Guidelines for Creating New Races?

Here is what I have been working on. This is for a race called the Ghrom, which I originally created back in 1999-2000. They started out as a 2nd Edition race, rehashed for 3.0, tweaked and modified again before 3.5, and now I'm revising them once more! :D

GHROM
+2 Dexterity, –2 Constitution
Small: As a Small creature, a Ghrom gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Ghrom base land speed is 20 feet.
A Ghrom has the Aquatic subtype.
Ghrom swim speed is 30 feet.
Amphibious (Ex): Ghrom are amphibious, and can breathe on land and in water.
Moist Skin: The skin of the Ghrom must be kept relatively moist. They do not fare well in arid environments, unless some measure is taken to keep their skin retain its moisture.
Leap (Ex): Ghrom have especially strong leg muscles. They make Jump checks as if they were medium sized creatures with a speed of 30 feet.
+2 Bonus on Perform-Sing. The voice of the Ghrom is almost mystical in nature, enhancing the effects of songs and chants sung in the Ghromish tongue.
Automatic Languages: Common and Ghromish. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Bard. A multiclass ghrom’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.


The more I tweak this race, the more I like it. Please let me know it looks balanced. :)
 

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Using my system:
Stats: +2-2 = 0
Amphibious = 1
Swim 30’ = ½
Moist skin – no limit given, so no modifier
Leap = ¼
Perform = ½
Language = ¼

2-1/2 points, technically between human and ½ orc, it lacks the flexibility of human, so should see little use (it lacks the niche the ½ orc has as the ‘strong man’, while joining a common group of small high dex critters). Certainly not high powered. In a campaign with a LOT of water nearby, I’d double the value of the amphibious and swim speed, making the fellow worth 4 points (better then ½ elves and halflings).

A frog race in my game suffers from moist skin limits as well, the effects are listed below, a (-½ penalty)
Moist skin: must moisten skin at least once every 24 hours (uses 4 pints) or suffer cumulative –1 CON per day, using up 2 days worth of water for consumption

To help boost them slightly, perhaps minor claws (as claws for a creature 1 size smaller then them – aka not deadly but present – think golum from the cartoon Hobbit), or a bonus to listen (say, +2?). These fellows will not imbalance a game unless underwater activity is crucial.
 

Beholder Bob said:
Using my system:
Stats: +2-2 = 0
Amphibious = 1
Swim 30’ = ½
Moist skin – no limit given, so no modifier
Leap = ¼
Perform = ½
Language = ¼

2-1/2 points, technically between human and ½ orc, it lacks the flexibility of human, so should see little use (it lacks the niche the ½ orc has as the ‘strong man’, while joining a common group of small high dex critters). Certainly not high powered. In a campaign with a LOT of water nearby, I’d double the value of the amphibious and swim speed, making the fellow worth 4 points (better then ½ elves and halflings).

A frog race in my game suffers from moist skin limits as well, the effects are listed below, a (-½ penalty)
Moist skin: must moisten skin at least once every 24 hours (uses 4 pints) or suffer cumulative –1 CON per day, using up 2 days worth of water for consumption

To help boost them slightly, perhaps minor claws (as claws for a creature 1 size smaller then them – aka not deadly but present – think golum from the cartoon Hobbit), or a bonus to listen (say, +2?). These fellows will not imbalance a game unless underwater activity is crucial.


Good points, thanks for the critique.

One thing I have been thinking about tonight is how about some sort of special attack coupled with the Leap ability. Kind of like an airborne charge. Also, give them +2 to climb, and maybe lowlight vision. Also, maybe an automatic weapon profiency in half-spears or something. I had written a while ago that they are excellent fisherman, perhaps they spearfish. Or use nets and are proficient with them..


Man, the ideas keep coming now!
 

DrSpunj said:
I know I read it somewhere, but I can't figure out where. I wanted to be able to point you to the entry (and reread it myself).

FYI: It's in Savage Species. They call it the Acid Test and it's used throughout the book when trying to decide if a Level Adjustment is correct, too high or too low.

Basically, once you have your Race picked out, you estimate the Level Adjustment using a bunch of guidelines in the book. Then, you take a look at the ability score modifiers and use those to determine the "best" class for that race. Take the LA and add 1 level of this "best" class to the creature's HD and compare it to a generic, single-classed character of equal level. If the single-classed character is clearly inferior or superior to your 1st level Racial dude then the LA needs adjusting accordingly. Rinse and repeat until the two come out fairly equal and neither seems a clear winner.

Thanks.

DrSpunj
 

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