Help With a Homebrew Race

Shirt Guy John

First Post
I want to put together a new race for my homebrew setting to replace the Gnome, niche-wise at least (underground hill dweller). I was thinking along the lines of a sort of Badger-like race. Perhaps racial +2 Con, -2 Cha. Small size. Base Speed 20ft plus a Burrow speed of 10ft. Darkvision 60ft. Would claw attacks (1d3 normal damage?) be out of line? Anyone think of anything else? Any way to keep this thing balanced as a +0 ECL race? Oh, and I'd allow this race to pick up the Scent feat at some point.
 
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Well, your race is a dwarf, to start off with.

Plus its small, so those bonuses and penalties even out.

Then it has a burrowing speed (kinda interesting, not terribly important, evens out with the dwarven racial goodness IMO)

Then it has claws. Its claws aren't terribly mighty, and they might also help even out the other lost dwarven things. Seems pretty even.

Allowing it to take scent might break it- scent is pretty mighty.
 

*hits himself*

I realized that it was a dwarf-type right after I went offline last night. Duh. Stupid me.

Would scent really break it? My world is going to allow half-orcs, orcs, acayru (little lizardfolk/halfling replacements), and Gnomes (if I have gnomes... and I vow to remove them) to take Scent as a feat as the variant rule in the DMG would allow (Requirements: Wis 11+, Listed Race). I'm probably instituting at least one "racial" feat per core race, and Scent would be it for these guys and a few others. I know it's powerful, but I figured that it wouldn't be game-breakingly so.

Anyways, as is, the race shapes up like this:

New Race
==================
*+2 Con, -2 Cha
*Small Size
*Base Speed 20ft.
*Burrow 10ft.
*Darkvision 60ft.
*Claw Weapons (1d3 slashing; x2 Crit), but as Ratling in OA (ie. cannot use them as natural weapons like monsters do, but instead use them just like normal weapons)

Is that okay then? Is there any room left for one more ability perhaps (like a skill bonus), or is it fine as is?
 

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