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Maat Mons
2019-04-03, 05:04 PM
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Carapacians
Carapacians are unique among the common races in that they possess exoskeletons. They form rigidly-ordered societies under the rule of a king and queen. Currently, there are two such kingdoms, though both are rather keen on bringing that number down to one.

Physical Description
True to their name, carapacians have shiny, firm, yet supple carapaces. The liniage of carapacins native to Derse posesses black carapaces, while the liniage native to Prospit possess white carapaces. Carapcians wear a wide variety of clothing styles. Some wear simple garments, while others wear complex ones. Some dress in drab colors, while some have cloths made from brightly-patterened cloth. Carapacian fashion seems to follow no rhyme or reason.

Society
Carapacian society primarily consists of two rival kingdoms, Derse and Prospit. The kingdoms have engaged in many wars throughout history, but currently abide by an uneasy truce.

Relations
Carapacians, being mute, often have trouble in social interactions with non-carapacians. They can understand spoken language perfectly, and they can write notes, but conversing with those who don't know Carapacian Sign Language is still cumbersome.

Alignment and Religion
Carapacians are generally Lawful. They have no particular tendencies with regard to the other axis. Some are kind and generous, while others are cruel.

Adventures
Carapacians who anger their superiors generally find themselves exiled. These exiles often take to a life of wandering, because they don't know what to do with themselves. Many of the wanderers become adventurers.



Carapacian Racial Traits

Standard Racial Traits
Ability Score Modifiers: Carapacians are a hardy and gregarious people, but the joints in their exoskeletons are slightly restrictive. They gain +2 Constitution, +2 Charisma, and -2 Dexterity.
Size: Carapacians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Carapacians are humanoids with the carapacian subtype.
Base Speed: Carapacians have a base speed of 30 feet.
Languages: Carapacians begin play knowing Carapacian Sign Language and Common. Carapacians with high Intelligence scores can choose from the following: Blink, Chell, Cherubic, Glub, Nak, Thip, and Trollish.

Defensive Racial Traits
Natural Armor: Carapacians, as their name suggests, have carapaces (calcified sections of exoskeleton protecting their thoraxes). This grants them a +1 natural armor bonus.

Feat and Skill Racial Traits
Quiet: Carapacians receive a +4 racial bonus on Stealth checks, because they are raised to believe that excess noise in impolite.

Senses and Skill Racial Traits
Uncanny Senses: Carapacians receive a +4 racial bonus on perception checks and are immune to flanking.

Weakness Racial Traits
Mute: Carapacians cannot speak.

Carapacian Racial Feats
Carapacian Spellcaster
Prerequisite: Carapcian.
Benefit: You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
Special: This counts as the Silent Spell feat for purposes of meeting prerequisites.



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Maat Mons
2019-04-03, 05:05 PM
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Cherubs
Cherubs are a very reclusive race dwelling in isolation on high mountaintops. Not only are cherub cities isolated from other races, but many cherubs have little contact even with other cherubs. After a certain age, they never tire or grow hungry, and some of them choose to spend their time alone in quite meditation.

Physical Description
Cherubs have the appearance of green-skinned humanoids with skull-like heads, with spiral patterns on their cheeks that reflect their blood color Their mouths are retractable, able to instantly pull their lips away to expose their entire lower jaw They also have dexterous claw-like hands, sharp teeth and forked tongues.

Society
Cherubs have a predilection for speaking and acting in an inscrutable manner. Cherub culture is heavily influenced by jujus, magical artifacts that are of great value to them and are passed down over generations. However, they also believe jujus can become cursed, at which point any person close to it or even occupying the same plane of existence will have a nightmarish life.

Relations
Cherubs have little contact with non-cherubs. The only race they commonly trade with are iguanas, and even then, only insofar as they need to.

Alignment and Religion
Cherubs tend towards extreme alignments. Chaotic cherubs are just as common as Lawful ones. And Evil cherubs just as common as Good ones. But a neutral cherub is a rare creature indeed.

Adventures
Few cherubs leave the high mountains they call home. Crowds are not a welcome sight to them. Nevertheless, a rare few cherubs possess a sense of adventure that drives them to explore the world. Some even take a liking to the strange cultures they encounter.



Cherub Racial Traits

Standard Racial Traits
Ability Score Modifiers: Cherubs have powerful and robust physiques, but they have difficulty navigating social encounters. They gain +2 Strength, +2 Constitution, and -2 Charisma.
Size: Cherubs are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Cherubs are humanoids with the cherub subtype.
Base Speed: Cherubs have a base speed of 30 feet.
Languages: Cherubs begin play speaking Cherubic and Common. Cherubs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Defensive Racial Traits
Cold Resistance: Cherubs have cold resistance 5.
Mountaineer: Cherubs are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.

Feat and Skill Racial Traits
Menacing: The skull-like features of cherubs are disconcerting to others, granting them a +4 racial bonus on Intimidate checks.

Cherub Racial Feats
Aetheric Sustenance
Prerequisite: Cherub.
Benefit: You do not need to sleep, and you are immune to magic sleep effects. When you reach character level 5, you no longer need to eat or drink. When you reach character level 10, you no longer need to breathe.

Winged Cherub
Prerequisite: Cherub.
Benefit: Your wings continuously provide you with the benefits of the Glide spell as an extraordinary ability. When you reach character level 5, your wings instead give you a fly speed of 30 feet, with average maneuverability.



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Maat Mons
2019-04-03, 05:06 PM
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Crocodiles
Crocodiles are ingenious little creatures. They possess the most advanced non-magical devices known. Their society runs on machinery powered by steam generated from volcanic activity.

Physical Description
Crocodiles stand about 3 feet tall and have powerful, toothy jaws. They are covered in red scales that are oddly resistant to heat. Crocodiles often touch the scaling-hot pipes of their infrastructure with no apparent discomfort.

Society
Crocodiles almost exclusively build cities in volcanically active regions. They even excavate soil to get at the hotter layers of earth, to better harness the heat for their steam engines. They utilize surprisingly sophisticated technology, both in the construction of their cities and in their day-to-day lives.

