Pygmy [Archive] - Wizards Community

Post/Author/DateTimePost
MightyPotamus

03-29-07, 10:33 AM
Edit: Oops, forgot to put PEACH in the title!

This is my rough draft for a new race of tiny humanoids. I want to incorporate it into my campaign and throw some at my players, but I don't want to accidentally kill them by misjudging their effectiveness. I really want to drop the CON modifier as well, but they playtested extremely well against PHB races.

Pygmy:
Pygmies are primitive humanoids who possess stout physiques and a natural attunement with nature. Their low intelligence and superstitious, tribal culture has prevented them from adopting or developing advancements in technology, but has left them with a supernatural attachment to the world around them.

Pygmy Racial Traits

*-2 Strength, +6 Dexterity, -2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma: A pygmy’s tiny size leaves him a little less durable than most larger creatures and makes him agile. Pygmies are amazingly strong for their size. Pygmies tend to be dull and coarse, but have keen senses and an uncanny perception of the world around them.

*Tiny: As tiny creatures, pygmies gain a +2 bonus to attack and armor class, they also have a +8 bonus to hide and -8 penalty to grapple checks, they use smaller weapons than even halflings and gnomes (see table: PHB p.114) Carrying capacity is half of a medium creature.

*Pygmy base land speed is 15 feet (10 feet in med+ armor). Pygmies may not make a full run with both hands full.

*Pygmies have a climb speed of 15 feet. Pygmies have a racial bonus of +8 on Balance and climb checks. They may choose to take 10 on climb checks, even when rushed or threatened. They use their dexterity modifier instead of their strength for climb checks. Any modifier to base land speed also affects climb speed.

*Low light vision

*Weapon familiarity: longbows and shortbows are considered simple weapons, and all crossbows are considered exotic weapons. Shotput and greatspear are considered martial weapons.

*Hunter(Ex):+1 racial bonus on weapon damage rolls against animals. Pygmies are natural hunters and just seem to know where to strike an animal for better effect.

*Tree sleeper(Ex): pygmies always automatically take 10 on balance checks while asleep, but only may take 10 on such checks while asleep.

*Scent(Ex): (MM p.314) A pygmy’s nose is about as sensitive as a dog’s

*+2 racial bonus to spot and listen checks. Pygmies’ senses are as sharp as any predator’s

*+2 racial bonus on any craft check made using only natural materials. Many pygmies shun technology and choose to work in only the materials used by their ancestors. They are capable of producing masterwork quality items including many armors and weapons such as daggers, spears, and even morning stars using only wood, stone, clay, rawhide, and other similar materials.

*-2 racial penalty on all knowledge checks except knowledge (nature). Even among the dull-minded, pygmies are slow to remember facts and trivia.

*Automatic language: Pyg. Bonus languages: Sylvan, Aquan, Terran, Auran, Ingan. Pygmies have their own language, Pyg, which has no alphabet. Written information is depicted as crude drawings that can be deciphered by any creature that understands the concept of writing using a DC 14 intelligence check, pygmies must make this check just as any other creature.

*Spell-Like abilities(Su): 1/day– calm animal (wild animals only)
-Pygmies with a wisdom score of 13 or higher may cast remove disease 1/month
-Pygmies with a charisma score of 11 or higher may call a wild animal of 2 or fewer HD every 1d6+4 hours. The animal is a normal animal native to the local environment, chosen randomly by the DM. It may be as fierce as a wolf or non-threatening as a sparrow or mouse. This animal will assist the pygmy with one simple task such as “attack this creature,” or “find food” to the best of it’s ability and intelligence for a number of rounds equal to one half of the pygmies HD. At the end of the duration or as soon as the task is complete the enchantment is broken and the animal wanders off in a random, appropriate direction even if there are similar tasks left to complete. This ability functions as an Enchantment (charm) [mind -affecting] spell of the 1st level. The pygmy cannot target this ability and it will never affect an animal that the pygmy can see

*Favored class: Ranger.

