New Race: Sheep

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Purr
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Joined: Thu Aug 29, 2013 2:35 pm

New Race: Sheep

Postby Purr » Sat Sep 21, 2013 3:48 pm

I decided to try my hand at race creation. Please review (and try to be kind, it's my first time doing this)

Sheep

Sheep are slightly smaller than ponykind only coming up to their shoulder at most. They have short stubby legs, small floppy ears, large dark liquid eyes, and fluffy white coats. Most consider them to be absolutely adorable. However beneath their white coats beat black hearts. Long ago while the pony empire was just starting to expand, they encountered the sheep empire. Both longed to expand and compromise soon proved to be impossible and a brutal war broke out. Because of the sheep’s martial focus, strong sense of discipline, and innate electrical attack, the fledgling pony empire looked to be doomed until a pair discovered a way to exploit the sheep’s volatile nature and turned the tide. This ultimately broke the sheep empire and they were driven into the mountains. Over countless years the hatred faded among the other races, this combined with the sheep’s appearance and charming nature caused the other races to forgive the sins of the past, but the sheep remember, and long for what they consider to be rightfully theirs. Sheep society is multifaceted, with the side presented to the other races being one of friendly outgoing, eager to offer helpful advice. However when far away from the other races another side emerges, one that seeks to reestablish the great sheep empire. Everything a sheep does is to further this goal. Like ponykind, sheep are a matriarchal society being lead by the priestesses of the Beatific Order of Ovid Matriarchs. Males can and do rise to positions of power, but are much rarer in doing so. Sheep value skill and ability far more than bloodline, but tend to consider ones bloodline an indicator of ones potential.

-2 Str., -2 Dex., +2 Int., +2 Wis., +2 Cha.
Speed: 20’
Fey
Quadruped.

Shocking: (Ex) 1d4 elec. dam. touch +1d4 per sheep within 5 feet of another sheep in the chain. Range +5 feet for every factor of ten sheep involved. Fort save or be paralyzed for 1 turn DC +1 for each additional sheep involved.

Plasma: Against sheep lightning, electrical immunity becomes electrical resistance 50 after the first turn and is reduced by 5 each turn. This lasts until the affected individual leaves the area.

Disintegration: Any target that receives damage from shocking equal to its total hit points in damage above what is required to kill it is disintegrated into fine ash.

Volatile: (Ex) upon unnatural death xdx fire radius x^2 feet, where x is the sheep’s level. When exposed to fire fort save or explode.

Water vulnerability: (Ex) Any exposure to water causes an effect identical to reduce person except the Dex change is -4 instead. Duration is in hours, sheep looses Volatile and Shocking abilities.

Shear: Upon an attack that rolls a natural 20, sheep looses shocking, water vulnerability and has a -1 to its natural armor for a number of days equal to the damage dealt. NA bonus can be reduced no further than +0.

Keen Ears: +2 Perception to hearing. Rumored of a range up to a mile.

Ancient Foe: Pony. Sheep have never forgotten, or forgave, the ones who destroyed their empire.

Natural Armor: +2. A sheep’s thick coat offers protection from blows.

Stability. As short-legged quadrupeds it is nearly impossible to tip over a sheep.

Elemental Immunity: Electricity.

Elemental Susceptibility: Fire. Sheep can never have Fire Immunity and can never have permanent fire res.

Beguiling Liar: Sheep are natural con artists and can convince anyone of anything.



Classes
Barbarian: nonexistent. Any sheep who displays such tendencies is considered mentally defective and would be shunned.

Bard: common, duets, quartets. Even ponykind concede that sheep have the most beautiful singing voices. Single bards are extremely rare, duets and quartets, however are common and are the second most common class to be encountered wandering.

Cleric: average. Sheep clerics are highly regarded in society and are easily identifiable by their black pelts which are a gift from their deity.

Druid: rare. Sheep do not worship nature, the few who follow the path of the druid dominate nature, not live with it.

Fighter: common. Sheep are a warlike culture favoring metal weapons with reach in order to use there shocking ability at greater range.

Monk: rare. Oddly there are few sheep monks despite the fact that the ordered lifestyle and physical improvements would complement them.

Paladin: nonexistent. Dark paladins are average. Sheep paladins do not exist, their dark parallels, however exist as the militant arm of the church.

Ranger: uncommon. The few sheep rangers are often found as scouts for the army.

