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Teflon Billy said:
My homebrew includes Lizardmen, Gargoyles and Hobgoblins as PC races. They've all worked out fine.

And mine includes troldfolk, roane, two kinds of giant-kin jotunar, leshii, domovii, and half-goblins. Firjotun need a little more balancing, but everything but the leshii have been played. Links in sig if you're curious.
 


The Wood people from Unapproachable East [FR regional sourcebook]. They are called.... Volodins or something. Anywasy, only +1 or so LA and favoured class druids. They are also the plant type :D Awesome race, IOWs.
 

My suggestion would be the Mugumba from the old Champions of Mystara boxed set. Basically they are swamp/forest dwelling Beaver-folk. They'd certainly be different!
 

Wow. Thanks for all the input. I'm leaning toward Centaurs, but am worried about their ability (or non-ability actually) to navigate dungeons? Any thoughts on this?

The Kobolds are also tempting. IMC, there are two versions of most races, High Races, that allow the PCs to take Gestalt Classes, and non-high races that do not allow this. The party has already interacted extensively with a kolbold (non-high) tribe, So I would rework the new race as High Kobolds.
 

Gwaihir said:
Wow. Thanks for all the input. I'm leaning toward Centaurs, but am worried about their ability (or non-ability actually) to navigate dungeons? Any thoughts on this?

I don't know about your group but the only time I've allowed Centaurs was in an old Rolemaster campaign, and that race got dropped after far too many horse jokes. Plus, they don't navigate dungeons very well.
 

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