Personality: Pygmies rarely leave their tribes, and they will seldom peacefully interact with other cultures. Those that are willing to trust other races are often treated as outcasts by tribal elders and shamans, and this often forces them to leave the tribe completely. A pygmy’s superstitious nature plays a heavy role in defining his personality. Most pygmies react badly to unusual circumstances or ideas, often proclaiming them to be “bad omens,” conversely, a minor coincide can be hailed as a sign from the heavens. They tend to be very covetous of their most prized possessions, but the nature of what they consider precious–-a well made, simple bowl; a warm fur cloak that fits exceptionally well–-rarely leaves them at odds with those around them.

Physical description: Pygmies are tiny and stout. The average male stands about 19 inches tall and weighs 20 pounds. Females tend to be slightly shorter, but are built every bit as heavy inch-for-inch. Pygmies are muscular and have stubby legs and long, ape like arms with fingertips reaching to about their knees. All pygmies are about as hairy as the worst among human males, but possesses no pronounced scalp or beard. Rare pygmies (97-99 on d%) possess coarse fur rather than sparse hair, even rarer still is one that is completely covered with fine, soft fur(00). Regardless of the nature of this fur, it is hailed as a good omen and considered a sign of striking beauty among pygmies. Pygmies favor simple, functional clothes and are rarely seen wearing more than is necessary for the weather and what they are doing. While civilized pygmies adopt the more modest tendencies of their adopted culture, tribal pygmies will often wear nothing at all when the weather is favorable. Pygmies mature fast, reaching adulthood by age 10, and age about as quickly as half orcs upon maturation living up to 75 years old

Relations: Pygmy culture does not get along with other cultures, but wandering druids and rangers are accepted with a noticeable amount of suspicion. Those that leave (or are kicked out of) the pygmy tribe may find their way to more civilized lands if they survive. Those that adopt civilized culture find that they can get along well with the half-orc’s personality and share the gnome’s love of the natural world.

Alignment: Pygmies are almost universally chaotic aligned and slightly favor neutrality over good or evil.

Pygmy lands: Pygmy lands are deep in tropical forests, far from the settlements of other humanoids. Encroachment by other cultures is met with either a full retreat or by a marching pygmy war band, there is no middle ground for negotiation.

Religion: Most pygmies revere nature the way a druid does, and indeed many pygmy shamans are druids. Those that are not are often spirit shamans or clerics of Ehlonna or Obad-Hai.

Names: Pygmy names always mean something. It can be anything from a simple noun, verb, or adjective such as Tree, Leap, or Windy up to a brief description such as Walks on Knuckles. Because the name is the meaning and not the sound, a pygmy will always translate his name to whatever language he is speaking without even a thought. A pygmy’s name may often change according to what those who know him best will call him. Civilized pygmies often feel the brunt of this as they are often given cruel, derogatory names such as Monkey Boy, Shin Bruiser, or worse.

Adventurers: Pygmies rarely abandon their tribes for a life of adventure, those that do are never able to return, finding themselves ostracized or even considered tainted with ill-fortune. Pygmies who are ejected from their tribes for other reasons are equally drawn to adventuring or existence as hermits, but most simply refuse to hunt or eat until they die of starvation
WinterPsionic

03-29-07, 11:56 AM
First postin on these boards opens the material up to be "PEACH"'d w/o labeling it.

Secondly I've never believed in playing a race smaller then small so I'm a bit biased but the race seems like it's kinda weak, if they are strong for their size maybe give them "Powerful Build"?

otherwise in general flavor and design it's pretty nice.
feraltibbit

03-29-07, 12:43 PM
Good point...
feraltibbit

03-29-07, 12:46 PM
I like it.
MightyPotamus

03-29-07, 01:02 PM
I was actually worried about them being too powerful. I play-tested against humans as both rangers and barbarians using identical stat rolls in a purely melee scenario. The Pygmy won by no small margin either time, so I (grudgingly) added the CON penalty.