Relations
Most races dislike the sulfurous air and boiling groundwater of crocodiles' preferred habitat, so they have little competition for land. The main exception is a series of conflicts they've had with turtles over several island. Strictly speaking, the crocodiles only want to build on the central volcano, and the turtles only want to build on the beaches. Nevertheless, the crocodiles are reluctant to have an independent power between them and the most readily-available source of water for feeding their steam engines. And for their part, the turtles are reluctant to live under a volcano that is being meddled with to increase its activity.

Alignment and Religion
Crocodiles tend to be Lawful Evil. Their enthusiasm for scientific advancement tends to lead to a disregard potential damages to others (or even themselves).

Adventures
Crocodiles are famous for their alchemists and tinkers. Traders come from far and wide to buy crocodile-built devices, craftsman who are willing to leave crocodile lands behind find a warm welcome and ample employment in the cities of other races. Sometimes, when a crocodile ventures forth with intent to establish a business abroad, they become sidetracked by plot hooks, and find they have a taste for the life of an adventurer.



Crocodile Racial Traits

Standard Racial Traits
Ability Score Modifiers: Crocodiles are nimble and clever, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Intelligence, and -2 Strength.
Size: Crocodiles 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.
Type: Crocodiles are humanoids with the crocodile and reptilian subtypes.
Hold Breath: Crocodiles can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Base Speed: Crocodiles have a base speed of 30 feet.
Languages: Crocodiles begin play speaking Common and Nak. Crocodiles with high Intelligence scores can choose from the following: Carapacian Sign Language, Chell, Draconic, Ignan, and Trollish.

Defensive Racial Traits
Fire Resistance: Crocodiles have fire resistance 5.

Feat and Skill Racial Traits
Nimble Attacks: Crocodiles receive Weapon Finesse as a bonus feat.

Magical Racial Traits
Fire Affinity: Crocodiles cast spells with the fire descriptor at +1 caster level.

Movement Racial Traits
Swim: Crocodiles have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Crocodiles can see twice as far as humans in conditions of dim light.

Offense Racial Traits
Bite: Crocodiles have a natural bite attack dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the crocodile is wielding manufactured weapons.



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Maat Mons
2019-04-03, 05:07 PM
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Humans
Humans are strange squishy creatures that lack any adaptations that would allow them to excel in any particular niche. Scholars often debate how it is that human, individually, manage to stay alive in spite of the many dangers of the world they reside in, as well as how human society has managed to avoid being conquered by the many superior races that live alongside them. The two leading theories are "dumb luck" and "shenanigans."

Physical Description
Humans typically stand between 5 and 6 feet tall. Their skin and hair come in a variety of colors, but they all have the exact same shade of red as their blood color. Humans lack horns, claws, protective coverings, or gills, and their teeth are blunt and pitiful.

Society

Relations
Humans usually try to maintain peaceful relationships with members of other races. They go to war when provoked, but rarely wipe out the indigenous populations of nations they defeat. These traits cause no end of confusion among trolls and cherubs, but most of the other races seem to like the cut of their jib.

Alignment and Religion
Humans tend towards Neutral Good, but no alignment is truly uncommon among their numbers.

Adventures
Almost all humans want to be adventurers when they are young. Most see the folly of this plan as they grow and mature, but the remaining ones nevertheless account for a sizable chunk of the adventuring population.



Human Racial Traits

Standard Racial Traits
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoids with the human subtype.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.



Favored Class Options

Maat Mons
2019-04-03, 05:09 PM
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Iguanas
Iguanas are a forest-dwelling race that make their homes in the treetops.

Physical Description
Iguanas stand about 3 feet tall and are blue in color. They possess claws that look intimidating, but are useless in combat. The claws are however, very useful in climbing. Iguanas don't need clothing for modesty. But many of them make their homes is temperate forests that experience cold winters. So they bundle up for warmth.

Society
Iguanas towns are like giant tree houses. They can be accessed only by rope ladders that can be drawn up in case of enemy attack. From the safety of the trees, the iguanas can freely rain arrows down on their enemies.

Iguana culture heavily relies on a strong oral tradition, with elder iguanas reciting the old legends for younger generations. Of course, iguanas are as capable of writing as any other race, but they tend to view paper as a less lasting means of preserving information than memory.

Relations
Iguanas sometimes live in forests that contain lakes inhabited by salamanders. The two groups generally get along swimmingly, with the salamanders acting as trade intermediaries for the more reclusive iguanas. On rarer occasion, iguanas share forests with leprechauns. Iguanas are much less trusting of these neighbors, accurately suspecting that the leprechauns would like for them to be gone.

The mountains that cherubs call home are often bordered by forests inhabited by iguanas. As a result of this, iguanas are among the very few who have any substantial contact with cherubs.

Alignment and Religion
Iguana society is Chaotic Neutral in nature. While they greatly value community and cooperation, they have no fondness for rigid organizational structures.

Adventures
Its relatively rare for an iguana to desire to wander beyond the bounds of their forests, but those that do find their hunting and survival skills are well suited to adventuring.



Iguana Racial Traits

Standard Racial Traits
Ability Score Modifiers: Iguanas are nimble and wise, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Wisdom, and -2 Strength.
Size: Iguanas 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.
Type: Iguanas are humanoids with the iguana and reptilian subtypes.
Base Speed: Iguanas have a base speed of 30 feet.
Languages: Iguanas begin play speaking Common and Thip. Iguanas with high Intelligence scores can choose from the following: Carapacian Sign Language, Cherubic, Elven, Glub, Nak, and Trollish.

Feat and Skill Racial Traits
Agility: Iguanas land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts and a +2 racial bonus on Acrobatics checks.
Climb: Iguanas have a climb speed of 30 feet, and gain a +8 racial bonus on Climb checks.
Nimble Attacks: Iguanas receive Weapon Finesse as a bonus feat.

Offense Racial Traits
Weapon Familiarity: Iguanas are proficient with longbows (including composite longbows) and shortbows (including composite shortbows).

Senses Racial Traits
Low-Light Vision: Iguanas can see twice as far as humans in conditions of dim light.



Favored Class Options

Maat Mons
2019-04-03, 05:10 PM
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Leprechauns
Leprechauns are a long-lived race with close ties to nature. They make their homes deep in primordial forests, far from other civilizations.

