Wyldling Race

SteelDraco

First Post
I'm putting together Pathfinder conversions for the races in my personal setting. This is the wyldling, a race of humanoids who have been changed into beast-men by the influence of a certain area that is infused with the essence of the faerie realms. Thoughts?

Wyldlings
+2 to one physical ability score, +2 to a different ability score, and -2 to one other ability score: Wyldlings are a varied race, though they are almost always physically talented in some way.

Medium: Most wyldlings are Medium creatures, and have no bonuses or penalties related to their size. Some bestial features can change this; see below.

Normal Speed: Wyldlings have a base speed of 30'.

Low-Light Vision: Wyldlings can see twice as far as humans in conditions of dim light.

Children of the Wild: Wyldlings gain a +2 racial bonus to Perception and Survival checks.

Fey Upbringing: All wyldlings are created by the essence of the Wyldlands, and most have been exposed to fae trickery since birth. As such, wyldlings gain a +2 bonus on all saves against all figments, glamours, and mind-affecting spells and effects.

Bestial Features: The features of each individual wyldling vary wildly. They are infected and changed by the Wyldlands, and gain a variety of bestial features. A born wyldling (one born to wyldling parents) will usually have the features of a single type of animal. Infected wyldlings (those transformed into a wyldling by staying in the Wyldlands too long) usually have a hodgepodge mixture of animal traits, and often look rather haphazard and jumbled. Each wyldling gains two notable animal traits, chosen from the following list. If you are using the optional trait rules, a wyldling may select an additional bestial feature instead of taking any traits. All bonuses from bestial features are racial bonuses unless otherwise noted.

* Ambush Predator: The wyldling gains a +2 bonus to all Stealth checks, and can take actions as normal in a surprise round, rather than being limited to a standard action.

* Bite: Primary bite attack, dealing damage as appropriate to the wyldling's size. (1d6 for a Medium creature).

* Blindsense: The wyldling can detect nearby enemies as well as a bat, and gain blindsense, effective up to 20’ away. This lets him determine the square that invisible opponents occupy, but they still gain the appropriate concealment.

* Blood Rage: When the wyldling is seriously injured (at half maximum hit points or less), he enters a berserk fury similar to a wolverine’s rage. He gains a +2 morale bonus to Strength and Constitution, but suffers a -2 penalty to Armor Class. This rage lasts for one minute or until combat ends, whichever is shorter.

* Clawed Hands: Two primary claw attacks, damage as appropriate for size (1d4 for a Medium creature).

* Ferocious: The wyldling gains the Ferocity special quality, allowing him to continue fighting on after reduced to 0 or fewer hit points. While at negative hit points, he is still staggered, and continues to lose one hit point per round as normal. If he reaches a negative hit point total greater than his Constitution score, he dies.

* Horns: The wyldling gains a secondary gore attack that deals damage appropriate for his size (1d6 points of damage for a Medium creature). He can perform a charge attack that deals double the base damage (2d6 instead of 1d6) and inflicts 1.5 times his Strength modifier.

* Jumping Legs: The wyldling gains a +10 bonus on Acrobatics checks related to jumping, and is always considered to have a running start when making such a roll.

* Keen Senses: The wyldling has unusually acute senses, and gains a further +2 bonus on all Perception checks, and gains the Scent special quality.

* Mild Venom: Three times per day, the wyldling can produce enough poison to cause damage with his bite attack as an injury poison. The type of damage is either Strength or Dexterity; this choice must be made when this ability is selected, and cannot be altered. The Fortitude save DC is 10 + the wyldling's Hit Dice + Constitution modifier. Wyldling venom has a frequency of 1/round, deals 1d2 points of ability damage per round, and is cured by a single successful saving throw.

* Natural Swimmer: The wyldling gains a swim speed equal to his base land speed, and can hold his breath for a number of rounds equal to 10 x his Constitution score. He gains a +8 racial bonus on all Swim checks, and can take 10 on such checks even under adverse conditions.

* Nimble Climber: The wyldling gains a climb speed equal to half his base land speed.

* Noxious Spray: Once per day, the wyldling can release a spray of noxious fumes or venom, such as a skunk's spray, as a 10' cone. All creatures in the area must make a Fortitude save (DC 10 + half the wyldling's Hit Dice + his Constitution modifier) or be nauseated for one round. All creatures in the area are sickened for one minute, regardless of the saving throw.

