Saturday, May 25, 2013

Feats For Fenri

EDIT 5/27/2013: Removed the "bite attack" prerequisite and reduced required character level for Lycanthrope Bite and Improved Lycanthrope Bite.

Seeing as my Races Revised: Orc post didn't do so hot (ZERO comments), I'm going to give the people what they want: Fenri.

While the blog hasn't been up that long, everyone seems to L-U-V LOVE my wolf-race. It's got the most comments (On paizo, but still), the most pageviews, and the most praise. So if it's wolves you want, wolves you get. Here are a couple of fenri exclusive feats:

Lycanthrope Bite
Though different, fenri and werewolves are similar enough to interbreed. The bite of children born of these unions carry a weaker version of their lycanthrope ancestor's curse.

Prerequisites: Fenri, CHA 14, character level 4

Benefit: Once per day you may grant an ally a form of watered-down form of lycanthropy by using your bite natural attack on them. This pseudo-lycanthropy functions as aspect of the wolf  (Advanced Player's Guide) with a caster level equal to half your character level.

Lycanthrope Bite, Improved
You've tapped deeper into your lycanthrope bloodline, allowing you to unleash your own inner werebeast.

Prerequisites: Fenri, Lycanthrope Bite, character level 8.

Benefit: You may use your Lycanthrope Bite on yourself as well.

On Beastfolk & Werebeasts
A friend of mine brought this up when I showed him the fenri. One of the first questions he had was "what would happen if a fenri was bitten by a werewolf?". Since the books don't say otherwise, I told him that they would turn into werewolves just like any other race. This also applies to catfolk and weretigers, or ratfolk and wererats. Obvious? Yes. But it's something many players overlook, as beastfolk races tend to be pushed aside when time comes to face the were-things.

When designing beast races, players are often tempted to make them immune to lycanthropy that turns them into the same animal, as they find the idea silly and redundant (and it is). But keep in mind, the curse is more than a transformation into an anthropomorphic animal. It increases one's physical attributes, and makes them more instinct-driven. So when a beastman contracts same-species lycanthropy and transforms, they may not be undergoing any drastic changes, but they're shifting to a more primal state of mind, bringing them closer to their feral cousins. You'll probably get a chuckle from seeing your wolfman buddy going through the motions of a "were-shift" with no obvious physical changes, but once he's a snarling beast hungry for blood, you're gonna want to break out that scroll of remove curse.

Saturday, May 18, 2013

Races Revised 2.5: Orcs

After rereading this post, I realize that a good portion of this post sounded more like a munchkin rant than a semi-rational reconstruction. I apologize and will attempt to keep that side of me in check in the future. I've also reread my books, and got my facts straight. So without further ado, here's Races Revised 2.5: Orcs.

Ability Scores: +4 Strength, -2 Intelligence, Wisdom, and Charisma
Orcs are big, tough, and strong, it's their thing. However, it shouldn't be their only thing. If there's one thing John Wick has showed me, it's that orcs can be more than just martial classes or "shaman" based divine casters. His orc bard archetype from Orks: Children of Pain managed to make the race-class combination pleasing lore-wise, but a force to be feared. He also did the smart thing and gave them a more reasonable ability score bonus set. Unfortunately, John Wick has a very different idea of racial power level than standard Pathfinder races (Read Endzeitgeists reviews for some of his Wicked Fantasy products.).

Since might is generally more valued in orc culture, I'm going to do what John Wick did and give them two bonuses to physical scores, and throwing in a mental penalty for balance:

+2 Strength & Constitution, -2 Intelligence.

STR and CON are self-explanatory, orcs can dish out punishment and take it. As for the INT penalty, orcs are generally portrayed as lacking in brains, whether due to shunning scholarly pursuits, mental deficiency, thought inhibiting chemical imbalance, or fiend induced blood haze.

Add Intimidating
Half-orcs receive +2 to Intimidation checks. Orcs do not. Personally, it doesn't make sense, especially since their orc heritage is the source of this trait to begin with. So I'm adding it in.

Optional Light-Sensitivity
This is where things start to get a little risky. In Pathfinder, orcs came from underground and escaped to the surface when the dwarves made their way topside, hence their light-sensitivity. That's fine, but what if some people want to start a campaign where orcs didn't originate from underground? They'd have it get rid of it. Granted, that would also mean getting rid of their darkvision trait, but I don't think it's really that much of a difference and doesn't really upset balance all that much. Especially since the dwarves can get away with it.