Physical Description
Leprechauns have green skin that helps them blend in with the vegetation. For unknown reasons, their skin is slightly fuzzy, not unlike felt. Leprechauns vary substantially in height and build.

Society
Leprechauns live in harmony with nature. Their homes, tools, and clothing are all constructed from materials harvested from the forest. In spite of this, their wardrobes are quite dapper. A great deal of time and effort goes into crafting fine-quality garments out of leaves.

Relations
Leprechauns are a reclusive race, seldom venturing from their forest homes. Sometimes a group of leprechauns begrudgingly shares a forest with an iguana village, but they have almost no dealing with the other races.

Alignment and Religion
Leprechauns tend toward neutrality. Their innate ties to nature cause them to conceptualize the world as an inherently self-balancing system.

Adventures
On the rare occasion when leprechauns venture out into the world at large, it is typically for some sort of important mission. However, it's not uncommon for a traveling leprechaun to fall in with a group of adventurers who have goals compatible with his quest.



Leprechaun Racial Traits

Standard Racial Traits
Ability Score Modifiers: Leprechauns are both agile and wise, but don't read a lot of books. They gain +2 Dexterity, +2 Wisdom, and -2 Intelligence.
Size: Leprechauns are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Leprechauns are humanoids with the leprechaun subtype.
Base Speed: Leprechauns have a base speed of 30 feet.
Languages: Leprechauns begin play speaking Common and Leprechaunese. Leprechauns with high Intelligence scores can choose from the following: Carapacian Sign Language, Cherubic, Impish, Sylvan, and Trollish.

Defensive Racial Traits
Lucky: Leprechauns gain a +2 racial bonus on all saving throws.

Magical Racial Traits
Magic Sense: A leprechaun gains detect magic as a constant spell-like ability, with a caster level equal to his character level. In addition, leprechauns receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Potent Magic: Leprechauns receive a +2 racial bonus on caster level checks made to overcome spell resistance.



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Maat Mons
2019-04-03, 05:11 PM
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Salamanders
Salamanders are a curious and excitable race dwelling in marshes and wetlands. They have a knack for heedlessly bumbling into dangerous situations. But fortunately, they also have a knack for talking their way out of trouble.

Physical Description
Salamanders are about 3 feet tall. They have slick yellow skin through which they can breath underwater.

Salamanders seldom wear clothing, since it clings to their moist skin when they walk on land, and hinders them when swimming swimming, which accounts for about half of their locomotion.

Society
Salamander society operates as much below the surface of the water as above it. Their native language is designed to be easy to use in both air and water. Some salamander building may be wholly above water. Some may be completely submerged. And may contain some rooms above the waterline as well as some below.

Relations
Salamanders are cheerful and outgoing. They love to hear stories from any outsiders who visit their villages. And it's not uncommon for them to take up a life of exploration, journeying to lands near and far to see what they can see. Race matters little to salamanders.

Alignment and Religion
Almost all salamanders are chaotic good. Their tiny little hearts hold no malice for anyone, and they just don't have the disposition for rigor and order.

Adventures
Salamanders love adventure, and many become professional adventurers. They would probably be the most common race among adventurers, if it weren't for the low life expectancy salamanders in general and adventuring salamanders in particular.



Salamander Racial Traits

Standard Racial Traits
Ability Score Modifiers: Salamanders are nimble and charming, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and -2 Strength.
Size: Salamanders 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.
Type: Salamanders are humanoids with the aquatic and salamander subtypes.
Amphibious: Salamanders are amphibious and can breathe both air and water.
Base Speed: Salamanders have a base speed of 30 feet.
Languages: Salamanders begin play speaking Common and Glub. Salamanders with high Intelligence scores can choose from the following: Aquan, Carapacian Sign Language, Chell, Thip, and Trollish.

Feat and Skill Racial Traits
Adorable: When salamanders gain a +2 racial bonus on Diplomacy checks.
Nimble Attacks: Salamanders receive Weapon Finesse as a bonus feat.

Movement Racial Traits
Swamp Stride: A salamander can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a salamander normally.
Swim: Salamanders have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Salamanders can see twice as far as humans in conditions of dim light.



Favored Class Options

Maat Mons
2019-04-03, 05:12 PM
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Sprites
Sprites are artificially-created lifeforms with a strong innate connection to magic and lore. Originally, they were exclusively created by trolls and humans to serve as living repositories of knowledge. However, in the ages since their first creation, many have set off on their own apart from their creators, and some of those have even created a land for wandering sprites to settle down in. Trolls and humans still create sprites, but now many sprites are crafted by other sprites. They lack any natural ability to reproduce, but in this fashion, they can exist as a truly independent population.

Physical Description
Sprites are humanoid from the waist up. But from the waist down they are nothing but a ghostlike trail. They are generally white in color, but usually incorporate a second color. Other than that, sprites vary widely in appearance.

Society
Most sprites dwell in human an troll lands. Even in settlements of independent sprites, culture and customs are essentially just an amalgam of those of humans and trolls.

Relations
Free-living sprites often view trolls and humans as slavers, and are unfriendly to both unless they have proven themselves trustworthy. Newly-created sprites (other than those created by other sprites) generally understand little of the world outside the libraries and archive rooms they spend their time in.

Alignment and Religion
Sprites have a strong predisposition towards neutrality.

Adventures
Many sprites get a start as adventurers by running away from the lands of their creation.



Sprite Racial Traits

Standard Racial Traits
Ability Score Modifiers: Sprites are knowledgeable and wise, but they are more lightly-built than their size would seem to indicate. They gain +2 Intelligence, +2 Wisdom, and -2 Strength.
Size: Sprites are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Sprites are humanoids with the sprite subtype.
Base Speed: Sprites have a base speed of 30 feet.
Languages: Sprites begin play speaking Common. Sprites with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
Information Repository: Sprites get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Movement Racial Traits
Flight: Sprites with at least 5 character levels have a fly speed of 30 feet with average maneuverability. Fly is always a class skill for sprites.
Hover: Even before they can fully fly, sprites hover slightly above the ground. This allows them to ignore penalties for slippery surfaces and light debris. This does not allow them to traverse terrain that is impassable to ordinary bipedal movement.



