Optional Race Rules


Homebrew and House Rules


I was coming up with some ideas to allow all playable races and to make the races a little closer to each other in power. So I gave each race a number of racial "slots" that they could use for customizing there character. I have listed each 0HD race and have there slot number listed as well.

Aassimar(3)
Android(1)
Catfolk(3)
Changeling(3)
Dhampir(3)
Dwarf(3)
Drow(2)
Duergar(2)
Elf(3)
Eoxian(living)(3)
Fetchling(2)
Ghoran(1)
Gillmen(4)
Gnome(3)
Goblin(3)
Goblin, Monkey(3)
Grippli(3)
Half-Elf(3)
Half-Orc(3)
Halfling(3)
Hobgoblin(3)
Human(3)
Ifrit(3)
Kitsune(3)
Kobold(4)
Lashunta(3)
Merfolk(3)
Nagaji(3)
Orc(3)
Oread(3)
Ratfolk(3)
Samsaran(3)
Strix(1)
Suli(2)
Svirfneblin(0)
Sylph(3)
Syrinx(1)
Tengu(3)
Tiefling(3)
Triaxian(3)
Undine(3)
Vanara(3)
Vishkanya(2)
Wayang(3)


Dragon78 wrote:

I was coming up with some ideas to allow all playable races and to make the races a little closer to each other in power. So I gave each race a number of racial "slots" that they could use for customizing there character. I have listed each 0HD race and have there slot number listed as well.

On what are you basing your slots? It looks like race point values, but I'm not sure.

You have several races, for example, listed as "3 slots" which leads one to assume they are considered at least roughly equivalent by you.

The problem is that the races grouped in the 3 slot category are definitely not equal, in my opinion.

I'd like more information, please.


Here are the base abilities, these are abilities that any race can pick. Also note that unless stated otherwise these abilities can only be taken once.

1)Stat Boost- Gain a +2 bonus to any one stat.
2)Skill Boost-Gain 1 extra skill point per level.
3)Racial Skills- Gain a +2 racial bonus to two skills you do not have such bonuses in.
4)Bonus Feat-Gain one bonus feat, feat must be a racial feat that you meet the requirements in or skill feat such as skill focus, alertness, etc.
5)Racial Trait-Gain one racial trait from the that race's list from the Advanced Races Guide.(Note can be taken multiple times)
6)Weapon Proficiency-Gain proficiency with one martial or exotic weapon.
7)Class Skill-Pic two skills to become class skills.
8)Extra Traits-Pic two more traits.
9)Speed Boost-Gain +10 to your base land speed.
10)Loose Weakness-Loose(or Lessen) a single weakness such as light sensitivity or water dependent. Note that light blindness becomes light sensitivity.
11)Energy Resistance-Gain resistance 5 vs fire, cold, elec., or acid.
12)Low-light Vision-Gain low-light vision.
13)Dakvision- Gain Darkvision 30ft or an additional 30ft range to existing darkvision(120ft max)
14)Animal Empathy-Gain a +4 racial bonus to handle animal checks with a type/group of animal such as cats, primates, sharks, snakes, etc.
15)Extra Usage-Pic a racial ability that you have a limited use per day(Ex: Catfolk's Cat's Luck) and gain an extra use.(Can be taken multiple times)


Okay, that makes a lot more sense now. I'm assuming... well, lets use humans as an example:

Human Standard Racial Traits

Ability Score Racial Traits: +2 racial bonus to one ability score of their choice at creation
Size: Humans are Medium
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Your human would look like the following:

Ability Score Racial Traits:
Size: Humans are Medium
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.

With 3 slots, he could choose #s 1, 2, and 4 to play a "Core Human" or select other traits (5, 9, 13)

Is this a correct interpretation?


Dhampir
1)Bat form-Gain the ability to turn into a tiny size Bat at will as change shape ability.
2)Wolf Form-Gain the ability to turn into a wolf at will as change shape ability.
3)Fast Healing-Gain Fast Healing 1
4)Spiderclimb-Gain spider climb (always active).
5)Gaseous Form-Can take gaseous form(as the spell) wich last 1 minute per level, can be used in minute increments.
6)Blood drain-gain blooddrain ability to do 1 con damage per round but otherwise functions as vampire ability.
7)Claws-Gain 2 claw attacks for 1d4.
8)Telekinesis-Can use Telekinesis for one round per level, can be used in 1 round increments.
9)Blood Healing-con damage is stored(equal to Con score) as blood points, blood points can be used as healing(1 point heals 1d8).(Note must have blood drain ability)
10)Bat Wings-Can change arms into bat wings(fly 60, good) and when on the ground use them as two natural attacks for a 1d4.(uses two slots)


Da'ath wrote:
Is this a correct interpretation?