Rogue: very common. Subterfuge, stealth, and backstabbing? Yes. There are far more rogue sheep than in any other class, although few are the ‘breaking and entering’ kind. The path of the rogue embodies the sheep virtues of skill, talent and underhandedness.

Sorcerer: common. There are more sheep sorcerers than all other spellcasting classes combined.

Wizard: uncommon. Sheep wizards are highly respected for their versatility. Unlike other cultures sheep wizards are highly cooperative and will share spells with other sheep without asking for anything in return. They are considered to be the ultimate problem solvers, and the word that a sheep wizard has been called in is a great relief to those with a problem, and an even greater fear to those who *are* the problem.

Alchemist: uncommon. Sheep who practice the art of alchemy are known as highly skilled potion makers. Sheep Alchemists do not have ‘fire’ as the element for there bombs, but electricity instead. Those that select ‘fire’ at a later level are considered homicidally dangerous.

Cavalier: nonexistent. Sheep do not engage in mounted combat.

Inquisitor: rare. Like wizards, they are considered to be problem solvers. Where wizards there jobs with professional detachment, inquisitors are the embodiment of their deity’s wrath and are greatly feared.

Oracle: average. Sheep conceder oracles to be special members of the clergy and are highly respected.

Summoner: uncommon. Because of their physical inferiority to other quadrupeds, the idea of having others fight for you appeals to sheep, a number of whom choose to pursue the art of the summoner.

Witch: very rare. The sheep sense of superiority means that they do not submit to others well, and the idea of following something that is not a deity is an anathema to them.

Gunslinger: nonexistent. Guns involve burning things to throw metal at others.

Ninja: rare. The ninja is considered a sub-variant of rogue, often assassins.

Samurai: nonexistent. The samurai concept of honor is completely at odds with the sheep outlook.

Magus: common. Sheep magus’ are often failed wizards who choose to complement their training with martial skill.


Feats
Explosive Temperament: req: Volatile: You always fail your Volatile Fort save.

Extreme Volatility: req: Explosive Temperament, lv. 9: Your Volatile damage roll is maximized.

Steel Wool: req: Sheep, lv. 5: +1NA, +1 for every 5 character levels. You Shear only occurs if the confirmation is a critical threat.

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David
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Re: New Race: Sheep

Postby David » Sat Sep 21, 2013 4:25 pm

The sheer number of natural qualities feels a bit worrying, especially since many of them have direct and potent affects on battle. How do you see them balancing with other races?

Purr
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Re: New Race: Sheep

Postby Purr » Sat Sep 21, 2013 5:38 pm

I think they might actually be underpowered. They have two major weaknesses (water will hinder them and fire will kill them) almost impossible to raise from the dead (they explode so 'Raise Dead' will not work, and although they have an at will attack, it is a touch attack unless there is an incredibly large number. There stat penalties are physical and both effect multiple things, where the bonuses are mental and are limited in use. Any ideas as to what to change?

Purr
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Re: New Race: Sheep

Postby Purr » Sat Sep 21, 2013 5:41 pm

Also almost every ability is based on a joke. Lets see how many can be found.

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David
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Re: New Race: Sheep

Postby David » Sat Sep 21, 2013 5:45 pm

Extreme qualities of both negative and positive does not balance make, though this is my humble opinion and perhaps not shared by others. The main thing is that you seem to be making up rules, rather than using the rules of the system. For instance, the water weakness, instead of giving -4 dexterity, why not count them as entangled, which is a specific condition with rules and interactions with everything else in the game?

Purr
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Re: New Race: Sheep

Postby Purr » Sat Sep 21, 2013 5:53 pm

Because I did not think of it. It is a good idea and fit the intent better than my original idea. Feedback is good and allows us to improve our ideas. Most of the traits are based on jokes and not balance.

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Canada714
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Re: New Race: Sheep

Postby Canada714 » Sat Sep 21, 2013 8:12 pm

Well first things first I wanna ask about this line
Purr wrote:Also almost every ability is based on a joke. Lets see how many can be found.

But as you both have said, making them funny isn't gonna make them balanced :P
Purr wrote: -2 Str., -2 Dex., +2 Int., +2 Wis., +2 Cha.
Natural Armor: +2. A sheep’s thick coat offers protection from blows.