Favored Class Options

Maat Mons
2019-04-03, 05:13 PM
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Trolls
Trolls are a race of humanoids dwelling primarily in the rival kingdoms of Alternia and Beforus. They are nocturnal both by natural inclination, and because their lands are infested with fungoid zombies that are only active during the day. At dawn, they retreat to fortified structures and an interconnected network of tunnels. And at dusk they venture forth to conduct the business of running their countries.

Physical Description
Trolls have grey skin and dark yellow reflective sclera with black irises that fill in with their blood color as they age. They also have pointed teeth, yellow nails, black lips, and black hair. Their most noticeable features are the horns sprouting from their heads. These horns can grow in a number of different shapes, sizes, and even numbers, and are usually fairly distinct between individuals. An individual troll may possess one of several different colors of blood spread across the color spectrum. This is known as the Hemospectrum, and it is the basis of a stratified societal caste system that assigns social status based on blood; low ranking trolls are regarded as "Lowbloods", whereas high ranking trolls are referred to as "Highbloods". Different blood castes also have differing biological aspects, such as the high psychic ability among Lowbloods, and the gills possessed by the high-blooded ruling Seadwellers. Natural lifespan also increases in line with one's rung on the Hemospectrum; rustbloods may only live for a few decades, whereas highbloods can live for centuries, or in the case of fushia-bloods, for millennia. Before maturity, trolls have dark grey irises, but these fill in with their respective blood colors as they age. Trolls' tears are also the color of their blood, but in a more diluted fashion.

Society
Each troll has a sign, typically depicted on their clothing in some form, which is assigned from an alphabet of signs for each Hemospectrum caste. Should mutation place a troll outside the caste system, they will usually lack a sign. Certain crimes could warrant stripping a troll of their sign as part of the punishment.

Relations
The kingdom of Beforus has good relations with most of the races in surrounding lands. On the other hand, the kingdom of Alternia has alienated most potential allies by trying to conquer them at one time or another. When traveling abroad, trolls are trated wearily, since no one can tell which kingdom they hail from, and this tends to drastically affect their dispositions.

Alignment and Religion
Trolls can be of any alignment. But trolls raised in Alternia tend towards Evil, while trolls raised in Beforus tend towards Good.

Adventures
It's very common for low-blooded trolls to flee Alternia because of the poor treatment they receive there. Most are just looking for a safer place to settle down, but for those who take up adventuring, the martial training that is mandatory in their homeland makes them a natural fit. Beforan trolls are less likely to leave their homeland. Those that do generally have dreams of seeing the world, and tend to fall into adventuring.



Troll Racial Traits

Standard Racial Traits
Ability Score Modifiers: Troll characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Trolls are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Trolls are humanoids with the troll subtype.
Base Speed: Trolls have a base speed of 30 feet.
Languages: Trolls begin play speaking Common and Trollish. Trolls with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
Bonus Feat: Trolls select one extra feat at 1st level.

Senses Racial Traits
Low-Light Vision: Trolls can see twice as far as humans in conditions of dim light.
Superior Darkvision: Trolls have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Troll Racial Feats
Sea Troll
Prerequisites: Troll. You may only select this feat at 1st level.
Benefit: You gain the aquatic subtype and the amphibious trait. You also gain a swim speed of 30 feet, and the +8 racial bonus on Swim checks that a swim speed normally grants.

Winged Troll
Prerequisite: Troll.
Benefit: Your wings continuously provide you with the benefits of the Glide spell as an extraordinary ability. When you reach character level 5, your wings instead give you a fly speed of 30 feet, with average maneuverability.



Favored Class Options

Maat Mons
2019-04-03, 05:15 PM
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Turtles
Tutrles are a robust and patient race. They build large comunal dwellings of stone along sandy beaches. They especially prize pink stones for construction, since they like the fact that it matches their coloration. In fact, quaries of pink rock are one of turtle socoeties most prized resourses, and one of the few things they will start fights over.

Though their shells provide excelent protection, turtles are a cautious people. Their battle tactics emphasize well-organized defensive formations and fortified structures.

Physical Description
Turtles stand about 3 feet tall, but are of heavier construction than other small races. Thier shells are their most noteworthy feature, covering their entire torsos. Turtles rarely wear clothing, fealing that their shells are all the covering they need.

Society
Though turtles live in close proximity to one another, in communal buildings, they don't engage in much conversation. Turtles are very taciturn, generally only speaking when there is important information to convey. Ane even then, they tend to phrase things in the shortest way possible.

Relations
Turtle settlemnts allong rivers often wind up being only a stone's throw away from salamander villaiges. The two races get allong fairly well, though the turtles tend to consider the salamanders too energetic. And the salamanders in turn then to find the turtles frustratingly slow. In spite of these personality conflicts, salamander and turtle settlements that are nearby to eachother greatly value their trade relations. Turtle craftsmen are patient and meticulous, while salamander fishers and gatherers are very industrious.

Turtles have a history of conflict with crocodiles, since both races view volcanic islands as prime teritory for colonization. And they are weary of trools as well, due to that race's predispositons for conqouring any neighboring regions that look like easy pickings. Carapacian and human trading vesels often pass by turtle vilages as they ply the rivers and oceans, and sometimes stop to do buisness. Turtles rarely have much contact with races other than these.

Alignment and Religion
Most turtles are lawful good.

Adventures
Some turtles dislike the slow pace of life in turtle society, and find themselves craving more chatter than their bretheren typically provide. They journey to other lands, and as often as not encounter adventure on the way. Turtle are well-suited to surviving these tribulations, and some, discovering that they have a knack for dealing with dangerous situations, take up the life of a traveling adventures.



Turtle Racial Traits

Standard Racial Traits
Ability Score Modifiers: Turtles are tough and wise, but their small stature makes them weaker than other races. They gain +2 Constitution, +2 Wisdom, and -2 Strength.
Size: Turtles 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.
Type: Turtles are humanoids with the reptilian and turtle subtypes.
Hold Breath: Turtles can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Base Speed: (Slow and Steady) Turtles have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Turtles begin play speaking Chell and Common. Turtles with high Intelligence scores can choose from the following: Carapacian Sign Language, Giant, Glub, Nak, and Trollish.

