New Races built with the ARG Race Builder


Homebrew and House Rules


I have been curious of what kinds of races people have been spinning up with the Race Builder rules in the Advanced Race Guide. Im also curious what kinds things people have had to alter and add to these rules to fit concepts they where going for.

I recently bought The Witcher 2 video game and have been enjoying it thoroughly. In one campaign im playing I am also playing an alchemist and I have to say I just love that class. The race below I put together with inspiration from the video game and I even drafted up a few racial feats that fit the flavour of the race well.

Witcher

Witchers are human beings who are taken at a young age and altered through magic and alchemy to enhance their senses and reflexes. This process renders them resistant to diseases and poisons and attunes them to a limited number of magical abilities known as signs. In The Witcher video games the witchers are trained in the use of swords and alchemy. They use these skills in combination with their imbued talents to become formidable monster hunters. Most often Witchers take levels in martial classes such as Ranger or Fighter as well as levels in the alchemist class in the Pathfinder RPG.

Witcher

Type:
Humanoid (Human & Mutant) Subtypes 0pt

Size:
Medium 0pt

Base Speed:
30ft 0pt

Ability Score Modifiers:
Standard (+2 Dex, +2 Int, -2Cha) 0pt

Languages:
Standard 0pt

Racial Traits:

Skilled +2 Perception 2pt

Plagueborn +2 saves vs injested poison and diseases 1pt

Spell like ability, Lesser 2pt
Signs: Igni: Burning Hands 1/day(1), Quen: Mage Armor 1/day(1),

Spell Like Ability, Greater 10pt
Signs: Axii: Charm Monster 1/day(4),Yrden: Hold Person 1/day (3), Aard: Battering Blast 1/day(3)

Swordtrained: Proficient with all sword like weapons 4pt

Total: 19 RP

I took liberties with some of the abilities for the sake of flavour and the fact that some of the paizo created races do not abide by the same restrictions that the RP build system states in the trait descriptions. To replicate the signs I used Battering Blast(Dungeons of Golarion) and burning hands which represent the Aard and Igni Signs although the Spell like ability trait states that spells cannot cause damage or attack enemies. The Ifrit gains burning hands as a spell like ability which is a spell that causes damage and it is paizo built so I see no problem using damaging spells in this build, it is not as though they are earth shattering.

Racial Feats:

Augment Signs

Your affinity for the magical powers of Signs grows stronger.
Prerequisites: Able to use Signs spell-like abilities, Witcher
Benefit: You may use your sign spell like abilities 2/per day instead of once per day. The caster level for your spell like abilities is equal to your character level.

Improved Augment Signs

The power of your signs resonates in your genetics stronger than most witchers.
Prerequisites: 13 Cha, Augment Signs, Able to use Signs spell-like abilities, Witcher
Benefit: You may now choose one sign from either Igni: Burning Hands or Quen: Mage Armor and that ability may be used at will. Your other signs gain an additional use per day, bringing them up to 3/day.

Greater Augment Signs

Your mastery of the primary witcher signs has reached near perfection.
Prerequisites: 13 Cha, Augment Signs, Improved Augment Signs, Able to use Signs spell-like abilities, Witcher
Benefit: You may choose an additional sign from any of your signs and that may be used at will. The rest of your signs remain at 3/day uses.

Sign Master

Your study of the magic of signs has further empowered you and lead to the discovery of a sixth sign Heliotrope.
Prerequisites: 13 Cha, 13 Int, Augment Signs, Improved Augment Signs, Greater Augment Signs, Able to use Signs spell-like abilities, Witcher
Benefit: You have learned a new sign Heliotrope: Slow 1/day. The caster level is equal to your character level. Additionally, you may choose another one of your signs and make it at will or give an additional use per day of Heliotrope: Slow.

Silver Slayer

In your hands a silver sword becomes more deadly against creatures vulnerable to silver.
Prerequisite: Witcher
Benefit: In your hands a silver sword (alchemical silver, silversheen, or Mithral) grants you a +1 to attack and damage against creatures with a DR/silver.

Metalline Silver Swordmaster

Silver Swords in your hand are deadly against creatures not normally vulnerable to silver.
Prerequisite: Witcher, Weapon Focus(any sword)
Benefit: Your silver sword now is also considered cold iron for purposes of overcoming damage reduction.


Metalline Silver Swordmaster edit
Prerequisites: Witcher, Weapon Focus (any sword), Silver Slayer

The Swordtrained trait could also be swapped out for Weapon Familiarity (long sword, short sword, bastard sword, Elven Curve Blade)1pt

Battering Blast could be toned down to magic missile 1pt

that would drop the race down to a 15 RP and make it more accessible to players considering most DMs would consider it overpowered. Ultimately as a DM I would make this race a LA+1 if the rest of the party was using base races at lower levels. Either that or the whole race build could be applied as an acquired template to a human with a LA+2 as is or LA+1 with the alterations I mentioned above.


All Witchers that complete their training are given a magical amulet that vibrates and tugs on its chain in the presence of magic.

Witcher's Medallion
Aura: faint Divination CL:3
Slot: neck Price: 3000gp Weight: -
Description:
This wolf head pendant is given as a gift to witchers who complete their training. When in the presence of magic be it spells, spell-like abilities, magic items, etc. the amulet begins to vibrate and tug gently on its chain. This effect is equivalent to a constant detect magic spell with a 30' radius.
Construction:
Requirements: Craft Wondrous Item, Detect Magic,Cost:1500gp

Champion Witcher's Medallion
Aura: faint Divination CL:5
Slot:neck Price: 6000gp Weight: -
Description:
This wolf head pendant has precious stones for eyes. These amulets are given only to those witchers who show the most promise out of those who pass their trials. In the presence of magic and magical beasts these amulets vibrate and tug gently on their chains. These function otherwise like the regular witchers medallions with the addition of sensing magical beasts within 30'. This does not reveal the location of such beasts merely that they are present.
Construction
Requirements: Craft Wondrous Item, Detect Magic, Alarm, Cost: 3000gp


I think an item made with Arcane sight might be better but would be far more expensive to craft and would be unlikely that any organization would give away a 30000gp item to newly trained recruits.

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