strong, but they can be gangly and their solitary nature makes them reserved and unlikely to speak out or take on leadership roles.
Monstrous Humanoid Mo-swe are monstrous humanoids
Large Size Mo-Swe are Large creatures. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Mo-Swe take up a space that is 10 feet by 10 feet and have a reach of 5 feet
Fast Mo-swe have a base speed of 40 feet.
(Between here and the bottom bit, you can rearrange them however you like. I would put the always-relevant stuff higher and the more situational stuff lower)
Quadruped As quadrupedal creatures, Mo-Swe's carrying capacities are 1.5 times greater than that of a bipedal creature of the same size.
Undersized Weapons Although Mo-Swe are Large, their upper torsos are the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller
Sprinter Mo-Swe gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Can't climb A Mo-Swa's physique (not to mention their bulky antlers) makes climbing impossible. Their arms are only about as strong as a human's, which means they cannot lift themselves up by their arms, and take a -5 penalty to all Strength checks to support or lift themselves by their arms (for example, when hanging from a cliff or branch). They automatically fail all Climb checks.
Low-Light Vision A Mo-Swa can see twice as far as a human in torchlight, starlight, or other conditions of poor illumination.
Frenzy Once per day, whenever a Mo-Swe takes damage, they fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Cornered Fury Whenever a Mo-Swa is reduced to half their hit points or fewer and has no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.
Bond to the Land Mo-Swe gain a +2 dodge bonus to AC in forest terrain.
Rugged Northerner All Mo-Swe gain Rugged Northerner as a bonus feat at first level or first HD. This means they treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. They are not impacted at all by normal cold weather conditions. They do not become fatigued by frostbite or hypothermia.
Natural Attacks Mo-Swe have a primary gore attack that deals 1d8 damage, and two secondary hoof attacks that deal 1d6 points of damage.

Fearless Mo-Swe are famed for their complete lack of fear, being the biggest things they're ever likely to encounter in their own habitats. Whether this is wise for them or not is debatable, as smaller and more dangerous species pass through their territory with increasing regularity. They gain a +2 racial bonus on all saves against fear effects.
Hardy Mo-Swe gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability A Mo-Swa receives a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Natural Snowshoes The Mo-Swe's broad hooves are perfectly adapted to the deep snows of Tuniitaq. Mo-Swe take half the normal movement penalties due to deep snow, marshy ground or mud (as if they were wearing snowshoes at all times).
Ferocity If a Mo-Swe's hit points fall below 0 but they are not yet dead, they can continue to fight. If they do, they are staggered, and lose 1 hit point each round. They still die when their hit points reach a negative amount equal to their Constitution score.
Powerful Charge Whenever a Mo-Swe charges, they deal twice the number of damage dice with their Gore attack, plus 1-1/2 times their Strength bonus.
Scent Mo-Swe have the “Scent” special ability.
Languages Mo-Swa. Mo-Swe begin play knowing only their racial language. Not that they're intentionally xenophobic; they are simply very widely-dispersed, spend most of their lives in relative solitude, and only rarely interact with outsiders.


Paizo Abilities
Now, my concern is that you've just used official paizo abilities, except for one or two.
The paizo abilities are a great starting point, and they can give you a good handle on what's balanced at a certain level and what's not, however, I don't think they should be the only things used. Even if they are combined in novel ways, it can feel somewhat... bland, if you just use the generic abilities. Plus, you miss out on a bunch of cool, unique abilities. For example, you don't actually have a bellow ability in the current block. And a lot of abilities are redundant, or just work strangely together.

Tauric Body
I think you could roll together a whole bunch of things into one 'tauric body' ability. Quadrupedal, Can't Climb, Undersized Weapons, Stability. I drafted one that I used in a couple places...
A mo-swa's tauric body gives them some unusual traits. Mo-swe possess four legs and two arms, granting them a +4 racial bonus to CMD against Bull rush or trip attempts while standing on the ground. Mo-swe use weapons and armor as if they were one size smaller. A Mo-Swa's carrying capacities are 1.5 time greater than a bipedal creature of the same size. A mo-swe's heavy lower body and small upper body means it cannot climb. It takes a -10 penalty to str checks to support itself by its arms, and automatically fails all climb checks.