Orc Ferocity & Wrath
This is the big one. "Orc Ferocity" allows a half-orc to fight disabled for one more round if below 0 HP before collapsing once per day. "Ferocity" allows orc to do this for as long as they want, only staggered. This is the biggest issue as far as PC orcs are concerned. Yes it makes them vicious enemies, but it leaves them somewhat overpowered as allies.

While it would be easy to give orc PCs the weaker "Orc Ferocity" and give them the stronger "Ferocity" as a feat, it would also remove the biggest difference between them and their hybrid offspring. So how do we give pure orcs a unique edge to fill the void? A trait that embodies the other source of their strength: that born of wrath.

Orc Wrath (Ex): Orcs can call upon hidden reserves of near god-like strength and endurance, but this puts a tremendous strain on their bodies. Once per day as a swift action, an orc can gain a +4 wrath bonus to Strength & Constitution for a number of rounds equal to their character level divided by 4 (Min. 1) at the cost of half their current hit points and reducing their maximum hit points by half. Only a full 8 hours of rest can remove this penalty and you must have more than 1 hit point to use this ability. These bonuses don't stack bonuses gained from class abilities like the barbarian's rage or spells.

Half-Orc Alternate Traits
This is what really got on my nerves. In the Advanced Races Guide half-orcs got all these different racial traits to choose from, and pure orcs only got 4, only 1 of which they shared with their hybrid cousins. Furthermore, some of the half-orc alternates suggest that orcs are supposed to have these abilities (The Bestial trait for instance.). This is a pretty easy fix:

Pure orcs may select any half-orc alternate racial trait except Skilled, as that trait is intended for half-orcs who are more human than orc.

Conclusion
Now that that's taken care of, let's total everything up based on the ARG's creation system:

Orcs Revised (Only traits with point costs are listed)
  • Specialized Ability Set (1 RP)
  • Orc Ferocity (2 RP)
  • Weapon Familiarity (2 RP)
  • Darkvision 60 (2 RP)
  • Skill Bonus: Intimidate (2 RP)
  • Orcish Wrath (? RP)
Total: 9 RP

I am The Disgaean, and this has been "Races Revised".

Saturday, May 4, 2013

Races Revised: Aasimar

Hello, and welcome to the first ever "Races Revised" post, where observations over a race's selection of traits and power level are made in hopes of finding a way to make them a little less...cringe inducing. And what better way to kick things off with one of the most controversial races of all time: Aasimar.

Perhaps the most obvious gripe with the aasimar is that they're descended from good-aligned outsiders and thus, boring. After all, tieflings are descended from evil outsiders, providing the stigma and angst needed to create story-driving conflict and angst easily. Heck, in fourth edition, they were changed into deva, earthfallen celestials caught in a neverending cycle of reincarnation, just to make the obligatory "anti-tiefling" more exciting.

Personally, I think aasimar are anything but boring. Think about it, children born of celestials being used as a point to argue for the existence of gods, or even being hunted down as abominations by the very celestials who spawned them ala Fallen. You could do what Dragon Age did with mages and have the church capturing them to ensure they never become corrupted! Heck, Pathfinder's very first adventure path had a fallen aasimar as a tragic villain! I could go on, but fluff is not the subject here at Races Revised, as anyone can make their own stuff up. Rather, we're here to discuss how to make over/underpowered races more balanced, and aasimar...could use some work.

Let's take a look at the most bothering traits:

Ability Bonus: +2 to two ability scores
I think this one goes without saying: aasimar don't have a penalty! Yes, I understand that they're a more powerful race, and yes, the Advanced Race Guide puts a price on not having one, but that book's reliability is dubious. Now, if every race didn't have a penalty I'd understand, but nearly every race in Pathfinder has at least one penalty (And those who don't will eventually gain a post here.), so the aasimar are going against the most basic rules of balance. Even the tieflings, who are supposed to be their counterparts, have a penalty.

After looking at the crunch and making some creative adjustments, I think I may have found logical ability score penalties for the aasimar, as well as the variant heritages from Blood of Angels:

Vanilla, Angel-Blooded, & Archon-Blooded: -2 Intelligence; I always imagined aasimar as being rather narrow-minded or sheltered, giving them a rather limited idea of the world outside the gods and celestials they're descended from, especially angels and archons, as many consider them most "pure" of the good outsiders.

Agathion-Blooded: -2 Dexterity; Agahions look rather big and bulky in the artwork, so DEX seemed like a plausible choice.

Azata-Blooded: -2 Wisdom; Azata are the wild, reckless, impulsive, "party-animals" of the good-aligned planes, nuff said.