Defensive Racial Traits
Natural Armor: +2 natural armor bonus
Stability: Turtles gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits
Diligent: Turtles receive a +2 racial bonus on a Craft or Profession skill of their choice.

Movement Racial Traits
Swim: (Slow and Steady) Turtles have a swim speed of 20 feet, but their speed is never modified by armor or encumbrance. They gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Turtles can see twice as far as humans in conditions of dim light.



Favored Class Options

Maat Mons
2019-04-03, 05:16 PM
Detritus

Carapacian

Type: Humanoid (carapacian) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Standard (-2 Dex, +2 Con, +2 Cha) 0 RP

Languages: Standard 0 RP

Racial Traits

Defensive Racial Traits

Natural armor 2 RP

Feat and Skill Racial Traits

Sneaky 5 RP

Senses Racial Traits

All-around vision 4 RP

Weakness Racial Traits

Mute -2 RP

Total 9 RP



Cherub

Type: Humanoid (cherub) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Specialized (+2 str, +2 con, -2 cha) 1 RP

Languages: Linguist 1 RP

Racial Traits

Defensive Racial Traits

Energy resistance (cold) 1 RP
Mountaineer 1 RP

Feat and Skill Racial Traits

Menacing 5 RP

Total 9 RP



Crocodile

Type: Humanoid (crocodile, reptilian) 0 RP

Size: Smalll 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Standard (-2 Str, +2 Dex, +2 Int) 0 RP

Languages: Standard 0 RP

Racial Traits

Defensive Racial Traits

Energy resistance (fire) 1 RP

Feat and Skill Racial Traits

Nimble attacks 2 RP

Magical Racial Traits

Elemental affinity (fire) 1 RP

Movement Racial Traits

Swim 2 RP

Senses Racial Traits

Low-light vision 1 RP

Offense Racial Traits

Bite 2 RP

Other Racial Traits

Hold breath 1 RP

Total 9 RP



Human

Type: Humanoid (human) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Human heritage 0 RP

Languages: Linguist 1 RP

Racial Traits

Feat and Skill Racial Traits

Flexible bonus feat 4 RP
Skilled 4 RP

Total 9 RP



Iguana

Type: Humanoid (iguana, reptilian) 0 RP

Size: Smalll 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Standard (-2 Str, +2 Dex, +2 Wis) 0 RP

Languages: Standard 0 RP

Racial Traits

Feat and Skill Racial Traits

Nimble Attacks 2 RP
Nimble Faller 2 RP
Skill bonus (choose one Craft or Profession) 2 RP

Movement Racial Traits

Climb 1 RP
Rapid climber 1 RP

Offense Racial Traits

Weapon familiarity 1 RP

Senses Racial Traits

Low-light vision 1 RP

Total 10 RP



Leprechaun

Type: Humanoid (leprechaun) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Standard (+2 Dex, -2 Int, +2 Wis) 0 RP

Languages: Standard 0 RP

Racial Traits

Defensive Racial Traits

Lucky, greater 4 RP

Magical Racial Traits

Elven Magic 3 RP
Constant spell-like divination 3 RP

Total 10 RP



Salamander

Type: Humanoid (aquatic, salimander) 0 RP

Size: Smalll 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Standard (-2 Str, +2 Dex, +2 Cha) 0 RP

Languages: Standard 0 RP

Racial Traits

Feat and Skill Racial Traits

Nimble attacks 2 RP
Skill bonus (diplomacy) 2 RP

Movement Racial Traits

Terrain stride (swamp) 1 RP
Swim 1 RP

Senses Racial Traits

Low-light vision 1 RP

Other Racial Traits

Amphibious 2 RP

Total 9 RP



Sprite

Type: Humanoid (sprite) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Specialized (-2 Str, +2 Int, +2 Wis) 1 RP

Languages: Linguist 1 RP

Racial Traits

Feat and Skill Racial Traits

Static bonus feat (breadth of experience) 2 RP

Movement Racial Traits

Flight 4 RP
Improved maneuverability 2 RP

Total 10 RP



Troll

Type: Humanoid (troll) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score modifiers: Human heritage 0 RP

Languages: Linguist 1 RP

Racial Traits

Feat and Skill Racial Traits

Flexible bonus feat 4 RP

Senses Racial Traits

Darkvision 120 feet 3 RP
Low-light vision 1 RP

Total 9 RP



Turtle

Type: Humanoid (reptilian, turtle) 0 RP

Size: Small 0 RP

Base Speed: Slow -1 RP

Ability Score modifiers: Standard (-2 Str, +2 Con, +2 Wis) 0 RP

Languages: Standard 0 RP

Racial Traits

Defensive Racial Traits

Improved natural armor (+1) 1 RP
Natural armor 2 RP
Stability 1 RP

Feat and Skill Racial Traits

Skill bonus (choose one craft) 2 RP

Movement Racial Traits

Swim 2 RP

Senses Racial Traits

Low-light vision 1 RP

Other Racial Traits

Hold breath 1 RP

Total 9 RP

Feat and skill Racial Trait

Menacing (5 RP)
Prerequisite: None
Benefit: Members of this race gain a +4 racial bonus on Intimidate checks.

Magical Racial Trait

Elemental Aptitude (1 RP)
Prerequisite: None
Benefit: Choose one of the following elemental subtypes—aid, old, electricity, or fire. Members of this race add +1 to the caster level of spells they cast with the chose descriptor.

Movement Racial Trait

Improved Maneuverability (1 RP)
Prerequisite: Fly speed
Benefit: The creature's flight maneuverability improves by one step.
Special: This trait can be taken more than once.

Rapid Climber (1 RP)
Prerequisite: Climb speed
Benefit: Members of this race receive a +10 foot bonus to their climb speed.

Weakness Racial Trait

Mute (-2 RP)
Prerequisite: None
Weakness: Members of this race cannot speak.

