Revalue-ing the ARG


Homebrew and House Rules


There have been a number of snide and not so snide remarks about the Advanced Race Guide. What in particular chaffs you butt and what thoights do you have to fix that problem. Feel free to comment on mine and others' posts.

I start with my half finished fix of racial 'valuation' of races after the official point costs are calculated. Stealing from an old Umbral Reaver post, a race that costs more than the Core pays a point or more based on just how much it costs in points to build, plus a penalty point or so to clear out the min-max crowd and instill a sense of rarity in the race.

Please note that all my races have tweaks to bring them in line with the ongoing campaign. As an example, my Elves are a significantly more powerful race, with PCs being the 'runts', leaving the fold to prove themselves by gaining experiences and opening themselves to new ideas.

Elf Racial Traits

Ability Score Racial Traits: Elves are nimble, but frail. Their life-long disciplines grant them strong advantages. -2 Str, +2 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha.
Type: Elves are Humanoids of the Elf sub-type.
Size: Elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Elves have a base speed of 30 feet.
Languages: Native-High Elven and Elven (this at casting level); 3-local Human. 2-Intelligence bonus of: Celestial, Coastal, Curvann, Draconic, Dwarf, Elyrian, Fey, Giant, Gnome, Imperial, Sylvan. Casters may bump the appropriate language to caster level.
Defense Racial Traits
Fearless: Elves gain a +2 racial bonus on all saving throws against fear effects. This bonus adds 1/4 the Elf's Level.
Native Defense: Even common Elves gain a +2 racial bonus on their AC in their terrain, provided they gain advantage of cover. This bonus adds 1/4 the Elf's Level. This may be negated if the Elf loses the benefit of Dodge.
Slight: The slender physique of Elves lets them function in many ways as if they were one size category smaller. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as Hide), they are treated as one size smaller if doing so is advantageous for them. They are also considered to be one size smaller when "squeezing" through a restrictive space. They can also use weapons designed for a creature one size smaller without penalty. However, the space and reach remains the same for those of a creature of their actual size.
Deathless Spirit: Elves have Resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Elven Immunities: The standard Elvish 'immunity' to magic sleep effects is replaced by a +10 racial bonus to such and also to non-magical diseases and get a +2 racial saving throw bonus against enchantment spells and effects and poison. The second bonus is at a minimum of 1/4 the Elf's Level.
Elven-Aging (Ex): All Elves gain resistance to aging effects, adding 1/2 their character level to such saves. They get a save even if normally not allowed one.
Light Sleepers: Elves can operate with only 4 hours of sleep a night (though they still require 8 hours of rest to recover expended spells and abilities). They also only suffer -5 to Perception checks while sleeping, rather than -10. Nights spent with 4 hours of sleep count for fatigue after their Con modifier nights, minimum of 1 night free.
Feat and Skill Racial Traits
Civilized: Elves are incapable of becoming Barbarians and take −2 penalty on Diplomacy checks against them.
Magical Racial Traits
Elven Magic: Elves receive a +1 racial bonus to the DC of all spells cast and also adds +2 to caster-level checks to overcome spell resistance (SR). In addition, all Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. All three of these bonuses add 1/4 the Elf's Magic Level.
Elven/Fey Magic: An Elf has a default pool of spell points equal to Character Level + either the total of all their mental modifiers or twice Cha modifier.
Arcane Spell-like Abilities: Any Elf with either Int/Cha score greater than 10 selects a number of cantrips chosen from the Sorcerer/Wizard spell list to a total of the higher modifier. Each spell can be cast as a Sorcerer of half the Elf's Level (or full Magic level). Once selected, these spells cannot be changed. Elves with levels in any Arcane Class receive their modifier of additional cantrips, as if with the Spell Mastery feat, instead.
Natural Spell-like Abilities: Any Elf with a Wisdom score greater than 10 selects a number of orisons chosen from the Druid spell list, to a total of the Wisdom modifier +1. Each spell can be cast once per day at half the Elf's Magic Level (or full Magic level). Once selected, these spells cannot be changed. Elves with levels in any 'Nature' casting Class receive their Wis modifier of additional cantrips instead.
Offense Racial Traits
Weapon Familiarity: All Elves receive Proficiency in the Weapon Class (simple weapons), shortspear, Elf bow and Elvish Blades (Elven Blade and Elven long knife) unless noted. Only Cavalier, Fighter, Holy Warrior and Rogue classes may take further weapon proficiencies at creation. Cavaliers and Fighters receive 2 additional weapon groups, the Holy Warrior gets 1, while Rogues receive the Rogue Weapon Class. This replaces the silly Core racial trait.
Archer (Ex): Elves prefer to shoot from cover, and gain a +2 to hit when firing from cover or any condition that impairs the opponent from a clear line to the Elf.
Movement Racial Traits
Terrain Affinity (Ex): An Elf learns to cover her tracks, remain hidden, and conceal her presence. The DC to track an Elf using the Survival skill increases by +1 for every four full character levels. In addition, her training gives her a similar insight bonus on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. The Elf may choose to leave a trail if so desired and is not hindered by natural plants or light cover. This does not apply in unnatural or magical terrain, nor to other skills. The Elf receives a +2 racial bonus on Knowledge (nature), Perception and Survival checks in the chosen environment. While Elves know the deep secrets of the wild like no others, this is especially so with forests, where the DC and increase are set at +1 per three levels. Elves with forest terrain use the bonus to any save to avoid entanglements in forest terrain.
Senses Racial Traits
Superior Low-Light Vision: Elves can see three times as far as humans in conditions of dim light.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. This bonus also adds 1/4 the Elf's Level.
Weakness Racial Traits
Elven Weakness: All Elves are sensitive to both ‘Cold Iron’ and Adamantium. Either of these may subject the Elf to the effects of Fear (DC10 + bonus), and damage taken from either of these is 1 + 1 per die (A 2D6 weapon would cause an additional 3 damage, for example.). They will not and can not carry or wear items made of either material. Doing so imparts a loss of 1 negative level per day (This can not be removed until the item is dropped, the levels returning at 1 per week.). They are considered vulnerable to this metal type and damage from this metal also bypasses any DR they might possess. Elves do not like being around such weapons or armors and will not work it.
Other Racial Traits
Efficient Metabolism (EX): Elves have remarkably efficient metabolisms and can go long periods without food or water without ill effect. Elves require half the food or water of other medium sized creatures. In addition, they receive a +8 racial bonus on FORT saves made to resist thirst, dehydration or starvation.

RPG Superstar Season 9 Top 16

It's difficult to read all that.

The two biggest problems I have with using the race builder is that:
1) People don't know how to design races.

2) Many people don't use the race creation rules properly. They give their race too many points. They give the standard race monstrous traits. They let players create their own race with the system despite the system largely meant for GMs. Etc.


The biggest problem with the race guide race building rules is that to get the core races to line up they cheated.

Most obvious example is Gnome Magic, a 2 RP ability that gives your 4 spell like abilities plus a DC buff to illusion spells.

If bought separately as Spell-like Abilities, they would be 1 RP each and you could only get a max of 3.


Freesword wrote:

The biggest problem with the race guide race building rules is that to get the core races to line up they cheated.

Most obvious example is Gnome Magic, a 2 RP ability that gives your 4 spell like abilities plus a DC buff to illusion spells.

If bought separately as Spell-like Abilities, they would be 1 RP each and you could only get a max of 3.

Yeah, the hypocrisy of do as I say, not as I do of the ARG is faily entertaining and not the only example one can find in race-guide materials.

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