Fury
I think you could at least roll the cornered fury and frenzy abilies together.
Mo-swe are known to have terrible tempers, particularly when injured, during mating season, or in the defense of calves, and can fly into a rage in battle. A mo-swa's fury grants them a +2 morale bonus to melee attack and damage rolls and imposes a -2 penalty to AC. They can enter or leave a frenzy as a free action, and can remain in frenzy for a number of rounds per day equal to their constitution modifier plus their hit die. If the mo-swa is at or below 1/2 their maximum HP at the beginning of a round, that round does not count against their daily maximum.
If a mo-swa gains the rage ability from a class, they lose this ability, but add their hit die to the number of rounds they can rage per day, and gain a +1 morale bonus to melee attack and damage rolls while at or below 1/2 health.

Bond to the Land
Not sure what the source for this one is, honestly. I would suggest dropping this one in favor of the natural snowshoes thing.

Optional Abilities:
Unfortunately, you ARE gonna have to eliminate the optional abilities. You can't exactly have a race that can be up to twice as powerful as its base. I would suggest making non-universal traits into feats. Like, powerful charge could be a feat.

Feats

Bellowing Voice
I didn't quite get hos this was supposed to work. Then I though of the airhornsman, and it made sense.

SuperDave
2014-09-05, 11:06 AM
YES! This is EXACTLY what I had in mind! Thankyou thankyou THANK YOU, Admiral Squish, for translating my sprawling mess into an organized and cohesive whole.

I agree that most of the special abilities can be turned into feats, and that several features can be rolled into"Tauric Body". How many RP (Race Points) would that ability be worth, though? For that matter, how many RP would "Fury" (with which I'm also very impressed) be worth?

The reason I used the official Paizo abilities is because they're the ones that have RP associated with them. Some of them I had to estimate, since they're not official. Will it be a problem from a rules standpoint if I skip calculating the whole Race Points thing and just copy-paste what you wrote?

"Specialized" just means that the race has a standard array of ability modifiers (+2 X, +2 Y, -2 Z). I deleted the original modifiers because I thought that, what with all the inherent bonuses they get from size, being quadrupedal, having extra natural attacks, haveing a base speed of 40 ft., etc., that I thought they were in danger of being badly overpowered. Maybe they still are... Do you think that's true for them?

In any case, I feel that +6 Str is a little excessive, given the they're already so big, get a TON of unique abilities and natural attacks, and so on. It would make them even stronger, on average, than the Giantkin. Moose are very strong, but they're gangly, not stout and musclebound like oxen. Plus, they're partially humanoid. I'd say +4 Str, at the most.

Yes, The Airhornsman was exactly what I had in mind when I wrote the "Bellowing Voice" ability. :smallbiggrin:

Admiral Squish
2014-09-07, 07:15 PM
YES! This is EXACTLY what I had in mind! Thankyou thankyou THANK YOU, Admiral Squish, for translating my sprawling mess into an organized and cohesive whole.

I agree that most of the special abilities can be turned into feats, and that several features can be rolled into"Tauric Body". How many RP (Race Points) would that ability be worth, though? For that matter, how many RP would "Fury" (with which I'm also very impressed) be worth?

The reason I used the official Paizo abilities is because they're the ones that have RP associated with them. Some of them I had to estimate, since they're not official. Will it be a problem from a rules standpoint if I skip calculating the whole Race Points thing and just copy-paste what you wrote?

"Specialized" just means that the race has a standard array of ability modifiers (+2 X, +2 Y, -2 Z). I deleted the original modifiers because I thought that, what with all the inherent bonuses they get from size, being quadrupedal, having extra natural attacks, haveing a base speed of 40 ft., etc., that I thought they were in danger of being badly overpowered. Maybe they still are... Do you think that's true for them?

In any case, I feel that +6 Str is a little excessive, given the they're already so big, get a TON of unique abilities and natural attacks, and so on. It would make them even stronger, on average, than the Giantkin. Moose are very strong, but they're gangly, not stout and musclebound like oxen. Plus, they're partially humanoid. I'd say +4 Str, at the most.

Yes, The Airhornsman was exactly what I had in mind when I wrote the "Bellowing Voice" ability. :smallbiggrin:

Tauric body and fury would be worth something similar to the combined values of the abilities being rolled together. I don't think you need an exact number, you can generally tell the overall creature is definitely going to be a monstrous race.

