Converting 4E Races To Pathfinder


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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bwang wrote:
Ronin84 wrote:
Ok another request...Changelings? I've looked at the straight conversion from Eberron but something seemed missing.
I use them straight with the proviso they have a floating bonus that allows them to 'boost' any Stat a Race has a fixed bonus in. Maybe a second feat or so to simulate another Stat. I'm planning feats to allow the simulation of racial features...to a point, not spell like abilities. Hmmmm..., well maybe to similar casters.

I would suggest that the Changeling stat bonus be like the Human, a +2 chosen to any one stat at first level and locked. Remmember the Changeling is not a full shapechanger, merely a humanoid with a built-in disguise ability and adept at social manipulation. It's not like they can shapeshift thier class. :) It's a more consistent approach that will avoid a lot of bookshifting.

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Seldriss wrote:
I know that's the way they are stated in 4th edition, but considering undead have no Constitution score, I find non consistent to give Revenants a Con bonus.

The way that I handle revenants is that they aren't undead. Thy are the result of a diety level version of Reincarnation, and as such are not tied to the same rules as undead. For example, the are not affected by turning, heal from positive energy, etc. he thing to remember here is that the Raven Queen is the goddess of death, not goddess of the dead. Therefore, at least in my mind, her messangers and agentwould be living beings. To me a revenant is no more undead then a tiefling is a devil or an aasimir is an angel.

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Elf Racial Traits
+2 Dexterity, +2 Wisdom, -2 Constitution: Elves are nimble and observant but their frame is frail.
Medium: Elves are medium creatures and have no bonuses or penalties due to size.
Fast Speed: Base speed for an elf is 35 ft.
Low-light Vsion: Elves can see twice as far as humans in poor light.
Alertness: Elves get a +2 racial bonus to Knowledge (Nature) and Perception checks.
Fey Bood: Elves count as Fey and Humanoids for the purpose of effects that target type.
Group Awareness: All allies of an elf character within 20 ft get a +1 bonus to Perception checks.
Wild Step: An elf may move through any sort of natural undergrowth such as vines or thorns at full speed without getting tripped up or taking damage. Magically created obstacles, such as Entangle spells, affect them normally.
Weapon Familiarity: Elves are proficent with longbows and shortbows.
Languages: Elves begin play speaking Common and Elven. Elves with high Intlligence scores can choose from the following: Draconic, Dwarven, Gnome, Halfling, and Sylvan.

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Okay I looked at the PHB 3 today and I have to admit that I am not sure how I am going to convert the shardmind and the wilden to PFRPG. Maybe after I buy it on Tuesday and can spend some time sitting down with them I will feel differently, but for right now, I have not got a clue.

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Updated since looking at PHB 3

Minotaur Racial Traits
+2 Strength, 2 Constitution, -2 Inteligence: Minotaur ar powerful and hearty, but uneducated.
Medium: Minotaur are medium sized creatures and have no bonuses or penalties due to size.
Normal Speed: Base speed for a minotaur is 30 ft.
Ferocity: Once per day, if a minotaur ight below 0 hit points it may continue to act for one more round before falling unconcious. If it is not brought back to above 0 hit points by that time it falls unconcious.
Horns: Minotaur have horns which can be used as natural weapons. he horns inflict 1d6+ their strength modifier damge and do not provoke attacks of opportunity.
Reckless Charge: When charging minotaur get a +2 armor class bonus to attacks of opportunity that they provoke.
Tenacity: Minotaur get Toughness as a bonus feat.
Languages: Minotaur begin play speaking Common. Minotaur with high Intelligence scores can choose from the following: Drconic, Dwarven, Elven, Goblin, Gnome, Hafling, and Orc.


I know what's a wildren from previous edition, but what is a shardmind? A new psionic race?

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Seldriss wrote:


I am not really fond of the Raven's Queen blessing, as it cheats on the Cha penalty.

It does, but on a very limited basis. It is actually a direct lift from the new tiefling traits in the bestiary.

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Seldriss wrote:
I know what's a wildren from previous edition, but what is a shardmind? A new psionic race?