Carapacian Pantheon

TitleALAreas of ConcernDomainsSubdomainsFavored Weapon
Bec NoirNEConflict, destruction, powerDeath, Destruction, Strength, WarFerocity, Hatred, Murder, RageBastard sword
Bilious SlickNGCreation, harmony, natureAir, Earth, Plant, WaterFlotsam, Flowing, Growth, RiversQuarterstaff


Denizen Pantheon

TitleALAreas of ConcernDomainsSubdomainsFavored Weapon
AbraxasLGBattle, defense of the weak, honorGlory, Nobility, Strength, WarHeroism, Honor, Resolve, TacticsLongsword
CetusCNFreedom, journeys, weatherLiberation, Travel, Water, WeatherExploration, Freedom, Oceans, RiversTrident
EchidnaCGFertility, healing, natureAnimal, Community, Healing, PlantFamily, Growth, Home, RestorationQuarterstaff
HemeraNGKindness, light, protectionGood, Luck, Protection, SunDay, Friendship, Light, PurityLantern staff
HephaestusLNCraftsmen, fire, magic itemsArtifice, Earth, Fire, MagicAsh, Industry, Metal, SmokeWarhammer
NixNEDreams, nighttime, passionCharm, Darkness, Madness, VoidLust, Moon, Night, NightmareDagger
TypheusCECelebration, music, poetryAir, Chaos, Rune, TrickeryGreed, Language, Revelry, WhimsyRapier
YaldabaothLEDeath, judgment, soulsDeath, Knowledge, Law, ReposeJudgment, Legislation, Memory, SoulsHeavy mace


Guardian Pantheon

TitleALAreas of ConcernDomainsSubdomainsFavored Weapon
BecquerelLGHome, loyalty, protectionCommunity, Darkness, Good, ProtectionDefense, Friendship, Home, MoonShield bash
G CatCNFreedom, hunting, luckLiberation, Luck, Travel, VoidExploration, Freedom, Imagination, StarsKukri
ScratchLEKnowledge, order, magicKnowledge, Law, Magic, SunLight, Legislation, Revelation, TyrannyDagger


Troll Pantheon

TitleALAreas of ConcernDomainsSubdomainsFavored Weapon
The Mirthful MessiahsCEHumor, mental illness, performance artsChaos, Charm, Madness, TrickeryCaptivation, Insanity, Revelry, WhimsyClub
The SuffererCGCompassion, sacrifice, sufferingFire, Glory, Healing, NobilityHubris, Leadership, Martyr, RestorationUnarmed strike


Double Trident
Cost: 30 gp
Weight: 5 lbs.
Damage: 1d8/1d8
Critical: x2
Type: Piercing
Range Increment: 10 feet (thrown)
Category: Two-handed
Proficiency: Exotic
Weapon Groups: Double, spears, thrown
Special: Brace, double

Salamander Lantern
Aura: faint evocation
Caster Level: 1st
Slot: none
Price 25 gp
Weight: 1 lbs.

Description
This lantern, sized for a small character, contains numerous points of magical light that drift about like fireflies. It sheds normal light in a 10-foot radius, and increases the light level by one step for an additional 10 feet beyond that (to a maximum light level of normal).

Salamander lanterns are designed for use both above and below water. A series of inconspicuous holes allow water to flow in and out easily, so the lantern is neither needlessly buoyant in water, nor needlessly heavy on land.

Construction Requirements
Craft Wondrous Item, dancing lights; Cost 12 gp, 5 sp

Imp (6 rp)

Standard Racial Traits
Ability Score Modifiers: +2 Dexterity, -4 Strength, -2 Constitution
Type: Humanoid
Size: Small
Base Speed: 30 feet
Languages: All imps speak Common and Impish. Imps with high Intelligence can choose from Carapacian Sign Language, Giant, Leprechaunese, Nercril, and Undercommon.

Feat and Skill Racial Traits
Nimble Attacks: Imps gain Weapon Finesse as a bonus feat.

Offense Racial Traits
Claws: Imps posses two claws that each deal 1d3 damage.

Senses Racial Traits
Low-Light Vision: Imps can see twice as far as humans in conditions of dim light.
Superior Darkvision: Imps see in darkness out to 120 feet.

Maat Mons
2019-04-04, 07:30 PM
Okay, I'll tentatively deem this ready for review.

Lemmy
2019-04-18, 11:20 AM
I like these (and love the pictures you made for each race). On a quick reading, they seem to be reasonably balanced for the most part... Except turtles seem to be really good and trolls are basically "human, but better". If I understand correctly, Sprites were originally created to work in libraries and stuff... Shouldn't they gain a bonus to Int, then, rather than a +2 to one attribute of choice?

One issue I have is that too many races get the "+2 to one attribute" and "bonus feat" trait... That makes them a bit too generic, IMO.

I'm guessing you made them using the Race Builder from the ARG, but that system is... Not good.

The idea is great, but the execution is pretty bad. It' was obviously made to make the core races look more balanced and the elemental races looks more powerful. And having prerequisites for unrelated racial traits is kinda dumb, IMO. You're probably better off using common sense and intuition than following the Race Builder.

But ARG criticism aside, I think you did a pretty job for the most part... Although I do think some races could use some tweaking for the sake of balance and variety.

Maat Mons
2019-04-18, 03:02 PM
Hey! Thanks for responding! After two weeks I was starting to think this would slip away completely unnoticed.

And thanks for the comment about my art! Actually, are you familiar with Homestuck? Because if not, I should tell you that the art style and general look of the races is cribbed pretty directly from there. All I really did was reimagine them in a D&D-style setting.



For the turtles, what would I have to trim to make them balanced? I wasn't really sure about giving them Nimble Attacks, because their Str and Dex don't differ by as wide a margin as the other races I added that ability to. I could also easily be persuaded to part with stability. Honestly, I threw stability in when I was still including dwarf-style speed. I basically said "Lets make these dudes smaller dwarves!"

I was also originally going to give them land and swim speeds of 20 feet, with the "not slowed by armor or encumbrance" clause of dwarves. But, inexplicably, the race-building guidelines I was using said only medium creatures were allowed to have that clause, and swim speeds were always 30 feet.

Since you not only don't mind the instances where I already deviate from guidelines (from the ARG? I don't know, I'm using the SRD), but are actually encouraging me to ignore them, maybe I'll just give turtles the speeds I was originally planning.



