Homebrew Races


Homebrew and House Rules


Let me begin by saying that these races are not intended to be balanced with core Pathfinder races. They are intended to be played by my group, which isn't very large. We generally play 30-pt. buy, so we're used to playing powerful characters. Our groups usually consist of two or three players, so this has never really been an issue (with action economy and all).

That said, these races are intended to be balanced (though not perfectly) with one another (as they will be the "core" races in this world; they will not be played alongside Pathfinder's races). Please comment on them and tell me what you think.

Humans:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Multi-Talented: Humans select two favored classes at first level.
Skilled: Humans receive a +2 racial bonus on one skill of their choice. Further, they receive an additional skill rank at each level.

Dwarves:
+2 Constitution, +2 Wisdom, and –2 Charisma: Dwarves are both tough and wise, but often brash and offensive.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Additionally, for purposes of carrying capacity dwarves treat their Strength score as 2 higher than normal.
Darkvision: Dwarves can see in the dark out to 60 feet.
Grudge: Dwarves receive a +1 bonus on attack and damage rolls against any foe who has dealt them damage in combat.
Craftsman: Dwarves receive a +2 racial bonus on Craft skill checks involving metal, stone or wood.
Last Stand: Once per day, when a dwarf is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. During this round he deals additional damage in melee combat equal to his negative hit points. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus on their Combat Maneuver Defense when resisting bull rush, overrun and trip attempts while standing on firm ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxe, maul, waraxe and warhammer.

Gnomes:
+2 Constitution, +2 Charisma, and –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are 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.
Slow: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of poor illumination.
Arcane Intellect: Gnomes treat their Intelligence score as 2 higher than it actually is for purposes of determining spells per day. Further, spell preparation takes half as much time as normal for a gnome.
Gnomish Magic: Gnomes add a +1 to the DC of any arcane spells that they cast. Additionally, a gnome with a Charisma of 12 or higher gain the following spell-like abilities (If the gnome is an arcane spellcaster, these spells are instead added to the list of cantrips he knows):
- 1/day (each) dancing lights, ghost sound, and message. The caster level for these effects is equal to the gnomes’s level.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus a Craft, Knowledge or Profession skill of their choice.
Underfoot: Gnomes receive a +4 dodge bonus against creatures of the giant subtype. Further, they receive a +1 on attack rolls against such creatures. Gnomes also receive a +2 racial bonus on Escape Artist checks; this is always a class skill for a gnome.

Nord:
+2 Strength, +2 Charisma, and –2 Dexterity: Nord are strong and noble, but their size often slows them down.
Medium: Nord are Medium creatures, though they possess several distinctions (see: Hulking Frame, Powerful Build).
Normal Speed: Nord have a base speed of 30 feet.
Ancient Enmity: Nord receive a +1 bonus on attack and damage rolls against creatures of the orc and dragon subtypes.
Cold Resistant: Nord have cold resistance 5, and receive a +2 bonus on saving throws against cold effects. Further, they do not suffer penalties for cold conditions until 40 degrees lower than normal.
Hulking Frame: Nord are treated as one size category larger for purposes of squeezing, thus they cannot enter small spaces like other medium creatures.
Powerful Build: The physical stature of the Nord let them function in many ways as if they were one size category larger. Whenever a Nord is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Nord is treated as one size larger if doing so is advantageous to him. Further, the Nord are considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. Finally, the Nord can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Weapon Familiarity: Nord are proficient with the handaxe, longsword, greatsword, and throwing axe.

Sylvari:
+2 Dexterity, +2 Wisdom, and –2 Charisma: Sylvari are wise and agile, but their reclusive ways often alienate them from others.
Medium: Sylvari are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylvari have a base speed of 30 feet.
Low-Light Vision: Sylvari can see twice as far as humans in conditions of poor illumination.
Humanoid Plant: While technically plants, the sylvari has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.
Ageless: Sylvari do not age, thus can never die of old age. Further, they do not suffer penalties to their physical ability scores for aging.
Keen Senses: Sylvari receive a +2 racial bonus on Perception skill checks.
Sylvan Magic: Sylvari add a +1 to the DC of any druid spells that they cast. Additionally, sylvari with a Wisdom of 12 or higher gain the following spell-like abilities:
- 1/day (each) detect animals or plants, pass without a trace, and speak with plants. The caster level for these effects is equal to the sylvari’s level.
Trance: Sylvari must rest for 4 hours each night, during which they enter a trance-like state. They suffer no penalty on Perception rolls made to notice danger while resting in this way, as they are not truly asleep and remain alert to their surroundings.
Warden of the Grove: Sylvari receive a +2 racial bonus on Knowledge (Nature) checks; this is always considered a class skill for sylvari.


Personally, I'd change the Sylvari's Trance quality to something resembling photosynthesis; requiring sunlight, remaining aware while resting, sunbathing in lieu of eating, and so on.


Necromancer wrote:
Personally, I'd change the Sylvari's Trance quality to something resembling photosynthesis; requiring sunlight, remaining aware while resting, sunbathing in lieu of eating, and so on.

That was along the lines of what I intended. The idea was that they soak up sunlight during the day and rest (conserving energy) at night. I could change it so that it can be performed only in a sunlit area instead. I like both ideas, haha.

Perhaps I will also add a penalty for a Sylvari character who does not trance at least once a day -- fatigue/exhaustion sounds about right (not sure if these are incurred by humanoids who are sleep deprived).


Like the Sylvari idea.

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