Not liking gnomes, halflings, or goblins for my campaign world’s Small race, I cobbled together my own. Enter the Gutterkin- I tried to model them off of the gnomes in Majesty, which are basically little grubby humanoids that live on the outskirts of civilization. Gutterkin are industrious, quick, and able to survive on refuse, but alas: they’re not terribly bright.
Anyway, this is what I came up with. I can’t decide if it’s too powerful or not powerful enough (which probably means it’s about right), or just not different enough from the standard halfling. Anyway, I’d love to hear your comments, so without further ado:
Gutterkin Racial Traits
• +2 Dexterity, -2 Intelligence. Gutterkin are quick and strong for their size, but don't do well when in comes to thinking ahead, or thinking in abstracts, or thinking at all.
• Small: As a Small creature, a gutterkin 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.
• A gutterkin's base speed is 30 feet. Gutterkins' speed has helped them get out of danger on more than one occasion.
• +2 racial bonus on Spot, Search, and Listen checks. Having been forced to live in particularly hazardous areas, gutterkin have learned to always be wary of potential hazards.
• +2 racial bonus on Move Silently checks. Gutterkin have found that keeping quiet is invariably tied to a longer life expectancy.
• +1 racial bonus on all saving throws. Survival of the fittest is the name of the game for gutterkin, and those that are fittest are the ones best able to shrug off the poisons, diseases, falling rubble, collapsing shanties, and other accidents that plague gutterkin communities.
• Automatic Languages: Common, Gutterkin.
• Bonus Languages: Dwarven, Elven, Orc.
• Favored Class: Ranger. A multiclass gutterkin’s ranger class does not count when determining whether he or she takes an experience point penalty for multiclassing.
Anyway, this is what I came up with. I can’t decide if it’s too powerful or not powerful enough (which probably means it’s about right), or just not different enough from the standard halfling. Anyway, I’d love to hear your comments, so without further ado:
Gutterkin Racial Traits
• +2 Dexterity, -2 Intelligence. Gutterkin are quick and strong for their size, but don't do well when in comes to thinking ahead, or thinking in abstracts, or thinking at all.
• Small: As a Small creature, a gutterkin 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.
• A gutterkin's base speed is 30 feet. Gutterkins' speed has helped them get out of danger on more than one occasion.
• +2 racial bonus on Spot, Search, and Listen checks. Having been forced to live in particularly hazardous areas, gutterkin have learned to always be wary of potential hazards.
• +2 racial bonus on Move Silently checks. Gutterkin have found that keeping quiet is invariably tied to a longer life expectancy.
• +1 racial bonus on all saving throws. Survival of the fittest is the name of the game for gutterkin, and those that are fittest are the ones best able to shrug off the poisons, diseases, falling rubble, collapsing shanties, and other accidents that plague gutterkin communities.
• Automatic Languages: Common, Gutterkin.
• Bonus Languages: Dwarven, Elven, Orc.
• Favored Class: Ranger. A multiclass gutterkin’s ranger class does not count when determining whether he or she takes an experience point penalty for multiclassing.