For sprites I was kind of torn between Homestuck cannon, and my attempt at fitting them into a D&D setting as a playable race. In Homestuck, they're basically a template that applies to two creatures, to turn them into one creature, with everything from both, plus flight, speech, and a built-in repository of knowledge. But I really wanted them to just be a normal race here.

I went with "+2 any" because they seem to be about as varied as anything can get. But their entire roll in Homestuck is to be walking dispensers of information, so I guess I'll just embrace the sage angle for their stats. ... Not quite sure what their stats should be, other than +2 Int tough.



I'm pretty keen on trolls getting "+2 any," because, in Homestuck cannon, they come in different castes with different physical and mental abilities. And I didn't want to write them as multiple subraces, so I figured a single, highly-adaptable race would do.

I'm also pretty keen on trolls getting a bonus feat. Because 1/6th of the castes get water breathing. And since I was hoping to implement that as a racial feat instead of an alternate racial trait or subrace, I wanted them to be able to take that feat without dedicating resources beyond those directly provided by their race.

Would trolls be more balance if they didn't get a free weapon proficiency? Mostly, due to their cultural propensity for strange weapons, I wanted them to be able to start at 1st level with an exotic weapon proficiency, even if their first class level doesn't provide full base attack bonus. But I could also accomplish that by creating a racial feat which is basically Exotic Weapon Proficiency, except the +1 BAB req. is replaced by the req. to be a troll.

On a side note, I'm surprised to see Poison Use in the troll traits, because I could have sworn I removed that ages ago.



Cherubs probably shouldn't have "+2 any," now that you mention it. Based on their presentation in Homestuck, +2 Str, +2 Con, and -2 Cha seems more fitting. Since cherubs, trolls, and humans are the "player races" of Homestuck, I may have tried to make them unduly similar.

If I take away the cherub bonus feat, I'm not sure what to replace it with. Should I roll Aethiric Sustenance into the base race?



Any suggestions on the "tweaking for variety?" I couldn't rightfully figure on making crocodiles, salamanders, and turtles without the swimming stuff. But I could see dropping it from the iguanas, since I was kind of more basing them on arboreal iguanas than marine iguanas anyway.

Aniikinis
2019-04-20, 03:44 AM
I'd personally make the trolls into the "survive at any cost" race, but that's also sort of based on my own attempt. On the topic of variability I'd draw from the comic's environments where they're found. So for example: givinh the crocodiles minor fire resistance and taking away their swim speed, but letting them keep the bonus to swim checks. For the cherubs, I'd personally roll sustenance in with the base race.

Also, you might want to stat up two Imperial Cult type faiths alongside the other troll faiths. One for the Beforan trolls (the Cult of Kind or Peace or something) and one for the Alternian trolls (the Cult of Wrath or War or Conquest or something). Sort of like a duo of faiths diametrically opposed to one another, both lawful but split on the morality axis. Maybe also one for LN and CN representing the struggle between the Caste System("Every troll has her place") and the Equalist Rebels ("Every troll a Queen") or something like that.

Maat Mons
2019-04-21, 02:26 AM
I already statted up crocodiles as having fire resistance 5. Though I've been considering adding +1 caster level with fire spells.

For iguanas, I don't have a lot of information to go on from Homestuck. I'm kind of thinking of playing up the tree climbing angle by adding +2 to Acrobatics, and improving the climb speed to 30. Then I'd ditch the swimming angle by removing hold breath and their swim speed.

Given that I wrote it into the lore of iguanas that they live in treehouse-villaiges and rain arrows down on attackers, should I give them racial proficiency with bows?

How are salamanders doing balance-wise? If I need to add anything to them, the only thing that comes to mind is Diplomacy as a class skill.

I'll probably strip Weapon Finesse from turtles, considering that neither being dexterous nor attacking are really on-theme for them. Since I wrote something about turtle's patience making them good crafters, should I add some sort of Craft bonus?



Like two cults of personality? One centered on Her Imperious Condescension, and one on ... whatever title Feferi had in the alpha timeline?

Aniikinis
2019-04-21, 12:05 PM
I already statted up crocodiles as having fire resistance 5. Though I've been considering adding +1 caster level with fire spells.
I missed that, sorry. Hmm, I'm not sure what you could give them though that would help.


For iguanas, I don't have a lot of information to go on from Homestuck. I'm kind of thinking of playing up the tree climbing angle by adding +2 to Acrobatics, and improving the climb speed to 30. Then I'd ditch the swimming angle by removing hold breath and their swim speed.
That'd be pretty good.


Given that I wrote it into the lore of iguanas that they live in treehouse-villages and rain arrows down on attackers, should I give them racial proficiency with bows?
I think that'd help, maybe also proficiency with the blowgun and/or sling too?


How are salamanders doing balance-wise? If I need to add anything to them, the only thing that comes to mind is Diplomacy as a class skill.
They look fine to me honestly.


I'll probably strip Weapon Finesse from turtles, considering that neither being dexterous nor attacking are really on-theme for them. Since I wrote something about turtle's patience making them good crafters, should I add some sort of Craft bonus?
That's a good idea, the only other option I could think of


Like two cults of personality? One centered on Her Imperious Condescension, and one on ... whatever title Feferi had in the alpha timeline?

Yep, since you've already got essentially that with the sufferer/messiahs. Though it would help the balance of the grid(read my ocd) if there was one for LN/CN along with the NG/NE deities, though I have no idea what the CN could possibly be.

Lemmy
2019-04-21, 04:28 PM
Ooph... That's a long post to reply to...

Right now I'm in a crappy notebook, but I'll try to answer tomorrow from my own PC, where I can read and type faster and more comfortably.

This post is just so you know I didn't just read this over and lost interest. I'll be back! :smallsmile:

Maat Mons
2019-04-24, 06:14 PM
Alright, I've made a few changes to some of the races:

Cherub

Changed ability mods to +2 str, +2 con, -2 cha
Removed bonus feat
Increased intimidate bonus to +4

Crocodile

Added +1 caster level with fire spells

Iguana

Removed swim speed
Removed hold breath
Increased climb speed to 30
Added +2 acrobatics bonus
Added longbow and shortbow proficiency

Sprite

Changed ability mods to -2 str, +2 int, +2 wis
Removed class skills
Added ability equivalent to breadth of experience feat

Troll

Removed poison use (wasn't supposed to be there anyway)
Removed weapon proficiency
Added low-light vision

Turtle

Reduced land and swim speed to 20
Added ability to move at full speed in armor
Removed weapon finesse
Added bonus to one craft skill

Imp

Removed carrion sense
Improved darkvision to 120 ft
Added low-light vision

How does that look? Better? Worse? Indiferent?