That interpretation wouldn't make much sense since it implies that races lose their existing racial features first, before selecting additional "slot" features... and if that were the case, there'd be no reason not to give all races the same number of "slot" selections since they'd be balanced around slots, not racial abilities (which would have been removed in your interpretation).

Since different races have different slots, corresponding to their theoretical ECL, it seems more likely he means the features are in addition to their normal racial features and stat adjustments.

In that case, it basically means all races are in the ballpark of ECL 3, at level 1, which is going to guarantee that normal low-level content will be no serious challenge to them. Such a system would exist solely for a campaign designed around high RP monstrous races, and is intended as a means of bringing up lower RP races to keep them in line, power wise, with the high RP races being used.


No these abilities are in addition to what the race already has. If you think this is too powerful or you see no reason to use the more powerful races then you can ignore this or change the slot numbers. I am sorry I didn't make myself clear on the matter, I get an idea in my head and just go with it.


VoodooMike wrote:


That interpretation wouldn't make much sense since it implies that races lose their existing racial features first, before selecting additional "slot" features... and if that were the case, there'd be no reason not to give all races the same number of "slot" selections since they'd be balanced around slots, not racial abilities (which would have been removed in your interpretation).

No argument. I couldn't quite wrap my head around what he was trying to accomplish and decided to go "fishing". I was hoping to be "corrected" with more specific details, which he now has.=).


Everyone gets boost! If that's the kind of game you want to run, sounds cool. I thought it was upping the weaker races when I started reading. Bit weird how almost everyone gets a 3. Humans are actually one of the stronger races, and android one of the weaker ones imo.

Here's a question. Can humans get another skill point per level, a +2 to a stat of their choice, another bonus feat from this?


Yes humans can get the extra skill boost.

Aassimars
1)Holy Blood- Blood acts like holy water when evil attacks with natural attacks and non-reach melee weapons. Note: Blood looses effectiveness after one round out of the body.
2)Wings- Gain wings and a fly speed of 60ft(good).(2 slots)
3)Speak With Animals- Gain this as a constant effect.
4)Lesser Tongues- Can speak/understand any language but only one at a time. It is a standard action to change which language you know.
5)Blood Healing- Sacrifices HP(1d4/level) to heal others the same amount or you can take 1 con damage(no more then 1/2 your con) to restore 1 stat damage or allow someone to make another save vs a disease or poison effect(only one such save each day per person).
6)DR- Gain DR2/Evil, becomes DR5/evil at LV10.
7)Immunity-Gain Immunity to one of the following(Disease, Petrification)
8)Poison resistance- Gain a +4 racial bonus on saves vs poison.
9)SR- Gain spell resistance of 10+level vs evil spells, effects, and creatures.
10)Change Shape- Pic one tiny or small size peaceful animal(rabbit, dove, etc.) or common humanoid(human, elf, Halfling, etc.) form you can change into this form at will.(acts as the change shape ability)


Ifrit, Oread, Sylph, and Undine
1)Improved Spell Powers- Gain new spell powers(0lv-at will, 1st lv 2/day, or 2nd lv 1/day) must be elemental themed, or you get two more uses per day of there base spell power(can be taken multiple times)
2)Improved Energy Resistance- Energy resistance becomes 10, at lv7 it becomes 20, and at lv11 it becomes 30.
3)Energy Immunity(2 slots)- Become immune to an energy type(Fire for Ifrit, Acid for Oread, Electricity for Sylph, and Cold for Undine.)
4)Immunity- Gain an immunity vs one of the following.
Any- bleed, sleep, stunning, poison, or paralysis
Ifrit- blindness
Oread- petrification
Sylph- deafness
Undine- nauseated

Dhampir
1)DR- Gain DR2/silver, improves to DR5/silver at lv10.

Tiefling
1)Gore- Gain horns and a gore attack for 1d6.
2)Wings(2 slots)- As Aassimar's ability.
3)Lesser See in Darkness- can see normally 30ft threw darkness(magical or mundane).
4)Limited Telepathy- As Lashunta's ability.
5)Corrupting touch- Melee touch attack that deals a 1d4 energy(fire, acid, cold, or elec.) damage chosen at character creation plus make a will save(DC10+1/2 lv+cha mod) or become shaken for 1d4 rounds.
6)DR- Gain DR2/good improves to DR5/good at lv10.
7)Immunity- Gain Immunity(Disease or Poison).
8)Curse Resistant- Gain a +4 racial bonus vs curse effects.
9)SR- Gain spell resistance vs good spells, effects, and creatures.
10)Change Shape- Pic one tiny or small animal(rat, black cat) or common humanoid(orc, dwarf, etc.) you can change into that form at will.(acts like change shape ability)


Ifrit
1)Breath Weapon- Gain a Breathweapon(fire), damage is equal to 1d6/ 2 levels(DC10+1/2lv+cha mod), useable every 1d4 rounds.
2)Burning Gaze- Gaze attack that does 1d6 fire damage must make reflex save(DC10+1/2lv+cha mod) or catch on fire, range 30ft.
3)Boiling Blood- blood does 1d4 fire damage to attacker who uses natural or non-reach melee weapons.
4)Fire Stride- 1/day teleport from one medium size fire to another within 100ft.
5)Breath Smoke- Breath normally in smoke or flame.