It is a new psionic race. Basically it is a race of living crystal held together by shear willpower. It can turn it's body into a swarm of crystals and teleport as an encounter ability, something that may nat translate well to Pathfinder.


David Fryer wrote:
It is a new psionic race. Basically it is a race of living crystal held together by shear willpower. It can turn it's body into a swarm of crystals and teleport as an encounter ability, something that may nat translate well to Pathfinder.

It could be turned into an alternative to the warforged, as a living construct, animated by a mind infused or trapped in a dragonshard or a psionic crystal...

Or... as an alternative of the Raggamoffin, a collective of psionic crystals...

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Oh, I can think of all kinds of ways to use them as monsters. I just can't think of how to make them a playable race.


David Fryer wrote:
Oh, I can think of all kinds of ways to use them as monsters. I just can't think of how to make them a playable race.

Their teleport ability could just be translated as a move bonus. Or allow them to Dim Door like a Monk, just severely limit it at 1st level.


David Fryer wrote:
Oh, I can think of all kinds of ways to use them as monsters. I just can't think of how to make them a playable race.

Hmmm...I have an encounter 'race' from 30 years ago. I've been trying to update it, but am still not happy with it. Some of the bits I've lifted from others' work, and some are from the original encounter under '3 little white books' rules. The 'race' were originally animated collections of treasure, able to use their component parts in combat. Unfortunately for the players, most of the bulk of the body are spent wands, empty potion bottles, ruined spellbooks, etc., usable only as refills, etc. Currently, one of my Sorcerers has one as a cohort fighter. It has animated and bonded with a suit of Necromantic 'Bone' armor, carries a flail of demon skulls and behaves like a dimwitted Data from ST:NG. Every evil type tries in vain to steal it from her and the party Cleric keeps 'forgetting' that its not a real skeleton.

H Racial Traits
-2 Str, -2 Dex, -2 Con, -2 Int, -4 Wis, -4 Cha. H are pitiful at best.
Construct (living construct subtype) As Living Construct, H follow all rules for such, except as modified here.
Small sized at creation (level 1), Medium upon ‘maturity’
H base land speed is 20 ft.
Spell resistance: 10 + character level
Fortification: It is very hard to target vitals, due to the magical forces that sustain a H. When a critical hit or sneak attack is scored on the H, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Absorb spells: Every time a H negates a spell with his SR, he may heal 1 hp per spell level or gain D6 spell points per spell level.
Magical Core: Only one item in the collection of items that makes up the Herak'n'Kan holds its true life. This gives it 25% resistance to all Sneak Attacks and DR 5/-. Further, it stabilizes automatically if below 0.
Magic Health: If a H is caught in an Antimagic Field or in a dead magic zone, he loses 1d6 hp per minute (10 rounds).
Treat Grapples with a H as normal, but the H gets a Reflex save to avoid any and all negative effects, other than damage.
-2 penalty to Handle Animal, Diplomacy and Sense Motive (except against constructs): they do not understand living beings well and their alien minds make communication difficult.
It may store a Small or Tiny magical weapon within it’s body, once it has bonded.
Bonus feat: Attune Magic Weapon (ECS).
Amorphous body: +10 to Escape Artist checks.


I love this thread and the work you have been doing on it, David Fryer. Keep up the great work! :)

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Half-Elf Racial Traits
+2 Constitution, +2 Charisma, -2 Wisdom: Half-elves are healthy and chaming but are prone to rash actions.
Medium: Half-elves are medium sized creatures and have no bonuses or penalties due to size. Normal Speed: Base speed for a half-elf is 30 feet.
Low-light Vision: Half-elves can see twice as far as humans in poor lighting conditions.
Dual Heritage: Half-elves count as elves and humans for the purposes of all effects.
Dilliante: Half-elf characters may select one skill that is not normally a class skill for them. This skill is now a class skill for that character.
Diplomat: Half-elves gain a +2 racial bonus to Diplomacy and Sense Motive checks.
Group Diplomacy: Allies within 50 feet of a half-elf get a +1 bonus to Diplomacy checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnome, Halfling, and Orc.

