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I was wondering if anyone could look at the racial traits I have for the for the races of Breath of the Wild? I wouldn't doubt that there have been numerous threads about races from the Legend of Zelda, but I would really appreciate the help!

Go to here to view the pdf.

Thank you,
–Spyder


Not sure if this is where I post this or not, but can someone explain why Alronus suddenly has 2 extra skills with an Intelligence of 11 at level 4? Is it because Skill Adept gives you two extra skills at first lvl and they forgot to add it?


It came to my attention that there should be a new thread for this revised class, so here it is. The Revised Electus. The link should take you directly to the PDF created by yours truly, me.


So I'm updating a race I made a long time ago, the thing is it had a flaw that doubled falling damage due to their body mass and gave them a -4 racial penalty to Acrobatics, Escape Artist, Stealth, Ride checks, and a -8 racial penalty to Swim checks. My question is how many points should that be worth?


So I'm a fan of Avitar: The Last Air Bender and Legend of Kora, and I was wondering how easy it would be to make elemental benders from those shows in Pathfinder. This question has probably been asked before, but I'm asking now. Would it be easier to make a whole new class or an archetype? Either way, I was thinking it should be based off the monk, since in the shows the style used for each element mimic martial arts styles. Any thoughts on this subject would help.


Question, not sure if it should be here or in the conversion section, but has anyone made a Witch Doctor class for Pathfinder somewhat similar to the one in Diablo 3? If not, what would be the best way to do that?


How OP would it be to have a race with four arms? At first lvl the extra arms wouldn't do anything except give them a climb and grapple bonus and hold extra weapons. They couldn't use the extra arms to attack with weapons or hold a shield. I was also thinking of having a feat they could take so that they would be able to attack with those extra arms.


Has anyone converted the Shaman from WoW into Pathfinder? I think it would be a perfect fit in my setting.


All of these races, but the Khadaka, have been posted on another thread, but I thought it would be better to post them all in a new thread. The Khadaka are my take on the Gorons from The Legend of Zelda games.

Elves, Savaldi:

The savaldi (also known as sun elves)have a knack for the use of arcane magic (some say an obsession), as opposed to their trava’el bothers and sisters. They make their home in The Shimmering Desert, where their grand city Mes-Eneka sits over The Eternal Oasis. The savaldi believe that oasis is a leyline of arcane energy. In terms of appearance, the savaldi have the same hight and build of the trava’el with a few exceptions. The savaldi have a slightly bronzed skin tone and their eyes are either brown or black.

Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Constitution: The Savaldi are nimble and charismatic, but their form is frail.
Medium: Savaldi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savaldi elves have a base speed of 30 feet.
Low-Light Vision: Savaldi elves can see twice as far as humans in conditions of dim light.
Dune Runners: Living in the desert the savaldi have adapted to the environment. Savaldi elves receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments.
Keen Senses: Savaldi elves receive a +2 racial bonus on Perception skill checks.
Restless: Savaldi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Savaldi Magic: Savaldi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Weapon Familiarity: The savaldi elves are proficient with Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savaldi elves begin play speaking Common and Elven. Savaldi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Elves, Trava’el:

The trava’el (also known as sylvan elves) detest the use of arcane magic. They prefer to use the magic of the divine nature, for its less flashy, destructive, and disruptive. The trava’el see arcane magic to be that of a child playing with fire, nothing good can from it. Skin tone ranges from a pale green to greenish blue, and their hair ranges in color from bright white to woodland green to lustrous black. Eye color is either white, emerald green, or sky blue.

Trava'el Traits
+2 Dexterity, +2 Wisdom, -2 Constitution: Trava'el are quick with keen instincts and an innate connection to nature, but their form is frail.
Medium Size: elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Trava'el elves have a base speed of 30ft
Low-Light Vision: Trava'el elves can see twice as far as humans in conditions of dim light.
[b]Arcane Resistence:
Trava'el elves have built up an immunity to the destructive forces of arcane magic and receive a +2 racial bonus on saves against arcane magic.
Keen Senses: Trava'el elves receive a +2 racial bonus on Perception skill checks.
Naturalist: Trava'el are at home in the wild, thus they receive a +2 racial bonus on Knowledge (nature) and Survival checks.
Trava'el Magic: Trava'el add a +1 to the DC of any saving throws involving wood, plant, or animal spells that they cast. Trava'el with a wisdom of 11 or higher gain the following spell-like abilities: 1/day – no direction, guidance, stabilize, speak with animals, and speak with plants. The caster level for these effects is equal to the trava'el level. The DC for these spells is equal to 10 + the spells level + the trava'els wisdom modifier.
Weapon Familiarity: The trava'el are proficient with scimitars, rapiers, and longbows (including composite longbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Trava'el elves begin play speaking Common and Elven. Trava'el elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Khadaka:

Khadaka are extremely bulky, rocklike brutes, and stand roughly as tall as the tallest human. Most have long arms that reach their knees, or possibly even lower. Their backs are covered in a layer of chitin resembling the face of a boulder, hair is virtually unheard of, and their eyes resemble dark colored gemstones. Unlike humans, khadaka lack external hearing organs; like reptiles, khadaka’s ears are simply holes at the sides of their heads. A khadaka's skin color ranges from charred brown, light beige, dark grey to light grey.

