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    JonathonWilder's Avatar

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    Aug 2012
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    Default New Race for Ponyfinder Campaign (Using ARG Race Builder) Advice

    Actually my request here today is two fold, that of seeing what others think of the balance of this race when it is compared to the other Ponyfinder races below, and about what the point total of the races below are. Also overall thoughts.
    Deer Racial Traits:
    Type (0 RP*): Fey (deer)
    Medium (0 RP): Deer are medium size and gain no bonuses or penalties due to their size.
    Fast Speed (1 RP): Deer have a base speed of 40 feet, and a bipedal speed of 20feet.
    Ability Scores (0 RP): +2 Dex, +2 Wis, -2 Con
    'Deerish' Immunities (2 RP): Members of this race are immune to magic sleep effects and gain a +2racial bonus on saving throws made against enchantment spells and effects.
    Fleet-Footed (3 RP)” The race has at least a +2 racial bonus to Dexterity; Benefit:Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
    Low-Light Vision (1 RP): Members of this race can see twice as far as a race with normal vision in conditions of dim light.
    Forest Born (4 RP): Deer gain a +2 to both Knowledge (Nature) and Survival checks.
    Distrusting (-1): A Deer takes a -4 to diplomacy when interacting with strangers and those they meet for the first time.
    Guarded Freedom (0): Deer gain a +2 to perception checks but whenever they are entangled, pinned or bound, this race immediately becomes shaken.
    Fingerless (0 or -1?**) RP: See fingerless rules.
    Quadruped (1 or 2 RP?): Due to being four-legged, deer receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
    --------------------------------------------------------------
    Total RPs: 11 to 12, hopefully Quadruped is no more then 1 RP and I haven't miscalculated anywhere else. A bit high, but easily fixed. My bigger concern is whether or not Deer match up with the other Ponyfinder races offered below


    Fingerless Rules
    Hand and ring slot magic items automatically adjust to fit, becoming anklets that otherwise function normally. Any worn magical foot slot items (boots, shoes, etc.) adapt to cover all four hooves. They may use horseshoe items, but doing so occupies the foot slot, preventing boots, shoes, and other such things. Races with fingerless rule may wield/use items with their mouth as if their primary hand. Touch attacks can be made with hooves or horn. There is no mechanical benefit to this and it resolves exactly the same as a humanoid touch with a finger. Unarmed attacks from ponies can come in the form of teeth, slams, or hooves. They do normal damage for an unarmed adventurer of medium size and are resolved entirely as unarmed, not natural, attacks. Somatic components are handled with hoof and horn.

    *All playable races will be of the Fey type, with different subtypes, thus I am treating it as if all races are humanoid with regards of RP cost.
    **I believe that, there is some weakness from this ability as is, though there are alternate rules that leave it up to the DM to either toss the Fingerless rule or make it stronger and more of a weakness.

    Ponyfinder Core Races
    I plan on making Changlings and Zebra their own race, not connected directly with the Ponyfind races.
    Spoiler
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    Ponykind
    Ponykind Racial Traits:
    Type: Fey (ponykind)
    Ability Scores: +2 Constitution, +2 Wisdom, -2 Dexterity
    Medium: Ponies are medium size and gain no bonuses or penalties due to their size.
    Fast Speed: Ponies have a base speed of 40 feet, and a bipedal speed of 20 feet.
    Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.
    Earth-Bound: Ponies gain a +2 racial bonus on saving throws against poison, spells, and spelllike abilities, as well as Endurance as a bonus feat at 1st level.
    Unique Destiny: Ponies select one extra feat at
    1st level.
    Fingerless: See fingerless rules.
    Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
    Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.

    Fingerless Rules
    Hand and ring slot magic items automatically adjust to fit, becoming anklets that otherwise function normally. Any worn magical foot slot items (boots, shoes, etc.) adapt to cover all four hooves. They may use horseshoe items, but doing so occupies the foot slot, preventing boots, shoes, and other such things. Ponies may wield/use items with their mouth as if their primary hand. Touch attacks can be made with hooves or horn. There is no mechanical benefit to this and it resolves exactly the same as a humanoid touch with a finger. Unarmed attacks from ponies can come in the form of teeth, slams, or hooves. They do normal damage for an unarmed adventurer of medium size and are resolved entirely as unarmed, not natural, attacks. Somatic components are handled with hoof and horn.

    Pegasus
    You were born with wings and were destined to take to the skies. You gain the following abilities:
    Alternate Race Traits
    Flight Pegasi have a fly speed of 30 feet with clumsy maneuverability.
    Cloud Walker: May treat fog, or any cloud, as solid.
    Replace attribute modifiers with: +2 Dexterity, +2 Wisdom, and -2 Strength
    Fly becomes a class skill.
    Pegasi cannot fly in medium or heavy armor.
    These racial traits replace the normal pony attribute modifiers and the Earth-Bound trait.