* Powerful Build: The wyldling is significantly larger than a normal Medium-sized creature, but not quite size Large. Whenever he is subject to a size modifier, he is treated as one size larger if doing so is advantageous to him. He is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. If the wyldling has natural attacks, these are considered one size category larger when calculating their damage.

* Quick: The wyldling gains a +10’ racial bonus to base land speed

* Runner: The wyldling gains Run and Endurance as bonus feats.

* Small Stature: The wyldling is size Small. Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

* Tough Hide: +2 natural armor bonus

* Useful Tail: The wyldling has a long and somewhat prehensile tail. This grants a +2 bonus to all Acrobatics checks. In addition, he is capable of some manipulation with his tail. It cannot attack or wield a weapon, but it can hold things, manipulate objects, and such. Once per round as a free action, he can draw or store an item from his person with the tail if it is not in use.
 

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The race seems to promote min-maxing. I'd probably remove the additional "+2 to any ability score" because the bonuses from the bestial traits seem a little strong. It also saves the "+2 to anything" for human and half-human races.

Ooo...just had an alternative thought...the +2 and -2 scores depend on a 1d6 dice roll (Str = #1, Dex = #2, etc). Bestial traits might be fun to be rolled out as well. That would make the race have very unique individuals and give them a very unique flavor.

"So you're a minotaur," "No, I'm a wyldling," "but you have a bull's head..."
 

The race seems to promote min-maxing. I'd probably remove the additional "+2 to any ability score" because the bonuses from the bestial traits seem a little strong. It also saves the "+2 to anything" for human and half-human races.

Ooo...just had an alternative thought...the +2 and -2 scores depend on a 1d6 dice roll (Str = #1, Dex = #2, etc). Bestial traits might be fun to be rolled out as well. That would make the race have very unique individuals and give them a very unique flavor.

"So you're a minotaur," "No, I'm a wyldling," "but you have a bull's head..."
I can see that. They do have quite a few more options than most races, and can be focused on a specific area easily. I'm not really sure how to avoid that with a selection of different abilities. I considered randomness, but I don't want to force people to play something that they don't want if the dice fall poorly for their concept. If someone was turned into a wyldling, it'd be random modifiers all the way, but I didn't want to force that on a starting character.

Do you think it'd be balanced at +2 to any physical ability score and -2 to a different ability? All the Pathfinder material I've seen suggests that a net +2 is the norm for PC races.

And about the minotaur thing - that was part of my intent with the wyldlings. I wanted to have a single cohesive reason for all the animal-people that tend to show up in fantasy games, rather than a bunch of separate races. In concept, they're somewhere between beastmen from Warhammer and the Island of Dr. Moreau, with fae playing at being a noble court rather than a mad scientist as the ruler.
 

Yes, but it's the ability to choose for a player where everything goes in the race that seems off to me. The general rule of thumb is +2 to a physical score, +2 to a mental score, and -2 to any score. Human and half-humans get away with a single +2 to any score, because that second +2 is canceled out by the -2. Some monster races take a different route, but those races are "let your player play this at your own risk."

So if you are really wanting this to follow paizo's rule of thumb, the race should be +2 to physical, +2 to mental, and -2 to any.

When paired with the potential power of the special abilities, it makes the race seem a little strong. The beastial traits are more powerful than some feats. Maybe the format needs to be switched a little bit. Have a base set of traits, and a list of what traits can be swapped out for others. Or list it in categories, like a player can pick one special attack, one extra sensory ability, and one out of the category of "other."
 

Another thought would be to have the traits present themselves as you increase in HD, and base the traits of 1 animal they choose. Say an eagle is your chosen lineage, at 1st, you get +2 to perception, with another +1 per 5 HD. At 5th you gain a bite (beak) attack, at 10th, the ability to use wings, and you go on like that, picking up noted powers of the animal you choose.

You wouldn't be able to have bull horns and bird wings, but bull horns, powerful charge, and increase strength you would. You could also cap the point where there traits increase at 10 so its not like "if I can get to 20, my wyldling power will be awesome" r "My DM will never let me get to the level of my best powers"
 

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