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Half-Orc Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligece: Half-orcs are strong and agile but they are more primative then humans.
Medium: Half-orcs are medium creatures and get no bonuses or penalties due to size.
Normal Speed: Base speed for a half-orc is 30 feet.
Low-light Vision: Half-orcs can see twice as far as humans in poor light.
Furious Assault: Half-orcs get Power Attack as a bonus feat.
Half orc Resilience: Half-orcs get a +1 bonus to Fortitude saving throws.
Mixed Blood: Half-orcs count as humans and orcs for the purpose of all effects.
Swift Charge: When charging, half-orcs can move an extra 10 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Gnome, and Halfling.

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Halfling Racial Traits
+2 Dexterity, +2 Carisma, -2 Strength: Halflings are acrobatic and open minded, but physically weak.
Small: Halflings are a small race and recieve a +1 bonus to AC and attack rolls, a + 4 bonus to Stealth checks, and a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense.
Normal Speed: Base Speed for a Halfling is 30 feet.
Bold: Halflings get a +2 bonus to saving throws against Fear.
Languages: Halflings begin play speaking Common and halfling. Halflings with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, and Gnome.

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Shardmind Racial Traits
+2 Intelligence, +2 Wisdom, -2 Dexterity: Shardminds are smart and intuative, but their crystal bodies slow their reactions.
Medium: Shardminds are medium creatures ad get no special bonuses or penalties due to size.
Normal Speed: Base speed for a shardmind is 30 feet.
Outsider traits: Shardminds are conisdered an Outsider with the Native subtype for the purpose of effects that target type.
Crystaline Body: Shardminds do not need to eat, drink, sleep, or breath. They never suffer the effects of hungar, thirst, exhustian, or suffication. Sharmind spellcasters still need to rest eight hours to prepare their spells.
Shard Swarm: as a full round action a number of times per day equal to the Constitution score, a shardmind can disolve into a swarm of crystals and reform in any unoccupied area within 10 feet. This does not provoke an Attack of Opportunity.
Languages: Shardminds begin play speaking Common and Undercommon. Shardminds with a high Intelligence scores can select any language, except secret languages.

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Ronin84 wrote:
Ok another request...Changelings? I've looked at the straight conversion from Eberron but something seemed missing.

Ask and ye shall, eventually, recieve.

Changeling Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution: Changelings are agile and charming but their mutable form makes them more frail then others.
Medium: Changelings are medium size creatures and have no special bonuses or penalties due to size.
Normal Speed: Base speed for a changeling is 30 feet.
Shapeshifter: Changelings are humanoids with the Shapechanger subtype.
Fluid Mind: Changelings get a +2 bonus to saving throws against mind altering effects.
Minor Shape Chage: Changelings can alter their apperance as if under the effects of an Alter Self spell except that the effect lasts as long as the changeling wishes it too.
Languages: Changelings begin play speaking Common. Changelings with a high Intelligence scrore can choose any language except secret languages.


David Fryer wrote:

Halfling Racial Traits

+2 Dexterity, +2 Carisma, -2 Strength: Halflings are acrobatic and open minded, but physically weak.
Small: Halflings are a small race and recieve a +1 bonus to AC and attack rolls, a + 4 bonus to Stealth checks, and a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense.
Normal Speed: Base Speed for a Halfling is 30 feet.
Bold: Halflings get a +2 bonus to saving throws against Fear.
Languages: Halflings begin play speaking Common and halfling. Halflings with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, and Gnome.

Hmm, this halfling seems a bit off compared to PF's Halfling and 4.0's Halfling.

I think that at least adding a +2 dodge bonus to AC against attacks of opportunity or allowing them to move 3/4 speed in a tumble would be fitting things to add.


My idea for Pathfinder Dragonborn.
+2 strength, +2 charisma, -2 wisdom: Dragonborn are strong and charismatic but easily stirred to action.
Low light vision
Knowledge: history +2, Intimidate +2
Energy resistance 10 (as dragon type)
Spit energy (as dragon type) 3/day 1d6+con damage, 20' ranged touch, single target, Ref DC 10+1/2HD+Con modifier for half.

Comments?