    Unicorn
    You have a horn in the center of your forehead that holds great magic. You have a few tricks up your sleeve as a result.
    Alternate Race Traits
    Unicorns with Intelligence scores of 11 or greater gain the following spell-like abilities (caster level is equal to character level): Unseen Servant 2/day Light 3/day (must target horn) +2 to Concentration checks when casting defensively
    Replace attribute modifiers with: +2 Constitution, +2 Intelligence, and -2 Dexterity
    These racial traits replace the normal pony attribute modifiers and the Earth-Bound trait.

    Changeling
    Alternate Race Traits
    Gain Shapeshifter subtype
    Change Shape, Lesser: You have a specific pony shape that you can take at will. You gain a +10 racial bonus on Disguise checks to appear as that pony.
    Changing shape is a standard action and functions as per alter self; but the Changeling does not adjust its ability score.
    When a target fails a saving throw against your enchantment or mind-affecting effect, gain a +1 insight bonus to attack rolls, caster level checks, and ability checks for as many rounds as the level of the spell (1 if it is not a spell).
    These racial traits replace the Unique Destiny trait.

    Crystal Pony
    Alternate Race Traits
    Crystalline: +2 racial bonus to Armor Class vs. rays. Once per day, a Crystal Pony can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat without the free hand requirement.
    Eternal Hope: Gain +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, may reroll and use the second result. Gain earth subtype.
    These racial traits replace the Unique Destiny trait.

    Sea Horse
    Alternate Race Traits
    Base Speed reduced to 30ft.
    Gain 40ft. swim speed.
    Swim becomes a class skill.
    This replaces Earth- Bound.

    Zebra
    Alternate Race Traits
    Attribute modifiers become: +2 Intelligence and +2 Wisdom
    +4 racial bonus to Linguistics and gain an additional language per rank in linguistics.
    Their practice with often dangerous, if effective, traditional remedies means zebras cannot accidentally poison themselves when applying poison to a blade.
    This replaces Earth-Bound.

    Griffon
    First encountered when the early ponykind ancestors ventured into the mountains to find a home, griffons are a mildly xenophobic race of proud flyers. It’s said watching their majestic flights inspired the first of the mountain pony tribes to embrace the air, eventually giving rise to the pegasi.
    As fellow children of the sky, pegasi and griffons typically get along best, and contact between griffon and ponykind tend to go through pegasus channels.
    Griffon Racial Traits:
    Type: Fey (Griffon)
    Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma
    Flight: Griffons have a fly speed of 40 feet with poor maneuverability. Fly becomes a class skill.
    Bite: Griffons have a bite attack that does 1d6 damage
    Medium: Griffons are medium size and gain no bonuses or penalties due to their size.
    Normal Speed: griffons have a base speed of 30 feet, and a bipedal speed of 20 feet.
    Low-Light Vision: Griffons see twice as far as humans in conditions of dim light.
    Quadruped: Due to being four-legged, griffons receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
    Cloud Walker: Griffons may treat fog, mist, or any cloud, as solid.
    Languages: Griffons start play speaking Common, and intelligent griffons may select from Sylvan, Elven, Auran, or Gnomish as bonus languages.

    Purrsians
    Purrsians are a winged feline race that acquired sentience before ponykind. They enjoy amassing wealth, and this caused them to settle into towns as opposed to adopting a nomadic lifestyle. They came into contact with ponykind when ponykind first ventured into the desert. The sun ponies have since enjoyed mostly friendly relations with the purrsian.
    PURRSIAN RACIAL TRAITS
    Type: Fey(feline)
    Ability Score: +2 Dexterity, +2 Charisma, -2 Wisdom
    Medium: Purrsians are medium size and gain no bonuses or penalties due to their size.
    Fast Speed: Purrsians have a base speed of 40 feet and a bipedal speed of 30 feet.
    Winged: Purrsians have a fly speed of 30 feet with clumsy maneuverability. This is natural flight. Fly becomes a class skill.
    Fanged: Purrsians have a bite attack that deals 1d3 damage.
    Feline Charisma: When they attempt to change a creature’s attitude and fail by 5 or more, purrsians can try again, even if 24 hours have not passed.
    Feline Speed: Purrsians gain a +10-foot racial bonus to land speed when using the charge, run, or withdraw actions.
    Low-Light Vision: Purrsians see twice as far as humans in conditions of dim light.
    Quadruped: Due to being four-legged, purrsians receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
    Languages: Purrsians begin play speaking Common, and intelligent purrsians may select from Sylvan, Dwarven, Auran, or Gnomish as bonus languages.
    Last edited by JonathonWilder; 2015-01-25 at 02:27 PM.

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