Oread
1)Burrow- Gain a burrow speed of 10 in loose earth, soil, sand.
2)Climb- Gain a climb speed 20ft.
3)Slam- Gain slam attack for 1d4.
4)Tremorsense- Gain tremorsense 15ft range.
5)Stability- Same as Dwarf racial ability.

Sylph
1)Featherfall- Constant effect as spell.
2)Hold Breath- Same as monster ability.
3)Cloudwalk- Can walk on clouds, fog, or mist as if solid ground.
4)Flight- Can fly 30ft(perfect).
5)Gaseous Form- As Dhampir ability.

Undine
1)Drowning Kiss- 1/day melee touch attack(Fort save DC10+1/2lv+cha mod) that causes target's lungs to fill with water and begin drowning(duration 1d4 minutes).
2)Waterwalk- Can walk on water for 1 minute per level, can be used in I minute increments.
3)Sonar- Blindsense 30ft underwater only.
4)Liquid Glamour- Can become invisible for 1 minute per level, can be used in 1 minute increments, this ability only works while in water.
5)Siren's Song- Works like the harpies captivating song, usable 1/day.

Dhampir
1)Immunity- Choose from the following: charm, sleep, fear, disease, energy drain, death effects, paralysis, or stunning.

Lashunta
1)Telepathy- Gain telepathy to a range of 60ft.

Eoxian
1)Knowledgeable- All knowledge skills are class skills.
2)Gifted Linguist- As Tengu's ability.

Changeling(must choose abilities from the type of hag you are related)
1)Annis- DR2/bludgeoning
2)Annis- Alterself(1/day)
3)Green- Mimicry
4)Green- Disguise Self(2/day)
5)Sea- Swim speed 30ft
6)Sea- Waterbreathing

Merfolk
1)Land Leggs- Gain legs on land when dry but water changes you back(like the movie Splash)
2)Siren's Song- Same as Undine ability.

Nagaji
1)Dark- Detect Thoughts(1/day)
2)Guardian- Spit Poison(1/day)
3)Spirit- Charm Gaze(1/day)
4)Water- Swim speed 30ft
5)Royal- Human form(change shape)
6)Lunar- Hypnosis(1/day)


Lashunta
1)Weapon Familiarity(Female)-Scimitar and Trident
2)Weapon Familiarity(Male)-War Hammer and Battle Axe
3)Improved Lashunta Magic- Detect Thoughts(3/day), Clairaudience/Clairvoyance(1/day)
4)Telekinesis- Same as Dhampir's.

Gnome
1)Speak with Animals- As a constant effect.
2)Improved Gnome magic- Dancing lights, ghost sound, and prestidigitation are at will.

Kitsune
1)Fox Form- Can change into a Fox at will(change shape).
2)Scent
3)Improved Kitsune Magic- Dancing lights at will, charm person, silent image 1/day.

Catfolk
1)Cat Form- Can change into a house cat at will(change shape).

Tengu
1)Crow Form- Can change into a crow at will(Change Shape)
2)Mimicry

Goblin
1)Scent- Gain the scent special ability.
2)Weapon Familiarity-Short Sword and Short Bow

Goblin, Monkey
1)Scent
2)Weapon Familiarity-Kukri and Throwing Axe

Kobold
1)Immunity- paralysis or sleep
2)Wings(2 slots)
3)Prehensile Tail
4)Tail Slap- natural attack for 1d4

Ghoran
1)Fast Healing

Vishkanya
1)Hypnotic Gaze- 1/day

Grippli
1)Jumper- As the same ability found in Advanced Races Guide.
2)Hold Breath
3)Racial Jumper- +4 racial bonus to jump checks

Vanara
1)Jumper
2)Racial Jumper
3)Scent

Samsaran
1)Improved Samsaran magic- stabilize at will, deathwatch and comprehend languages(3/day).
2)Greater Lifebound- As regular ability but bonus on saves is +4.

Wayang
1)Improved Shadow Magic- Ghost sound at will, pass without trace and ventriloquism(3/day).

Nagaji
1)Hold Breath


Half-Orc
1)Scent
2)Stubborn- As the ability from Advanced Races Guide.