OR maybe this one.
+2 str, +2 cha
low light vision
know: history +2, intimidate +2
breath weapon 1/d (since the half dragon template is based on racial hd i dont think this is an issue. and pc's can always take dragon feats from races of the dragon if they want to improve it)
energy resistance 5+1/HD max 15

auto language draconic
dragon blooded (for feats, items, etc.)


David Fryer wrote:

Shifter, Razorclaw

+2 Dexterity, +2 Wisdom, -2 Strength: Razorclaw shifters are agile and intuative, but not as powerful as others.
Medium: Razorclaw shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a razorclaw Shifter is 30 feet.
Low-light Vision: Razorclaw shifters can see twice as far in poor lighting as humans can.
Nimble: Acrobatics and Stealth are always class skills for a razorclaw shifter.
Shifting: 3 times per day as a minor action, a razorclaw shifter gains a +1 bonus to AC and Reflex saving throws and move +10 feet per round for a number of rounds equal to 2 plus her Constitution modifer.
Languages: Razorclaw shifters begin play speaking Common. Razorclaw shifters can choose from the following: Dwarven, Elven, Gnome, Halfling, Orc, and Sylvan.

Question, Climb and Run for class skills? Am I reading that right? Should it be something different than run?

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Ronin84 wrote:
David Fryer wrote:

Shifter, Razorclaw

+2 Dexterity, +2 Wisdom, -2 Strength: Razorclaw shifters are agile and intuative, but not as powerful as others.
Medium: Razorclaw shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a razorclaw Shifter is 30 feet.
Low-light Vision: Razorclaw shifters can see twice as far in poor lighting as humans can.
Nimble: Acrobatics and Stealth are always class skills for a razorclaw shifter.
Shifting: 3 times per day as a minor action, a razorclaw shifter gains a +1 bonus to AC and Reflex saving throws and move +10 feet per round for a number of rounds equal to 2 plus her Constitution modifer.
Languages: Razorclaw shifters begin play speaking Common. Razorclaw shifters can choose from the following: Dwarven, Elven, Gnome, Halfling, Orc, and Sylvan.
Question, Climb and Run for class skills? Am I reading that right? Should it be something different than run?

Yep, it should have been Acrobatics and Climb.


David Fryer wrote:
Ronin84 wrote:
David Fryer wrote:

Shifter, Razorclaw

+2 Dexterity, +2 Wisdom, -2 Strength: Razorclaw shifters are agile and intuative, but not as powerful as others.
Medium: Razorclaw shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a razorclaw Shifter is 30 feet.
Low-light Vision: Razorclaw shifters can see twice as far in poor lighting as humans can.
Nimble: Acrobatics and Stealth are always class skills for a razorclaw shifter.
Shifting: 3 times per day as a minor action, a razorclaw shifter gains a +1 bonus to AC and Reflex saving throws and move +10 feet per round for a number of rounds equal to 2 plus her Constitution modifer.
Languages: Razorclaw shifters begin play speaking Common. Razorclaw shifters can choose from the following: Dwarven, Elven, Gnome, Halfling, Orc, and Sylvan.
Question, Climb and Run for class skills? Am I reading that right? Should it be something different than run?
Yep, it should have been Acrobatics and Climb.

Thanks I quoted the wrong shifter but you got it! Thanks again!!


David Fryer wrote:

Eladrin Racial Traits

+2 Dexterity, +2 Intelligence, -2 Constitution: Eladrin are quick and smart, but they are physically frail.
Medium: Eladrin are medium creatures and have no special bonuses or penalties due to sze.
Normal Speed: Base Speed for an eladrin is 30 feet.
Low-light Vision: Eladrin can see twice as far in poor lighting as a human can.
Eladrin Will: Eladrin get a +1 bonus to their Willpower saving throws. In addition they get a +2 bonus to saves to resist enchantment effects.
Fey Blood: Eladrin count as Fey for the purposes of effects that target Type.
Fey Step: Three times per day as a move action, eladrin can teleport up to 25 feet away.
Weapon Familiarity: Eladrin are proficent with longswords.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnome, Halfling, Orc, and Sylvan.

