![]() ![]() They accepted me more than I could accept myself. “I typically chose to ignore this beast, but I knew that the nightmare would only continue on if I didn’t fight back. ‘Why do you let these worms push you around?!’” “‘The world is yours for the taking,’ the beast inside my head spoke with a powerful voice. I understand that the Half-Elf and Human break this rule, but both of them are supposed to be “Jack of All Trade” type races. And, finally, racial stat bonuses can not exceed 3 total, and only a maximum of +2 can be given at once. Flying is considered powerful in this regard, but it comes at 1st level. Powerful effects come at 3rd level, like the Aasimar, unless the race doesn’t get a lot of stuff. If there’s only one spell, then it can come at 1st level, no matter what level (between cantrip and 2nd level, of course) There are some exceptions to this (see the Triton), so I’m going to deviate from this a little, but for the most part, this’ll be followed. When gaining spells, races have a cantrip at 1st level, a 1st level spell at 3rd level, and a 2nd level spell at 5th level. That being said, I’ll give odd creatures benefits to support that they aren’t like normal Humanoids, like the Dragonborn who gets a breath weapon. Kobolds aren’t Dragons, their Humanoid (according to their typing). Even Volo’s Guide races, which include literal monsters, only have Humanoid player races. ![]() Either way, that’s a rule I shall follow. I believe this was created because WotC wanted to make sure players using grids weren’t having to utilize the “Tiny creatures take up 1/4th of a square, Large ones take up a 10ft cube” deal. No Tiny or Large races are allowed to be made. I should probably note that I’m going to be following a set of rules in order to make sure that the race isn’t too overpowered or too underpowered, as well as to make them have a more “official” feel to them. Well, well, well, if it isn’t the consequences of my actions. Hello! I promised to make some homebrew races based off of monsters, and now, I have to fulfill my promise. Visual Acuity (Ex): An eyeball beholderkin's central eye can see invisible and ethereal creatures normally, and may also see naturally through limited distances of solid matter as though it were wearing a ring of X-ray vision.Austin’s Homebrew Race, the Beholder-Kin (And Guidelines To Make a Race Yourself) Even if forced to fall, it never takes falling damage. The save DC for this effect is Constitution-based.įlight (Ex): An eyeball beholderkin is naturally buoyant, able to fly with perfect maneuverability. Its ocular power also carries the effect of a targeted greater dispel magic spell with a caster level of 1. Skills:ğly +19 Perception +5, Sense Motive +2, Stealth +15Ĭrown of Eyes (Su): An eyebeast only has access to the Inflict Wounds ability, which they use from their central eye out to a range of 110 feet as the inflict light wounds spell, dealing 1d8+1 points of damage and requiring a Will save with a DC of 11 for half. Special Qualities:ğlight, immune to blindness, visual acuityĪbilities: Str 5, Dex 16, Con 12, Int 11, Wis 12, Cha 9 (2 squares), fly 20 ft.(perfect)Īrmor Class:đ5 (+2 size, +3 Dex), touch 15, flat-footed 12Īttack:Ğye ray +5 ranged touch (Crown of eyes)įull Attack:Ğye ray +5 ranged touch (Crown of eyes) Senses Perception +5, darkvision 60ft, visual acuity (see below) ![]() To fit with the spirit of Improved Familiar, I'd recommend an alignment restriction of Neutral Evil and a minimum level of 7 when it comes to picking one of these as your little buddy.Įyeball Beholderkin Groovy Floating Eyebeast (everyone knows there are no beholders in Pathfinder) ![]()
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