Khadaka Racial Traits
+2 Constitution, +2 Wisdom, –2 Dexterity: Khadaka are both tough and wise, but lack gracefulness due to their build.
Medium: Khadaka are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Khadaka have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Khadaka can see in the dark up to 60 feet.
Cannonball: Khadaka are able to curl them selves into a ball to roll into their enemies. This gives them a natural slam attack that deals 1d6 damage and knocks the target back 10ft. The Khadaka must move at least 10ft, and when the attack hits, the Khadaka is considered prone until the next round.
Damage Reduction: Khadaka’s rock-like skin protects them from the environment and some attacks. Khadaka have damage reduction to nonlethal attacks equal to their Constitution modifier and are protected against the extreme heat and cold. Khadaka are also able to walk through shallow lava with no trouble at all.
Dense Body: Because of their very low size-to-weight ratio Khadaka have a -4 racial penalty to Acrobatics, Escape Artist, Stealth, and Ride checks; and a -8 racial penalty to Swim checks. They also suffer twice as much as normal from falling damage.
Inorganic System: Khadaka don’t have eternal organs like those of other living creatures. As a result of this, khadaka don’t need to breath, they can, but they don’t feel the need to. Khadaka do need to eat and sleep, but only need to eat rocks or metals. Also, because of their unusual organ system, they receive a +2 racial bonus on saving throws against poisons and diseases.
Stability: Khadaka receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Khadaka 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: Khadaka are proficient with battleaxes, heavy picks, and warhammers.
Languages: Khadaka begin play speaking Common and Dwarven. Khadaka with high Intelligence scores can choose from the following: Giant, Gimling, Goblin, Orc, Terran, and Undercommon.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Constitution, +2 Intelligence, -2 Strength: Gimlings are quite hardy for their size and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Analytical: Gimlings have very sharp minds and its hard to trick them with illusion. Gimlings get a +2 racial saving throw bonus against illusion spells or effects.
Eternal Hope: Gimlings rarely lose hope and believe even the most dire and hopeless of situations will work out. Gimlings receive a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after rolling a 1 on a d20, the gimling may reroll and use the second result.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 bonus to Disable Device and Knowledge (Engineering) checks.
Weapon Familiarity: Gimlings treat any weapon with the word “Gimling” (Gnome) in its name as a martial weapon.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, as a free action, equal to 3 + Constitution modifier (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. The rounds don’t have to be consecutive, and once a spirit has been chosen it cannot be changed.
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage.
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and the concealment penalty for creatures with concealment is reduced by half.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.

Again, I really need feedback on these. I want to get my game started as soon as possible.

Thank you,
-Spyder


Just curious, but has anyone made any of the items in Legend Of Zelda for Pathfinder?


Ok, so for my setting I have created two races and could really use some feedback on if they're balanced for player usage. I'm working on one more, but I'll post that later once I'm finished.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Gimlings are nimble and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Hard Work: Gimlings take pride in their work. This racial trait gives the Gimling a +2 bonus on any one Craft or Profession skill.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 to Disable Device and Knowledge (Engineering) checks.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, equal to 3 + Constitution modifier. (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. Once a spirit has been chosen it cannot be changed, and
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage (+1 for every five character levels he has).
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and can see invisible creatures and objects as if under the effect of a see invisibility spell.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.


A player in my game wants to make a Cavalier that has a dragon for a mount. It just so happens that there is a nation in my setting that uses dragons for mounts. Is there a Cavalier Archetype out there anywhere that will allow a player to have a dragon mount?


Tikari
These humanoids resemble upright, tailless, tigers standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually orange or white (depending on their environment) with black stripes, though the stripes on the female tend to be thicker. Even though tikari walk upright, most prefer going around on all fours. The tikari say the reason for this is that, it just feels natural to them.

Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence. Tikari are nimble and cunning, but choose cunning over intellect.
Medium: Tikari are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tikari have a base speed of 30 feet. However, if its hands are free a tikari can, as a swift action, drop down on all fours and move at a rate of 40 feet.
Low-light vision: Tikari can see twice as far as humans in conditions of dim light.
Scent: Tikari have a heightened sense of smell, and receive the Scent special ability.
Heightened Hearing: Tikari have sharp ears and gain a racial +2 bonus to all sound-based Perception checks.
Nimble Stalking: Tikari gain a +2 racial bonus to all Acrobatics and Stealth checks.
Languages: Tikari begin play speaking Common and Sylvan. Tikari with high Intelligence scores can choose can choose from Elven, Draconic, and Orc.


I made a Gun Mage class a while back, and with the new Ultimate Combat book I reworked my creation. I was wondering if you guys (and girls) could look over it and tell me if it is balanced, and some pointers on how to make it balanced.

You can find the Gun Mage HERE.