Do you think that the fey step should be Three + stat bonus times per day as a move action, eladrin can teleport up to 25 feet away. were the stat bonus is base no a non-modified con


David Fryer wrote:
I have embarked on a quest, to convert the races from Fourth Edition to Pathfinder. I hope you enjoy my work.

I have enjoyed your work and find it very useful, and I have a question for you.

For the dragonborn entry, would any changes be needed to make it balanced/in line with regards to the seven core PFRPG races?

I am interested in adding Dragonborn as a playable race in my PF campaign, and your conversion is the best I have seen so far. :)

George

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George Velez wrote:
David Fryer wrote:
I have embarked on a quest, to convert the races from Fourth Edition to Pathfinder. I hope you enjoy my work.

I have enjoyed your work and find it very useful, and I have a question for you.

For the dragonborn entry, would any changes be needed to make it balanced/in line with regards to the seven core PFRPG races?

I am interested in adding Dragonborn as a playable race in my PF campaign, and your conversion is the best I have seen so far. :)

George

I haven't run ainto any problems integrating it with the standard core races. I used the 3.5 dragonborn as a starting point, so it is mostly balanced as a +0 LA race.


David Fryer wrote:
I haven't run ainto any problems integrating it with the standard core races. I used the 3.5 dragonborn as a starting point, so it is mostly balanced as a +0 LA race.

I will give it a try then, thanks.

George


David,

Something just came up while I was converting all of our 4E PCs to pathfinder rules (my DM just changed the rule sets and I am helping him convert the party).

There are differences in the ages groups of the core races of 4E with their PF versions. Have you worked on making 4E races (like Dragonborn and Eladrin)have similar age categories as the core PF races?

All the age ranges given in the 4E PHB1 are based on a "human equivalent" and a lot shorter then what the PF core races have. Any suggestions?

George

Silver Crusade

George Velez wrote:

David,

Something just came up while I was converting all of our 4E PCs to pathfinder rules (my DM just changed the rule sets and I am helping him convert the party).

There are differences in the ages groups of the core races of 4E with their PF versions. Have you worked on making 4E races (like Dragonborn and Eladrin)have similar age categories as the core PF races?

All the age ranges given in the 4E PHB1 are based on a "human equivalent" and a lot shorter then what the PF core races have. Any suggestions?

George

This completely is a flavor thing. For a 4E conversion, I'd say use the 4E age ranges. It keeps in line with the philosophy of "convert them all". I like the new, younger 4E age scale. It keeps players from questioning why older races don't have more skills or naturally higher Wisdom.

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Shadewest wrote:
George Velez wrote:

David,

Something just came up while I was converting all of our 4E PCs to pathfinder rules (my DM just changed the rule sets and I am helping him convert the party).

There are differences in the ages groups of the core races of 4E with their PF versions. Have you worked on making 4E races (like Dragonborn and Eladrin)have similar age categories as the core PF races?

All the age ranges given in the 4E PHB1 are based on a "human equivalent" and a lot shorter then what the PF core races have. Any suggestions?

George

This completely is a flavor thing. For a 4E conversion, I'd say use the 4E age ranges. It keeps in line with the philosophy of "convert them all". I like the new, younger 4E age scale. It keeps players from questioning why older races don't have more skills or naturally higher Wisdom.

I agree with this. the ages that they advance into different catagories is purely a flavor thing so use whichever your goup is most comfortable with.


Any chance of us getting Drow character stats up soon? As much as I love the 3.5 version, the LA +2 sucks, lol.


Was just reading over these, and well..... almost all can be found in 3.5 or PF equivalents. What's brought about the retooling of all the races?

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James Badore 791 wrote:
Was just reading over these, and well..... almost all can be found in 3.5 or PF equivalents. What's brought about the retooling of all the races?

The goal here was to present them similar to how they have been retooled for 4E. Many of the races are very different in 4E than they are in 3.5 or Pathfinder and the idea was to present them in that way as an alternative for people who wanted to use them that way.


Quote:
I agree with this. the ages that they advance into different catagories is purely a flavor thing so use whichever your goup is most comfortable with.