Garuda-Blooded & Peri-Blooded: -2 Strength & Constitution respectively; I'm going to be honest, these two were a bit of a cop-out. After crunching the numbers and doing the research, I couldn't find a plausible penalty, both gameplay and lorewise, so I looked at their celestial ancestors' statblocks and penalized the lowest stats that weren't already boosted and didn't contradict their builds. Sorry.

Celestial Resistance
Acid, Cold, and Electricity Resistance 5 right from the get-go...wow. This seems rather broken for a starter power, but if you stop and think about it, resistance 5 isn't really that much in the long run. Most low-level monsters tend to rely more on physical attacks or fire than the above energy types, and unlike the spell resistance trait, these don't scale (looking at you drow). Plus, I'm fairly certain these don't stack with resistances gained from class abilities and feats, so it shouldn't be too much of a problem. But just to please those who do, only allow your aasimar players to select one resistance at character creation.

This has been, "Races Revised". I am TheDisgaean, good luck and God bless.

Sunday, April 28, 2013

Race: Fenri

First race posted on the blog.
 
UPDATE 5/1/13: Modified "Deep Grudge" to only grant attack bonus.
UPDATE 4/30/13: Added alternate racial traits and favored class options.
 
Fenri
Overview
Not much is known about the wolf-like fenri. Their legends claim they are the forsaken children of a moon herself. Scholars say they’re the descendents of druids who interbred with lycanthropes and other shapeshifters. But regardless of how they came to be here, one thing is certain, they’re not exactly welcome. Spat and looked down upon wherever they go, most fenri dwell in the most remote corners of the wilderness, away from the scorn of man and the temptations of civilization. But in recent years, many fenri have decided enough is enough, and have banded together to carve their own niche in the world, whether it likes it or not.

Physical Description
Fenri resemble anthropomorphic wolves. Their athletically built bodies are covered with a thick pelt of gray, white, brown, or black fur, their heads bear powerful muzzles filled with fangs and tipped with a wet, sensitive nose, as well as pointed and equally sensitive ears. They have long, bushy tails 1 - 1 ½ feet long and dark-colored paw pads adorn the bottoms of their hands and feet. They are also nocturnal, and are rarely seen active during the day.

This goes deeper than mere resemblance though, as fenri possess several aspects of their canine cousins’ biology, such as being unable to chew with their mouths shut due to their unusually shaped mouths, panting and shedding in hot weather, and being unable to eat certain foods without getting sick.

Society
Fenri have a nomadic society, living in tribes, popularly referred to as “packs” outside their race. Packs are divided into three castes: The “voljask (VOL-yawsk)” (Full Moon) or alphas act as pack leaders and generally consist of a mated pair, with one usually being a priest or druid. The “haljask (HALL-yawsk)” (Half Moon) or betas form the pack’s hunters, warriors, and priests. And finally, the “siljask (SEAL-yawsk)” (Harvest Moon), also known as the gamma or druid caste. Who maintain the forests and provide for the pack in times of famine. It should be noted that while some fenri use these wolf terms, it is only because outsiders do so and they’re tired of correcting them.

Fenri culture places a strong emphasis on the honor, duty, discipline, and most importantly, the survival and integrity of the pack above all else. Younglings (or pups) are taught to put the pack’s needs before their own, and anything that is irrelevant or harmful to the pack, is bad for them. Lying in particular is frowned upon, as it breeds suspicion and hatred. Fenri abhor lying so much, that even harmless pranks are punished severely. They’re also a very spiritual, but superstitious lot, and tend to see omens in even the most mundane occurrences.

Some fenri abandon life in the wilderness in favor of civilization. Some feel that they will have to do so eventually or to prove that they aren’t barbarians, but more often than not, they’re forced to do it. City fenri often struggle to adapt to their new lives due to their dour personalities and unusual physiology. As a result, they’re often holed up in ghettos, forced to sit in their own sections of restaurants and other businesses, and are treated as second-class citizens.

Fenri Laws
Here are some examples of laws regarding fenri living in cities to use in your game:
  • All businesses, transportation, and services are required to have special separate seats for fenri and non-fenri.
  • Fenri are not allowed to vote until they pass a literacy test.
  • Marriage and sexual relations between fenri and non-fenri are forbidden.
  • Fenri must carry identification papers with them at all times.
  • Fenri may not leave the “fenri quarters” after dark.
  • Fenri may not appear in court without the approval of the city council.
  • Fenri who fail to comply with any of the above laws will be promptly “Scourged” (castrated or otherwise rendered infertile.).
 