Orc
1)Scent
2)stubborn

Elf
1)Bond of the Land- Gain a +2 dodge bonus in one type of terrain.
2)Immunity(charm, paralysis)

Half-Elf
1)Bond of the Land

Halfling
1)Weapon Finesse

Gnome
1)DR- Gain DR2/cold Iron, Lv 10 becomes DR5/cold iron.
2)Bond of the Land

Goblin
1)Weapon Finesse

Kobold
1)Kobold Hero- Gain new racial mods(+2 Dex -2 Str)
2)Weapon Finesse

Hobgoblin
1)Weapon Familiarity-Long Sword and Long Bow
2)Scent

Gillmen
1)Sonar
2)SR- Gain SR10+level vs creatures of the aberration type.

Android
1)Tough Skin- Gain +1 natural armor.
2)Slam- Gain natural attack for 1d4
3)Deathless Spirit- As the ability from the ARG.
4)Knowledgeable- As Eoxian ability.
5)Gifted Linguist- As Tengu ability.
6)SR- Gain spell resistance of 6+level.
7)DR- Gain DR2/adamantine, at level 10 becomes DR5/adamantine.
8)Focused Study- As ability in the ARG.

Eoxian
1)Focused Study

Grippli
1)Weapon Finesse

Wayang
1)Weapon Finesse

Nagaji
1)Bite- gain bite attack of 1d6
2)Venomous bite- bit attack can become poisonous for a number of times each day equal to 3+con mod, poison-1d4 dex damage, 5 rounds, 1 save.(must have a bite attack to take this one)


What's an Eoxian? On phone so links tend to help.


+5 Toaster wrote:
What's an Eoxian? On phone so links tend to help.

I'd suspect that would be natives of Eox. They were very human-like, except for slightly larger cranium, pale, almost translucent skin and much higher average intelligence.


Eoxian(living version)
-+4 Int -4 Con
-Otherwise the same racial abilities as a human


All Races
1)Extra Languages- Gain three languages known.

Kobold
1)Tail Slap
2)Wings(2 slots)

Nagaji
1)Snake Form- Can change into a snake, tiny viper or medium size constrictor(change shape).
2)Tremorsense- Range 10'

Triaxian
1)Greater Seasoned- Gain energy resistance 5 and +2 save vs cold(winter born) or fire(summer born).
2)Dragon Friend- Gain +2 racial bonus on cha based checks and skills check when dealing with creatures of the Dragon type.

Android
1)Electric jolt- can create electrical touch attack(melee or ranged 20ft) that does 1d6+int mod electrical damage at will.
2)Nanite Healing- Heal damage at double the normal rate when at rest and can heal self or another by touch for 1d8+level damage a number of times per day equal to 3+Int mod.(This not a positive energy effect)
3)Fast Healing


The wiki doesn't have the summer or winter born racial traits listed. Are these on d20pfsrd?


Not yet. They are on Archives Of Nethys however.

And as PC race.

Grand Lodge

Dragon78 wrote:

Eoxian(living version)

-+4 Int -4 Con
-Otherwise the same racial abilities as a human

Some are also dead.. so not like a human per se.


Technically there all dead now, those that did survive are so inbred that there stats would be completely different. But the option is there so that someone could play them in there homebrew, in the distant past, or a living one was in stasis and survived to this time period.


Still an interesting thread


dot


I'm actually playing Kingmaker with "Monster Characters".
I limited them to CR6 monsters or lower with I having veto rights if I couldn't workout how to fit them in.

I've broken them down into 3 categories.

1) Monsters with little or no spell abilities. Basically great Stats and maybe some special abilities.

Their CR = ECL (Equivalent Character Level). They get 1 bonus level for every 3 Class levels they gain to a maximum of 1 Bonus level for every 2 CR. Bonus levels don't add to the ECL of the PC. Example ECL 6 - Ogre CR3 + 3 levels Fighter + 1 Bonus level Fighter. Bonus levels are gained 1/2 way between 2 and 3rd class level as per Beastiary rules (5-6th, then 8-9th if the base CR is high enough for further bonus levels).

If the campaign starts below their minimum CR then the character is a sub-juevinile and I break down the abilities by ECL levels. The Character then takes the additional monster levels instead of class levels when sufficient game time has past - representing their physical growing up. Each ECL/CR level has a age time starting when it can be taken instead of a class level, and reaching the point where it MUST be taken as the next level gained.

2) Monsters with significant spell like abilities that mess well with character and True Dragons.

As for 1) but bonus levels are only available for every 3 CR of the monster race.

3) Monsters with "Casts as "x" level pure caster". Such as Luna Naga (5th lev Sorcerer)or Nymph (7th lev Druid).

These are treated as "x" level caster with a ECL Adjustment based on my estimation of their stats and other abilities. If the ECL adjustment is 2+ they can gain Bonus levels as per 1). They get no bonus levels from the "Casts as "y" type caster" ECL's.

Stat bonuses are based on the base creature in the book having 10/11 for all their stat dice rolls and the even number beyond that is the racial stat mod. i.e. 17-11 = +6. 22-10 = +12

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