I know what the specialized point arrangement is, I brought it up because you didn't say which abilities got the bonuses/penalties in the original version, which is a pretty important part of it. And it's not the standard array, the standard array is +2 physical, +2 mental, -2 anything. Specialized lets you focus your bonuses and penalties toward a physical character or a mental character. If you're going to reduce bonuses, then drop the improved ability things, save some RP that way.
I don't think +6 strength is particularly bad, considering they're a monstrous race. However, if you think they wouldn't be that strong, then they shouldn't be that strong. Stay loyal to the vision.

SuperDave
2014-09-09, 12:17 PM
Yeah, I guess that by this point, it's clearly a monstrous race; the degree of their monstrousness isn't important once they pass the threshold from an Advanced race. Really its just bookkeeping.

Didn't realize that's what the standard array was. Good to know.

I feel like +6 is maybe a little much, but I can just drop that down to +4. I like the rest of your proposed adjustments. I can't add 'em right now because I'm on my phone, and the interface is a little clunky.

Now I've just got to get your updated statblock in place, and convert the extra abilities into racial feats. And that's about all there is to it!

Admiral Squish
2014-09-12, 02:07 PM
I will admit, I definitely look forward to seeing the finished version once you get it all together and fixed up all purdy.

And to show my support, I'm gonna go take these guys to the first posts! It's official, bro!

SuperDave
2014-09-21, 03:45 PM
Well it took me long enough, but I finally got around to transferring all that new information into the first post. The Mo-Swe now weigh in at a svelte 28 RP, which means they're now much more reasonable to play, and incorporate into campaigns.

Now all that's left is for me to draw up stats for a Mo-Swa with character-class levels, and one that's only got HD to work with.

SuperDave
2014-10-02, 08:49 AM
Alright, I've posted the stats for Bull-Who-Winks, a lv. 5 Mo-Swe hunter, and his animal companion, Rakki the flying squirrel. They're there at the bottom of the first post: take a look and tell me what you think. If they pass muster, then I'd say the Mo-Swe are ready for print!


Edit:
Here's the weird thing, though: even with the racial modifiers, Rakki's Climb bonus is one point LESS than the original's! How did that happen?

Also, I'm not entirely sure I calculated his Acrobatics bonus right, because +20 just seems ridiculous.

For your reference, Rakki has five skill ranks, and I invested a single rank apiece in Acrobatics, Climb, Fly, Perception, and Stealth. Flying squirrels have the following racial modifiers: +11 Acrobatics (+8 when jumping), +8 Climb. (But why is the bonus decreased for jumping?)

Mith
2014-10-02, 10:31 AM
Just a few things to note for cleaning up the first post:


Spoiler: Not sure whether this material should be removed, or added somewhere.
Show


I think this can be removed, since I think you have resolved the problem with Bellow. As for the problem with them being Hunters, I think that they could learn the skills so they can trap and kill dangerous predators. They just won't eat the meat. They would just leave it for other animals to eat. They might take the furs maybe for trade, since it would go to waste otherwise, but that's about it.

I also had the hilarious idea of a Druid Mo-Swe developing an ability using Massive Rack to grow tree branches that bear fruit sufficient for the needs of himself and his animal companion, but that's neither hear nor there.

Also, has anyone made the connection between the Mo-Swe culture and Tolkien's Ents? It's a bit of a mix, since Entwives were the ones that maintained groves of trees to be like orchards, but they are really quite similar in many respects.

I cannot help you with the stat problems, but I think you added something wrong.

SuperDave
2014-10-03, 09:05 AM
Alright, I did a little cleanup and alphabetizing, so all the feats are now neatly ordered. I made Bellow a 1 RP racial feature, and I changed Powerful Voice to Resounding Bellow, making it enhance the existing Bellow ability, rather than making bellowing feat-dependent in the first place. I don't really think the ability to howl like a wolf is worth an entire feat, even if it can be heard up to six miles away.

I also re-inserted Cold-Acclimated into their list of racial features, just to bring the total RP back down a bit (I assumed this was worth -2 RP, but it could be less, since they're not all that likely to leave Tuniitaq anyway). Writing that ability required a lot of research and thought on my part, so I was sad to see it go. I provided some ways to get around the inconvenience of it right in the description, so I feel like it's not too terrible a punishment for those who want to play a Mo-Swa character. But if you guys really think it's clunky and not-fun, I'll remove it completely.