Relations
History has taught the fenri to be wary of those outside their kind, especially humans. Whether mistaken for werewolves, forced civilization, or simple discrimination, humans and fenri have never been on good terms. While they mostly take a live and let live approach, more aggressive fenri would sooner watch the “sunfiends” rot than continue hiding from them. Gnomes aren’t particularly liked either, as their obsessive need for excitement and manic tendencies are too much for them to handle. And while halflings are more likely to better receive the fenri, it’s lukewarm at best, as big, walking, talking, hungry wolves don’t make the best dinner guests (not much for conversation and half the menu could kill them.).

Fenri admire the elves and dwarves for their respect for nature and strong sense of honor, but keep the latter at arm’s length due to their industrious natures. Half-elves and half-orcs tend to be a mixed bag, being fellow outcasts, but also descended from the humans the fenri have grown to despise.

A common assumption is that catfolk and fenri are archenemies. This is largely the stuff of stupid, barroom jokes, and in fact, they’re the closest thing they have to racial allies. They are however, adamant enemies of the gnolls.

Alignment & Religion
Due to their staunch sense of honor and devotion to their packs, fenri are generally lawful, even the ruthless of them. Chaotic fenri are often loners and tend to be exiled or leave their packs.

Fenri worship the moon, who they believe created them, as well as the forces of nature.

Adventurers
Because of their emphasis on the pack over the individual, fenri adventurers are uncommon. Those who do are tend to be exiles or civilized. There have, however, been cases of entire packs forming their own parties and guilds as a sort of “family business”. Fenri tend to favor martial or stealth based classes, but clerics and druids outside the packs are not unheard of.

Names
Male: Argreid, Bilwis, Hjuki, Gaelorf, Roak, Worgrath
Female: Hren, Gilfi, Kroa, Nana, Rjulfa, Ullrn
 
Racial Traits
  • +2 CON & WIS, -2 CHA: Fenri are strong of body and spirit, but introverted and socially awkward.
  • Medium Size
  • Low-Light Vision
  • Languages: Common, Gnoll/Packspeak
  • Bonus Languages: Elven, Dwarven, Halfling, Orcish, Celestial, Infernal, Sylvan
     
  • Scent (Ex): Fenri gain the scent ability (Bestiary)
  • Bite (1d4)
  • Nocturnal: Fenri receive a +2 racial bonus to Perception & Stealth checks at night.
  • Survivor: Fenri receive a +2 racial bonus to Survival checks.
  • At Face Value: Lies poison the mind and taint the soul of all who hear them. The idea of deception is foreign to the fenri, giving them a -2 racial penalty to Bluff & Sense Motive checks made to lie and detect lies.
  • Forest Hunter: Fenri are at home most in the forests and have learned to use the wooded terrain to their advantage. Fenri receive a +2 dodge bonus to AC while in forests.
 
Alternate Racial Traits
  • Darkvision: Rather than an acute sense of smell, some fenri have incredible vision. Fenri with this ability lose their scent ability, but gain darkvision 120 ft.
     
  • Deep Grudge: Fenri don’t get along with humans or gnomes well, but some allow their hatred to consume them, granting them to a +1 racial bonus on attack rolls made against humans and gnomes.This trait replaces survivor.
     
  • Diligent Worker: Even after being civilized, fenri take their duties very seriously. Fenri with this trait receive +2 to one Knowledge, Profession, or Craft skill of their choice. Once this decision is made, it can’t be changed. This trait replaces Survivor.
     
  • Gutter Hound: City fenri are often live in filthy, crowded areas like the slums or ghettos. Fenri with this trait can move in difficult urban terrain at their normal speed (magically altered terrain still affects their movement though) and receive a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This trait replaces forest hunter.
     
  • Hound of Heaven: Some fenri claim the blood of hound archons flows through their veins, granting them spell resistance equal to 6 + their character level against spells and spell-like abilities with the [evil] descriptor ,as well as any spells and spell-like abilities cast by evil outsiders. This trait replaces forest hunter and nocturnal.
     
  • Winterlander: Some tribes of fenri hail from the frigid north, where it never snows and fierce winds regularly threaten to blow one off their feet. These white-furred fenri receive +4 racial bonus on Stealth checks made in snowy areas, and to their CMD when resisting bull rush or trip attempts while standing on the ground. This replaces forest hunter.
 
Favored Class Options
  • Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge. 
  • Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. 
  • Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude. 
  • Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment. 
  • Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
  • Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.
  • Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
  • Summoner: Add +1 hit point to the summoner’s eidolon.