Is it too late to inovate for PF 1st Ed?


Homebrew and House Rules

RPG Superstar 2009 Top 32

Before I delve too far into this, I was thinking of adapting the "Theme" idea from Starfinder to Pathfinder.

The idea of a "trait" that grows with the character intrigues me, but I am trying to figure out how to pull it off.

  • Should I base them on Nations, Campaign Traits, or Iconic roles (like Starfinder does)?
  • Since Character creation in Pathfinder 1st is so different, would attribute bonuses be overpowered?
  • Since Pathfinder doesn't have anything like Resolve Points, what would be a good "capstone" for the theme?

Any thoughts you have would be helpful.


It would replace other bonuses like streetwise or racial weapon expertise.

You could start by adapting Soldier from Starfinder as a way to strengthen the purely martial characters.

RPG Superstar 2009 Top 32

Here is an example of what I was thinking.

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Numerian Tribesman (+1 Con)
Often overlooked in the technological wonders that litter Numeria are the hardy Kellids that have lived there for thousands of years. While your ancestors quickly buried the strange and dangerous ruins, they could not deny that the windswept plain and craggy canyons of Numeria were changed forever. Your people have persisted even through the Rain of Stars.

Your parents may have fought in the Black Soveriegn’s uprising against the cruel oppressions of the Technic League. Still not much has changed. Wither warrior, scout, priest, or sorcerer, you have come of age and it is your time to continue what the Black Soveriegn started.
You may also take a campaign trait if you are in an AP.

Theme Knowledge
Survival in the polluted, mutated lands of Numeria have hardened you, and you have learned to find clean food and water in these tainted lands. Reduce the DC of Knowledge (local) and Knowledge (history) checks to recall knowledge about Numeria's Kellid Tribes as well as the legends of your people by 5. Hallit becomes an automatic starting language for you (necessary for the Half-Orc members of your tribe). Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Remember you can make an untrained Knowledge check with a DC of 10 or less.

Hunter (6th)
You know many tricks about following game through the wilderness. You reduce the penalty for following tracks using Survival while moving at full speed to 0. You can also use Perception to identify tainted food or drink before exposing yourself and others to the poisons or diseases contained therein (Skill DC is the normal save DC).

Hero (12th)
Your deeds at this point have made you a respected hero of your culture (or a hated villain). When interacting with another tribal Kellid (even the Black Sovereign himself!) you may re-roll any Bluff, Diplomacy, or Intimidation check, but you must accept the second result even if it is worse.

Chieften (18th)
You have become a legend among your people. Whether or not you sought it out, you have become the focus of a tribal following. You gain Leadership as a bonus feat, if you don’t already have it. If you do have Leadership, you gain Persuasive instead.

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As I said above, let me know your thoughts on this.


Looks good.

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