I also changed both the Sufferer and the Mirthful Messiahs to Chaotic. The way I see it, the Sufferer opposed the established power structure of his land, but didn't have any plans to replace it with a different power structure, which is kind of Chaotic. While worshipers of the Mirthful Messiahs eagerly awaited the apochalypse, wich is kind of Chaotic, and their version of heaven was a litteral circus, which is also kind of Chaotic,

Then I changed Bec Noir to CN, mostly because I wanted someone to be Chaotic Neutral, and I was kind of casting him as the opposite of the Biloius Slick anyway.



If I make a lusus template, and I want lusus versions of animals to be available as Animal Companions, how can I go about making them a tradeoff instead of a net gain? I could make it an ACF that progresses HD at a different rate, to make up for the fact that Magical Beasts get full Base Attack Bonus. That would actually overcompensate for the +1 HP per Hit Die that Magical Beasts get. So maybe that can be sufficient cost for the improved Intelligence score I'd give them?

I suspect that allowing a lusus as a Familiar wouldn't have any issues. Familiars already get HP, Base Attack Bonus, saves, and Intelligence completely independant of the base creature.

Lemmy
2019-04-26, 04:25 PM
I think your changes are very positive. Specially the tweaks to Turtles. I actually think they could be slightly faster underwater (30 ft). I like the idea of they being slow on land but swift and agile underwater, makes sense if they are based on sea turtles... Besides, many aquatic races get 60 ft swim speed, so 30 ft is still "slow".

(Random idea: Maybe give them a penalty to Dex instead of Str, so as to differentiate them from other Small races?)

I still feel like trolls are a bit too good compared to humans... Getting the bonus feat and free +2 is just too similar, and the bonus feat is pretty much the one real feature of humans, it should probably remain exclusive to them... That said, I understand wanting to make trolls varied without splitting them in a dozen different sub-races... I'm not familiar with Homestuck, but I'd suggest giving trolls something like a semi-variable attribute bonus (e.g.: they all get a +2 con, -2, and a +2 to one other attribute of their choice. That's just an example, of course, I don't know what attribute allocation would best fit the race from the books) in place of the single +2.

I would also replace the bonus feat with a racial ability that has a few variants (e.g.: they could choose between energy resistance 5, +2 to two or three pre-defined skills, +2 on saves against disease and poison, proficiency with a martial or exotic weapon of their choice, a pre-defined feat or a minor (but actually useful) SLA 2~3x a day (again, this is just an example of random possible racial traits) and let characters pick which one they want... That way you give variety to the race without splitting it and also gets to make them more mechanically interesting.

If you don't want to change them too much, I'd keep the single +2 to one attribute of their choice, for simplicity's sake... But I still suggest you change the bonus feat to something more unique and interesting. Right now, trolls feel more like a variant human than an actual race.

For Cherubs, based on your description of the race, I'd five them some sort of resistance against fatigue and sleep effects. Maybe just give them immunity to sleep spells instead of making it part of Aetheric Sustenance (the feat will still be plenty strong without it... Not needing to sleep is pretty good! Not needing to breathe is awesome!) Also, while there's nothing wrong with it... Getting +2 Str; +2 Con; -2 Cha might make them too specialized for melee.

Maat Mons
2019-04-27, 11:21 PM
I'm kind of drawn to the idea of each race having the same value for all of its speeds. I think it will make things simpler when players want to take a single move action that includes both terrestrial and aquatic movement, or both terrestrial and arboreal movement.

I'm reluctant to give turtles a penalty to dexterity. They already only have +1 AC relative to other small races. (+2 from natural armor, but -1 from their lack of a dex bonus.) Knocking off another point of AC feel like it undermines their roll as "the defensive option."

Would a bonus to all Craft skills be substantially more powerful than a bonus to one of the player's choice? I mean, I kind of imagine the typical player being interested in precisely 0 Craft skills.



I'm starting to worry about the niche of carapacians. I've got 11 races here, if you count imps. And, in terms of Stealth, carapacians are in 6th place. That's kind of comical, considering I was aiming to make them "the sneaky ones."

If I switched their Dexterity from a penalty to a bonus, they'd tie crocodiles, iguanas, imps, and salamanders on both Stealth and AC, since they'd have the same Dex modifier, and their +4 Stealth and +1 natural armor would cancel out the benefits of Small size.

What if I make their ability adjustments +2 Dex, +2 Cha, and -2 Wis? With their racial bonus to Perception, they'd still be leading the pack on that front even with the Wisdom penalty. Would that be enough to cement them the role of "medium-size scouting race?"

I think crocodiles, iguanas, imps, and salamanders would still remain viable races for rogues and such. They'd still have +1 attack, free weapon finesse, and the ability to speak going for them.



So let's say I take the flexible bonus feat out of troll. I'm not really keen on making a "choose one of the following" feature. I'd rather that seatrolls and winged trolls had the full standard troll package, not a tradeoff. (I mean, other than the tradeoff of having to spend a feat.) I've also started to dislkie my own idea of giving a selectable weapon proficiency. The intention was to create a lot of variety in which weapons trolls use. But now that I think about it, wouldn't that actually just result in all trolls choosing from a small number of "best" weapons, and never even considering the vast majority of weapons?

Right now, the only idea I have that I like is +1 caster level with Enchantment and Evocation. Which translates to +1 manifester level with Psychokinesis and Telepathy, the two kinds of psionics that psionic trolls seem to typically display. And I'm not all that happy with the idea.

I could maybe see Desert Runner, Healthy, or Lifebound. But I don't know. I'm worried that without the bonus feat, any "generalist" thing I put on them will just result in them being a worse version of humans.


I'm almost tempted to rework human somehow so I can keep troll the way it is. Maybe not changing the stats of the base race though. Would a set of human racial feats do enough to make humans stand apart from trolls?