This is a lot of stats. This would make Sheep beastly at a lot of classes. Getting a good natural defense, even if it's only when dry, makes up for any penalties to AC a minus two to Dexterity could do. Maybe try the Pathfinder setting of a plus two to one physical stat and one mental stat and then a minus two to a different stat. I could give you a link to the race creator page if you'd like btw ;) Also, maybe if you explained your thought process behind giving them those stats would help.
Shocking: (Ex) 1d4 elec. dam. touch +1d4 per sheep within 5 feet of another sheep in the chain. Range +5 feet for every factor of ten sheep involved. Fort save or be paralyzed for 1 turn DC +1 for each additional sheep involved.

Plasma: Against sheep lightning, electrical immunity becomes electrical resistance 50 after the first turn and is reduced by 5 each turn. This lasts until the affected individual leaves the area.

Disintegration: Any target that receives damage from shocking equal to its total hit points in damage above what is required to kill it is disintegrated into fine ash.

Volatile: (Ex) upon unnatural death xdx fire radius x^2 feet, where x is the sheep’s level. When exposed to fire fort save or explode.

To be honest I got lost while reading these even after reading them a few times :unsure: If you could reword them I'm sure players would definitely appreciate it. I know I can't speak for everyone but I know I'm no one-of-a-kind human being so if I had problems, I'm sure someone must have a similar problem.
Water vulnerability: (Ex) Any exposure to water causes an effect identical to reduce person except the Dex change is -4 instead. Duration is in hours, sheep looses Volatile and Shocking abilities.

Can you expand this and say what the Dex penalty of "reduce person" usually is. Your players shouldn't have to look up the spell when you can just add a sentence and that may deter some players (never underestimate lazy people lol)
Shear: Upon an attack that rolls a natural 20, sheep looses shocking, water vulnerability and has a -1 to its natural armor for a number of days equal to the damage dealt. NA bonus can be reduced no further than +0.

A very unique ability but it may also be their down fall if they lose abilities for days or even weeks at a time at later levels.
Ancient Foe: Pony. Sheep have never forgotten, or forgave, the ones who destroyed their empire.

Stability. As short-legged quadrupeds it is nearly impossible to tip over a sheep.

Beguiling Liar: Sheep are natural con artists and can convince anyone of anything.

Again, if you could please write out what this means :( I know it sounds like I'm being picky but you need to assume someone totally new is gonna look at this race.
Elemental Immunity: Electricity.

:oops: This sounds like a HUGE advantage to a race to start out with even with Elemental Susceptibility.
Elemental Susceptibility: Fire. Sheep can never have Fire Immunity and can never have permanent fire res.

Interesting but maybe instead they have a weakness to this unless sheared.

Everyone can see you put a LOT of thought into this race and the flavor text is a great touch. Personally I would love to see if David has anything similar to what you wrote for all the classes.
...and I said "OATMEAL? ARE YOU CRAZY?!"...oh, sorry
"I also enjoy long walks on the beach beneath the pale blue light of elder gods." -Selerik

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David
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Re: New Race: Sheep

Postby David » Sat Sep 21, 2013 8:53 pm

The ponies do get a by-class writeup, yup!

Purr
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Re: New Race: Sheep

Postby Purr » Sun Sep 22, 2013 11:08 am

Canada714 thanks for the comments. The abilities that are a joke are similar to the jokes in the material components of spells. As far as the stats I envisioned sheep as having very short limbs causing them to lack skillful manipulation and slow movement. Also I did not view sheep as physical characters. I tried to have a net +2 to skills like most other races thus the mental bonuses. Charisma is the most central bonus to my sheep concept and I probably will change it to the "Specialist" trait from the Pathfinder Race Guide with a -2 dex, +2 int, +2 cha. I thought that the thick wool coat would cushion blows to protect them maybe change it to a +2 bonus to AC vs. Bludgeoning only? This would also reduce the impact from the "shear" trait. Also "Water Vulnerability" Dave made a good suggestion to change it to having the "Entangled" trait. Some of the other abilities are from the Pathfinder Race Guide and you are correct that they need to be written out for people who do not own it. I will probably change the Electrical Immunity to not being affected by the "Shocking" ability, this will also improve the Alchemist class. As far as the reactions to fire: Sis Boom Baa. I will also try to re=word some of the abilities to make them more clear.

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Canada714
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Re: New Race: Sheep

Postby Canada714 » Sun Sep 22, 2013 4:02 pm

Just don't make them too complicated. Lots of players don't want to have to think too much lol
...and I said "OATMEAL? ARE YOU CRAZY?!"...oh, sorry
"I also enjoy long walks on the beach beneath the pale blue light of elder gods." -Selerik


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