I also looked at spellcasting too, the INT and CHA nerfs hurt but in a world of touch attacks, +2 hit /AC for size and +6 DEX means a lot more hitting than getting hit.
Grod_The_Giant

04-04-07, 03:42 PM
druid. Pigmy Druid would be scary.

"Hello, little fellow!"
"DON'T CALL ME LITTLE!!" *wildshape into T-Rex*
"AAAAAAAAHHHHHHHHHHH!!!!!!!!!"
Captain_Kobold

04-04-07, 04:03 PM
What sort of level adjustment were you thinking of? (Couldn't find one on the description.)
Voldar_Mecorthio

04-16-07, 09:44 PM
No LA needed. It's fine. Quite funny too, I like midgets of doom.
YabaTheWhat

04-17-07, 08:42 AM
Pygmy Racial Traits

*-2 Strength, +6 Dexterity, -2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma [-3+15+6h-3-3+4-3 = 13 FP]

*Tiny [0 FP (includes lost reach)]

*Pygmy base land speed is 15 feet (10 feet in med+ armor). Pygmies may not make a full run with both hands full. [-0.5 FP (for inhibited run)]

*Pygmies have a climb speed of 15 feet. [6 FP] Pygmies have a racial bonus of +8 on Balance and climb checks. [4x2 = 8 FP (or 4FP, see below)]They may choose to take 10 on climb checks, even when rushed or threatened. They use their dexterity modifier instead of their strength for climb checks. Any modifier to base land speed also affects climb speed.

*Low light vision [1 FP]

*Weapon familiarity: longbows and shortbows are considered simple weapons, and all crossbows are considered exotic weapons. Shotput and greatspear are considered martial weapons. [0.5x4 - 0.25x2x2 = 1 FP]

*Hunter(Su):+1 racial bonus on weapon damage rolls against animals. Pygmies are natural hunters and just seem to know where to strike an animal for better effect. [0.25 FP]

*Tree sleeper(Ex): pygmies always automatically take 10 on balance checks while asleep, but only may take 10 on such checks while asleep. [0.25 FP (inconsequential)]

*Scent(Ex) [6 FP (default range)]

*+2 racial bonus to spot and listen checks. [2 FP]

*+2 racial bonus on any craft check made using only natural materials. [0.5x2 = 1 FP (partial skill group)]

*-2 racial penalty on all knowledge checks except knowledge (nature). Even among the dull-minded, pygmies are slow to remember facts and trivia. [-1 FP]

*Automatic language: Pyg. [0 FP]

*Spell-Like abilities(Su): 1/day– calm animal (wild animals only) [3 FP]
-Pygmies with a wisdom score of 13 or higher may cast remove disease 1/month [1 FP (dramatically reduced cost for infrequency of reuse)]
-Pygmies with a charisma score of 11 or higher may call a wild animal of 2 or fewer HD every 1d6 hours. The animal is a normal animal native to the local environment, chosen randomly by the DM. It may be as fierce as a wolf or non-threatening as a sparrow or mouse. This animal will assist the pygmy with one simple task such as “attack this creature,” or “find food” to the best of it’s ability and intelligence for a number of rounds equal to one half of the pygmies HD. At the end of the duration or as soon as the task is complete the enchantment is broken and the animal wanders off in a random, appropriate direction even if there are similar tasks left to complete. This ability functions as an Enchantment (compulsion) [mind -affecting] spell of the 2nd level. The pygmy cannot target this ability and it will never affect an animal that the pygmy can see [4x4/2 = 8 FP (see below)]

*Favored class: Ranger. [0 FP] From the description, the +8 racial bonus to climb and balance comes in addition to the +8 climb bonus awarded by the climb speed itself. If this is not the case, and the race receives only a single +8 climb bonus, then use 4 FP instead of 8 FP, and reduce the total (below) accordingly.

The race has a limited ability to use Summon Nature's Ally I as a spell-like ability. They can use the ability up to 16 times per day (in excess of the 6/day use-at-will multiplier) with the right rolls, though statistically they'd only get to use it 3-4 times per day. The uses themselves are also somewhat restricted.