I just noticed that all the racial feats I wrote have no prerequisites. Should they?

Also, should Magnificent Rack and Powerful Charge stack? 4d6 plus (Str mod, I think?) damage on a charge seems like an awful lot to me...

Debihuman
2014-10-03, 01:02 PM
Why do none of the prerequisites include "mo-swe?"

I think that you need to note when a mo-swe doesn't have antlers specifically. Tauric body needs to be updated with exactly how their antlers work. I'd think that having exceptionally heavy antlers would be painful over time. Human heads and necks are not designed for them.

Are the antlers used in combat? Nowhere in the racial traits does it gives this as a natural attack. Powerful Charge is too much to stack with Massive Rack (which is a horrible name as teenage boys will just go right into the gutter with that name).

My feeling is that you are just trying to do too much with these.

Debby

infinitetech
2014-10-04, 03:08 AM
very interesting twist on an old race, keep up the good work, and never eat the water lillies (add a racial poison allergen to waterlilly mold that make them go berzerk)

SuperDave
2014-10-07, 08:53 AM
Why do none of the prerequisites include "mo-swe?"
I assumed that because they were racial feats, and because some of them require non-human anatomy, that the prerequisite race was implied; or clarity's sake, I've added that in. Do you feel that there should be other prerequisites for some of these feats, like "BAB 5" or "3 HD" or something?


I think that you need to note when a mo-swe doesn't have antlers specifically. Tauric body needs to be updated with exactly how their antlers work. I'd think that having exceptionally heavy antlers would be painful over time. Human heads and necks are not designed for them.
But the Mo-Swe don't have human heads. As shown in the illustration I've selected, they've got human torsos, but the heads and thick necks of moose. So their musculature would definitely be able to support a heavy rack.

I do mention when the Mo-Swe shed and regrow their antlers; it's kind of buried, but it's there: "Unlike true moose, both male and female adult Mo-Swe grow antlers in the spring, though the antlers of males tend to be larger, and have more points. Also unlike their wild brethren, Mo-Swe do not lose their antlers in the autumn after mating season, but (like caribou) retain them throughout the winter [...] A Mo-Swe's antlers begin growing as soon as the first spring thaw, and reach full size in a mere 3 to 5 weeks, during which time the Mo-Swe consume enormous amounts of food to fuel their rapid growth. Once they reach full size, the antlers automatically shed their soft, velvety covering and are ready for use in battle."


Are the antlers used in combat? Nowhere in the racial traits does it gives this as a natural attack.
It says under "Natural Attacks" that "Mo-Swe have a primary Gore attack that deals 1d8 damage, and two secondary Hoof attacks that deal 1d6 points of damage each." (Having four legs, they would get two hoof attacks in a turn, right?)


Powerful Charge is too much to stack with Massive Rack (which is a horrible name as teenage boys will just go right into the gutter with that name).
Technically it's "Magnificent Rack". I totally see your point, but that is what a set of antlers is called, scientifically. And immature jokes are pretty much inevitable when you're playing with teenagers, if I remember my own teenage years correctly. :smalltongue:

I felt like Magnificent Rack would help attach actual mechanics to my earlier statement that "Mo-Swe consider their antlers to be their most important physical feature, and attach much religious and social significance to their size, shape, and number of points", but if you think the feat is dumb, I can cross it off the list, or rule that the rack is so large that it becomes slightly unwieldy in battle, and while they don't loose their natural attacks with it, they no longer have the dexterity to charge with it, or something like that. (Actually, that doesn't make much sense, now that I read it. If they shouldn't stack, then I think one of them just has to go, rather than coming up with flimsy reasons why they don't stack.)


My feeling is that you are just trying to do too much with these.
How so? I mean, I realize that I'm trying to fit a lot of stuff into this race, but what specifically do you feel is "too much"? Too many natural attacks? Too many special abilities?


very interesting twist on an old race, keep up the good work, and never eat the water lillies (add a racial poison allergen to waterlilly mold that make them go berzerk)
:smalleek: Good to know. But maybe it's more appropriate to the Crossroads: The New World Player's Handbook or Dungeon Master's Guide than the Mo-Swe entry itself. Maybe we could slip waterlily mold in under "Poisons". :smallwink: