Jacques/Grahame Inspired Races

Mark Chance

Boingy! Boingy!
As work slowly progresses on my new campaign, I've decided to take inspiration from the likes of Brian Jacques and Kenneth Grahame. As a start, I'm removing all humanoids (and possibly monstrous humanoids) from the game. Available character races will include several anthropomorphic animal-fey creatures. Here's my rough draft of the badgeroid.

Common Racial Traits

Dual Movement (Ex): All of the races below except ravens have this racial trait. Races with this trait can move on either all fours or upright on their rear legs. When moving on all fours, the character receives a +10 foot racial bonus to base speed.

Brocc Racial Traits (Version 1)

Ability Scores: +2 Constitution, -2 Intelligence, -2 Charisma: Broccs are hearty, but mentally dull and irritable.

Automatic Languages: Common and Brocc. Bonus Languages: Any (other than secret languages, such as Druidic).

Bonus Feats: At 1st-level, a brocc chooses one bonus feat from the following list: Agile, Track, Weapon Finesse.

Favored Class: Barbarian. A multiclass brocc's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

Movement: A brocc's base land speed is 20 feet. A brocc has a burrow speed of 10 feet. He can tunnel through dirt, but not through rock. A brocc cannot charge or run while burrowing. If the brocc burrows at half-speed, he leaves behind tunnels other creatures can use.

Natural Attacks: Broccs can attack with their claws and teeth. His bite is his primary attack. A brocc's bite inflicts 1d3 points of damage (plus the brocc's Strength bonus). He can make two claw attacks as well with a full attack. Each claw attack suffers a -5 attack roll penalty. A brocc's claws inflict 1d2 points of damage (plus one-half the brocc's Strength bonus).

Senses: Broccs have an acute sense of smell and very good hearing.
Low-Light Vision: As normal. Broccs are color-blind at all times.

Notice: Broccs have a +2 racial bonus on Notice checks made to listen. He suffers a -2 racial penalty to Notice checks made to spot.

Scent: A brocc's sense of smell is especially acute. He enjoys a +2 racial bonus on Survival checks to track by smell.​
Size: Broccs are Small creatures. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

Skills: Balance, Escape Artist, and Notice are always class skills for a brocc. Broccs have a +2 racial bonus to Climb checks.

Spell-Like Abilities: 1/day - rage. Caster level equals character level.

Tough Hide: A brocc's tough hide grants a +1 natural bonus to Armor Class.

Thoughts?
 
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Interesting idea. My first thought on this race is that it violates a rule that, for me at least, is an inviolate rule of race design: it is a race that is perfectly designed to be the ultimate, twinked, super-duper barbarian with barbarian as a favored class.

This is a good as saying "Broccs are a race of barbarians: every single one of them is a barbarian because, even though they are stupid, they are smart enough to realize that it would be stupid of them to take any other class."

I don't know if this is built into the concept or what, but the +2 con, penalty to two mental stats, and rage spell-like ability are just too much for me. It makes me fear that a race with a +2 to int, -2 to str and a racial eidetic memory (allowing them to be their own spellbook) is in the works.

Just my .02; YMMV

DC
 

DreamChaser said:
Interesting idea. My first thought on this race is that it violates a rule that, for me at least, is an inviolate rule of race design: it is a race that is perfectly designed to be the ultimate, twinked, super-duper barbarian with barbarian as a favored class.

Hmm. I guess I'm not just seeing the danger. Of course, when it comes to design, I prefer to let individual DMs (in this case me) worry about annoying, character-twinking players. I personally handle them with well-placed uses of power word: no.

There is, of course, the disclaimer that nothing is carved in stone yet. I've also considered druid for the brocc's favored class.

DreamChaser said:
I don't know if this is built into the concept or what, but the +2 con, penalty to two mental stats, and rage spell-like ability are just too much for me.

Why does rage seem problematic?

DreamChaser said:
It makes me fear that a race with a +2 to int, -2 to str and a racial eidetic memory (allowing them to be their own spellbook) is in the works.

Now that's just silly. ;)
 

I suppose my primary issue is actually a roleplaying one. With a race that is so flawlessly designed to be a barbarian (to the point that even non-barbarians have the ability to rage), it just seems like the races is culturally too pigeon-holed. I suppose with more cultural information on the race, the crunch might make more sense, but as it stands now, this reads to me as the "take this race if you want to be a combat character" race.

Perhaps it is just a personal preference.

DC
 

A few possible sources of concern that I noted:

The Con bonus is an enormous boost for a barbarian. More of those lovely, lovely hit points that barbarians rely on for survival... and longer rages, too!

The bonus to attack from being Small, without an accompanying Strength penalty, means essentially +2 damage from power attacking. The -4 on grapples is somewhat of an issue, except that the burrow speed means there is no fear of being grappled by anything that doesn't likewise have a means of burrowing.

The rage spell-like ability, providing in effect an extra rage per day, means that the feat Extra Rage may not be necessary to bolster a 1- or 2-level dip into barbarian. Barbarian being the favored class actually makes that dip even more attractive.

That natural armor bonus is usually reserved for either +1 LA races, or ones that are otherwise particularly sub-par (i.e.: Kobolds). This natural armor, along with the AC bonus from size (which can't be negated by touch attacks), once again reinforces the barbarian class, by bolstering one of its weaknesses: light armor. The Extra Rage feat that you didn't have to take can now go toward Improved Natural Armor, if you'd like, for more AC goodness.
 

Thought-provoking comments so far useful for fine-tuning. Now for more general banter.

Machiavelli said:
The Con bonus is an enormous boost for a barbarian. More of those lovely, lovely hit points that barbarians rely on for survival... and longer rages, too!

Admittedly, but it's not a balance issue for dwarves or half-orcs.

Machiavelli said:
The bonus to attack from being Small, without an accompanying Strength penalty, means essentially +2 damage from power attacking.

But only once BAB reaches +2.

Machiavelli said:
The -4 on grapples is somewhat of an issue, except that the burrow speed means there is no fear of being grappled by anything that doesn't likewise have a means of burrowing.

Now that doesn't follow at all. Burrow is of limited utility. There are many situations in a typical game where it just won't be possible.

Machiavelli said:
The rage spell-like ability....

I'm not sure folks are remembering that rage's duration is Concentration + 1 round/level, or, maybe that's not as limiting as I'm thinking it is.

Machiavelli said:
That natural armor bonus is usually reserved for either +1 LA races....

Game-philosophically, I think +1 LA is unnecessary in all cases. It creates the illusion of "balance" at low-levels, and the reality of a minor disadvantage at later levels.

:)
 

Brocc (Version 2)

Mixing the few comments thus far with further thoughts of my own, I've revised the Brocc. Here's version two:

Brocc (Version 2)

Ability Scores: +2 Constitution, -2 Intelligence, -2 Charisma. Broccs are hearty, but mentally dull and irritable.

Automatic Languages: Common and Brocc. Bonus Languages: Any (other than secret languages, such as Druidic).

Bonus Feats: At 1st-level, a brocc chooses one bonus from the following list: Agile, Athletic, Track, or Weapon Finesse.

Favored Class: Druid. A multiclass brocc's druid class does not count when determining whether he takes an experience point penalty for multiclassing.

Movement: A brocc's base land speed is 20 feet. A brocc has a burrow speed of 10 feet. He can tunnel through dirt, but not through rock. A brocc cannot charge or run while burrowing. If the brocc burrows at half-speed, he leaves behind tunnels other creatures can use.

Natural Attacks: Broccs can attack with their claws and teeth. His bite is his primary attack. A brocc's bite inflicts 1d3 points of damage (plus the brocc's Strength bonus). He can make two claw attacks as well with a full attack. Each claw attack suffers a -5 attack roll penalty. A brocc's claws inflict 1d2 points of damage (plus one-half the brocc's Strength bonus).

Senses: Broccs have an acute sense of smell and very good hearing.
Low-Light Vision: Broccs have standard low-light vision, but they are color-blind at all times.

Notice: Broccs have a +2 racial bonus on Notice checks made to listen. They suffer a -2 racial penalty to Notice checks made to spot.

Scent: A brocc's sense of smell is especially acute. He enjoys a +2 racial bonus on Survival checks to track by smell.
Size: Broccs are Small creatures. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks to hide, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

Skills: A brocc can acquire ranks in Acrobatics, Escape Artist, and Notice at normal cost, even if the skill in question is not a class skill. If Acrobatics, Escape Artist, or Notice is a cross-class skill, the brocc is still limited to (character level+3)/2 ranks in the skill. Broccs have a +4 racial bonus to Escape Artist checks.

Spell-Like Abilities: 1/day - rage. Unlike the rage spell, a brocc cannot use this spell-like ability to affect himself. Caster level equals character level.

Tough Hide: A brocc's tough hide grants a +1 natural bonus to Armor Class.
 

Catt (Version 1)

Here's the next roughly-drafted race:

Catt (Version 1)

Ability Scores: -4 Strength, +2 Dexterity, +2 Wisdom. Catts are physically weak due to their size, but they are agile and perceptive.

Automatic Languages: Common and Catt. Bonus Languages: Any (other than secret languages, such as Druidic).

Bonus Feats: At 1st-level, a catt chooses a bonus feat from the following list: Acrobatic, Agile, Alertness, or Stealthy.

Favored Class: Ranger. A multiclass catt's ranger class does not count when determining whether he takes an experience point penalty for multiclassing.

Movement: A catt's base land speed is 20 feet.

Natural Attacks: Catts can attack with their claws and teeth. His claws are his primary attack. A catt's bite inflicts 1d2 points of damage (plus the catt's Strength bonus). He can make two claw attacks and a bite attack with a full attack. The bite suffers a -5 attack roll penalty. A catt's bite inflict 1d3 points of damage (plus one-half the catt's Strength bonus).

Senses: Catts have an acute sense of smell, good eyesight, and good hearing.
Low-Light Vision: Catts have superior low-light vision, enabling them to see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Catts are are color-blind in such dimly illuminated conditions, but not in bright light.

Scent: A catt has the normal scent extraordinary ability.
Size: Catts are Tiny creatures. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks to hide, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. As a Tiny creature, a catt has a space of 2-1/2 feet and a reach of 0 feet. He must move into the space of a creature size Small or larger in order to make a melee attack (thus provoking an attack of opportunity).

Skills: A catt can acquire ranks in Acrobatics, Climb, Jump, and Stealth even if the skill in question is not a class skill. If Acrobatics, Climb, Jump, or Stealth is a cross-class skill, the catt is still limited to (character level+3)/2 ranks in the skill. Catts have a +2 racial bonus on Climb and Stealth checks and a +6 racial bonus on Jump checks. Catts have a +6 racial bonus on Acrobatics checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. In areas of tall grass or heavy undergrowth, the Stealth bonus rises to +4 when hiding.

Spell-Like Abilities: 1/day - detect secret doors, feather fall. Caster level equals character level.
 

Hagahogg (Version 1)

And here's the hedgehog-inspired race:

Hagahogg (Version 1)

Ability Scores: -4 Strength, +2 Constitution, +2 Charisma. Hagahoggs are physically weak, but durable and personable.

Automatic Languages: Common and Hagahogg. Bonus Languages: Any (other than secret languages, such as Druidic).

Bonus Feats: At 1st-level, a hagahogg chooses a bonus feat from the following list: Animal Affinity, Blind-Fight, Great Fortitude, or Negotiator.

Fast Learner: 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Favored Class: Barbarian. A multiclass hagahogg's barbarian's class does not count when determining whether he takes an experience point penalty for multiclassing.

Movement: A hagahogg's base land speed is 20 feet. A hagahogg has a burrow speed of 10 feet. He can tunnel through dirt, but not through rock. A hagahogg cannot charge or run while burrowing. If the hagahogg burrows at half-speed, he leaves behind tunnels other creatures can use.

Senses: Hagahoggs have an acute sense of smell and keen eyesight.
Low-Light Vision: Hagahoggs have normal low-light vision.

Scent: A hagahogg's sense of smell is especially acute. He has the normal scent extraordinary ability.​
Size: Hagahoggs are Tiny creatures. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks to hide, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. As a Tiny creature, a hagahogg has a space of 2-1/2 feet and a reach of 0 feet. He must move into the space of a creature size Small or larger in order to make a melee attack (thus provoking an attack of opportunity).

Skills: A hagahogg can acquire ranks in Diplomacy, Handle Animal, and Knowledge (nature) even if the skill in question is not a class skill. If Diplomacy, Handle Animal, and Knowledge (nature) is a cross-class skill, the hagahogg is still limited to (character level+3)/2 ranks in the skill.

Spell-Like Abilities: 1/day - calm animals, detect poison, resistance. Caster level equals character level.

Talented Tackler: A hagahogg gets a +4 racial bonus on opposed Strength checks when executing a bullrush or overrun.

Vermin Foe: A hagahogg receives a +1 racial bonus to attack rolls against vermin. He enjoys a +2 racial bonus to Fortitude saves against vermin poisons.
 

Mol (Version 1)

No campaign inspired by Brian Jacques and Kenneth Grahame would be complete with a humanoid mole:

Mol (Version 1)

Ability Scores: -2 Strength, +2 Intelligence, -2 Wisdom. Mols are physically weak, although not as much as one would expect based on their size. They are clever but tend to be short-sighted (both mentally and physically).

Automatic Languages: Common and Mol. Bonus Languages: Any (other than secret languages, such as Druidic).

Bonus Feats: At 1st-level, a mol chooses a bonus feat from the following list: Athletic, Improved Initiative, Investigator, or Self-Sufficient.

Favored Class: Bard. A multiclass mol's bard class does not count when determining whether he takes an experience point penalty for multiclassing.

Movement: A mol's base land speed is 10 feet. A mol has a burrow speed of 10 feet. He can tunnel through dirt, but not through rock. A mol cannot charge or run while burrowing. He may leave behind tunnels other creatures can use even when burrowing at full speed.

Senses: Mols have acute senses of smell and touch, but extremely poor eyesight.
Notice: A mol suffers a -2 racial penalty on Notice checks to spot. Furthermore, range penalties for such checks are doubled (-1 per 5 feet of distance). Mols are color-blind.

Protected Eyes: A mol's eyes are almost entirely covered with thick lids. While this hampers the mol's visual acuity, it also protects his sense of sight. A mol has a +4 racial bonus to saving throws against gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Scent: A mol's sense of smell is especially acute. He has the normal scent extraordinary ability.

Tremorsense (5 Feet): Mols have tremorsense with a 5-foot range. A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. A mol's tremorsense doesn't function in the water. If no straight path exists through the ground from the mol to those that he's sensing, then the range defines the maximum distance of the shortest indirect path. The mol must himself be in contact with the ground, and the creatures sensed must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for the mol to detect them.​
Size: Mols are Tiny creatures. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks to hide, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. As a Tiny creature, a mol has a space of 2-1/2 feet and a reach of 0 feet. He must move into the space of a creature size Small or larger in order to make a melee attack (thus provoking an attack of opportunity).

Skills: A mol can acquire ranks in Knowledge (dungeoneering), Perform, Search, and Swim even if the skill in question is not a class skill. If Knowledge (dungeoneering), Perform, Search, or Swim is a cross-class skill, the mol is still limited to (character level+3)/2 ranks in the skill. Mols are proficient swimmers. They receive a +4 racial bonus on Swim checks.

Spell-Like Abilities: 1/day - soften earth and stone. Caster level equals character level.
 

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