Total = 49 FP, LA+2 underpowered (or 45 FP, LA+1 overpowered).

Their dexterity bonus is their biggest asset. Combined with their size, they'll have +5 to hit and +5 to AC, making them obsurdly powerful sneak attack rogues. While they'd need a reach weapon (probably a polearm) to flank, they'd have a fairly easy time getting into position, surprising opponents, etc.

As a side note, "Hunter" sounds like an EX ability, not SU.
Seldriss

04-17-07, 09:21 AM
When i think about pygmies, i think about the little critters in Kurast jungle, in Diablo II, basically the same ones than in The Return of the Mummy :D

But you can get close to these with a wild halfling. Nasty and scary little buggers...
MightyPotamus

04-17-07, 10:19 AM
First off, thanks for the input.:)

All climbing abilities (racial bonus, take 10) are part of having a climb speed.:P

Hunter should have been have been ex, not su. It will be changed

The animal calling ability was mostly added as flavor and only meant to be as useful as the DM sees fit at the moment (kinda like a more spectacular way to fudge his dice rolls.) The biggest world shaker to this abilty is that there's always some sort of mouse-like creature to call, and the DM is free to use it at his whim. The fact that it requires the animal to be present actually makes it more similar to charm animal than SNA:I That said, it was a bit mis-structured. I'm changing it to every 1d6+4 hours and making it equivalent to a first level spell. It also should be changed from (compulsion) to (charm)

The Dex adjustment is actually on the low end for a creature of its size (much like a human or halfling.) I also figured that since most who rely heavily on Dex over Str also like to be able to rely on wits, the mental penalties would be an effective counter.

I'm making these changes to the origional post.

Edit: What the heck is an FP and wouldn't the low speed and loss of common as even a bonus language be considered losses?
YabaTheWhat

04-17-07, 10:55 AM
First off, thanks for the input.:)

All climbing abilities (racial bonus, take 10) are part of having a climb speed.:P Be sure to state that explicitly. Otherwise it will count as a second +8 bonus on top of the standard climb speed bonus. This is partially because you list the climb and balance bonuses together, and partially because you list them as racial bonuses (which the climb speed bonus is not). The Dex adjustment is actually on the low end for a creature of its size (much like a human or halfling.) I also figured that since most who rely heavily on Dex over Str also like to be able to rely on wits, the mental penalties would be an effective counter. Whether it's standard for the size is irrelevant. The bonus is still a large bonus. Take one of these guys, with LA+1 (since that's where they'll end up after your corrections), give it 6 rogue class levels (or 5 rogue 1 ranger), and compare to a 7th-level halfling rogue. The pygmy burns either one class level for a level of ranger (martial weapon proficiencies and a few handy feats), or takes a martial weapon proficiency feat for his polearm of choice, overcoming the reach shortage. Let's say he takes the class level. That makes him a Pygmy rogue 5 / ranger 1, vs a halfling rogue 7.

The pygmy will have a better reflex save (tying into evasion) despite the lost level. He'll have an easier time dealing sneak attack damage, though his damage per hit (sneak attack or otherwise) is only 3/4 that of the halfling. Despite being behind on rogue skills, the pygmy's primary skills will be as high as, or slightly higher than, those of the halfling, and his hide skill will be significantly better. The pygmy will have a few less hitpoints, but a better AC. The pygmy's jump penalty will be -9, vs the halfling's overall -4, but the pygmy can climb flawlessly in most situations, far outstripping the halfling's climb bonus.

Overall, the pygmy rogue with LA+1 will rival a halfling rogue rather effectively, even if it doesn't use its animal handling abilities.
____________

Also, in my original calculations, I forgot to include the climb ability using dexterity instead of strength. This supplies an additional +4 skill bonus (actually more in practice, because anyone playing a pygmy would put a high score in dexterity), but I only count the explicit difference) for 2 FP.