I prefer the "older" ages from the PF core rules. Yet the Dragonborn ages are in the "younger" group.

Does Races of Dragons have an age group table that can be used for PF Dragonborn, and if so can you post them?

If not, any suggestions on age categories for PF Dragonborn vs their core races counterparts?


David Fryer wrote:

Dragonborn Racial Traits

+2 Strength, +2 Charisma, -2 Dexterity: Dragonborn are powerful and regal, but somewhat clumsy.
Medium: Dragonborn are medium creatures and have no bonuses or penalties from size.
Normal Speed: Base speed for a Dragonborn is 30 feet.
Breath Weapon: Dragonborn can use a breath weapon three times per day. The breath weapon is a line with a range of 5 feet plus 5 feet per Hit Die, to a maximum of 100 feet. It inflicts 1d6 damage plus 1d6 per 3 HD the Dragonborn possesses. This damage may be acid, cold, electricity, or fire; the specific type is chosen at creation and cannot be changed afterward.
Draconic Heratige: Dragonborn count as Dragons for the purposes of effects that target Type.
Educated: Dragonborn get a +2 racial bonus to Knowledge (History) checks.
Frightful Presence: Dragonborn get a +2 bonus to Intimidate checks.
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelliegence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

I was actually looking to convert Dragonborn into something to use for my Dragonstar Reloaded website. thought they would be a better race for players rather than allowing half-dragons. Might rename them. Leaning heavily to Drakon. Yes there was a 2e Spelljammer race called that. I really like what you have done for this so I may use it.


These are very good, are you going to be convert all the 4e races? Great job keep it up!


You're awesome, sir.

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Lrdpanther wrote:
These are very good, are you going to be convert all the 4e races? Great job keep it up!

No, I think I am done for now. This was a project that I started while I was unemployed to give me something to do. Now I am in law school and have a lot less free time available.


David Fryer wrote:
No, I think I am done for now.

NOOOOO! The only reason I started buying 4E books again was to get the fluff to go with your conversions!

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Bwang wrote:
David Fryer wrote:
No, I think I am done for now.
NOOOOO! The only reason I started buying 4E books again was to get the fluff to go with your conversions!

I apologize. Maybe I can knock out another two in March during Spring Break. Let me know which ones you are really interested in. I know more than a few people have expressed interest in the Drow. I will try and work on that.


Could you do one more? I would love to see your Warforged.

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Warforged seem straightforward enough so I will give them a shot right now.

Warforged Racial Traits
+2 Strength, +2 Constitution, -2 Charisma; Warforged are strong and hearty, but lack the social graces others take for granted.
Medium: Warforged are medium sized creatures. They receive no bonuses or penalties due to size.
Normal Speed: Base speed for warforged is 30 ft.
Living Construct: Warforged do not need to eat, drink, sleep, or breath. They never suffer the effects of hunger, thirst, exhaustion, or suffocation. Warforged spellcasters still need to rest eight hours to prepare their spells. Warforged do not suffer the effects of nonlethal damage.
Armored Hide: Warforged gain a +2 natural armor bonus to their AC.
Unnatural: Warforged gain a +2 bonus to Intimidation skill checks.
Warforged Resolve: Unlike other beings Warforged do not fall unconcious when reduced to 0 hit points. Instead they can continue to act as normal each round, but lose 2 hit points per round in doing so. Warforged that reach their negative Constitution score lapse into a sort of coma but do not die. Instead they simply shutdown until they are repaired and their hit points are back above 0.
Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can learn any language except secret languages.

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What do you think of adding the recharge mechanic in PF? Maybe as a feat, like for Dragon Born, Unending Breath (Their Breathe Weapon recharges on a 5 or 6?)

I have always hated some of the limitations to the iconic abilities.


I would love to see all the most up to date versions compiled in one post or website. This work is great and I'd love to be able to direct my players to the racial templates without them telling me that they want to play an earlier version of *blah*.


Any chance I can talk someone into creating Hero Lab files for these races? I'm terrible at it (especially things like Dragonborn breath weapon) but would be very appreciative to anyone willing to make a few files.

Thanks
Chris

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