Thank you,
Spyder


In the steampunk world of Lyria, there exists a multitude of races. The most notable races that flourish in Lyria are the ones found in the Core Rule Book (except for Gnomes) along with the aasimars, drow, and tieflings from the Bestiary.
The other races that thrive in Lyria are as follows:

Elves
Along with the standard elves, there exists an offshoot: The arcanist, desert dwelling Savaldi.

Savaldi Elves:

Savaldi Elves
The Savaldi elves look like your everyday elf with a few exceptions. The savaldi tend to be slightly taller and leaner than the average elf. They have a slightly bronzed skin tone and their eyes are either brown or black. Savaldi elves are more likely to take advantage of technology than either of their counter parts. The Savaldi are brave warriors and masters of the arcane arts, mostly summoners and a few sorcerers, than the bookish wizards.

Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Strength
Medium: Savadi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savadi elves have a base speed of 30 feet.
Low-Light Vision: Savadi elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Savadi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Savadi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Savadi elves receive a +2 racial bonus on Perception skill checks.
+2 racial bonus on Handle Animal and Ride checks
Weapon Familiarity: Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savadi elves begin play speaking Common and Elven. Savadi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Crokalisk:

Crokalisk
These humanoid reptiles look like you average alligators and crocodiles that decided to stand on their hind legs and talk. Their skin color ranges from dark and light green, brown, grey, and the rare albino (white). They all usually share yellow for eye color, although albino Crokalisks have red eyes. Those that are born albino are usually the tribes shaman (usually druid or witch).

+2 Constitution, +2 Wisdom, -2 Intelligence: Crokalisks are hearty and cunning, but not the sharpest tools in the shed.
Medium Size: Crokalisks are medium creatures.
Normal Speed: Crokalisks have a base land speed of 30 ft.
Darkvision: Crokalisks can see in the dark up to 60ft
Keen Senses: Crokalisks receive a +2 bonus on all Perception checks and receive scent as a bonus feat.
Intimidating: Crokalisks know how to intimidate others to get their way, +2 to Intimidate checks
Leathery Hide: Crokalisks have a natural +1 to their AC.
Aquatic: +2 to all swim checks and a Crokalisks can hold his breath for three times his Con score before drowning.
Languages: Crokalisks begin play speaking Common and Sylvan. Crokalisks with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, and Orc

Gobbs (Goblin):

Gobbs (Goblin)
Gobbs are quite intelligent (despite their savage cousins), and have a particular knack for alchemy and mechanical work, both of which has made them useful as skilled workers and assistants to those who can put aside their prejudices.

Gobb Traits
+2 Dexterity, +2 Intelligence, -2 Strength. Gobbs are quick and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gobbs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Fast: Gobbs are quick like their counter part, so their base land speed is 30ft
+1 racial bonus on saving throws verses poisons
Darkvision: 60ft
+2 bonus on Craft (Alchemy), Disable Device, and Knowledge (Engineering) checks
Weapon Familiarity: Gobbs are proficient with all firearms
Languages: Common and Goblin. Bonus Languages: Any (except secret languages such as Druidic)

Groot:

Groot
These bulky creatures range from 6 to 6 1/2 feet tall and from 250 to 400 lb. with the females tending towards the lower end. Their skin color ranges from a light green to a light brown and sometimes grey. They have thick patches of skin on their bodies (usually around the shoulders, chin, back, thigh, and chest) that are a darker color of their skin. Groots do not have any body hair what so ever, their irises are so colorless their eyes appear stark white, and their hands and feet end in overly large three fingers and three toes.

Groot Traits
+2 Strength, +2 Constitution, –2 Dexterity. Groots are strong and tough, but not very graceful due to their build.
Medium size
Normal Speed: Groots have a base speed of 30 feet.
Darkvision: Groots can see in the dark up to 60ft.
Giant Blood: Groots count as humanoid (giants) for any effect related to race.
Hardy: Groots receive a +2 racial bonus on saves against disease and poison.
Strong Willed: Groots gain a +2 racial bonus on saves vs compulsion and fear.
Powerful Build: The physical stature of the groot lets them function in many ways as if they were one size category larger. Whenever a groot 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 groot is treated as one size larger if doing so is advantageous to him. A groot is also 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. A groot 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 benefts of this racial trait stack with the effects of abilities, and spells that change the subject’s size category
Languages: Groots begin play speaking Common and Giant. Groots with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, Orc, and Sylvan.

Ironborn:

Ironborn
Ironborn are a rare race of humanoid constructs constructed through powerful rituals. Ironborn average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable, ironborn are able fighters. Unlike most constructs, ironborn are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.

Ability Score Modifiers
Ironborn display a wide range of physical and mental abilities. Some of them are built for combat, while others are designed for reconnaissance or duty as battle wizards. Thus, their ability scores tend to reflect their intended role.
When building your character, you may give a +2 racial bonus to any two ability scores other than Strength in return for a –2 penalty to any other score. Or, if you want a +2 bonus to Strength, you gain no bonuses or penalties to other scores. You do not have to take any ability score modifiers if you do not wish to.

Size
Most ironborn are Medium, but a few are built for roles where a larger or smaller size would be advantageous. Ironborn of a size other than Medium tend to have fewer special abilities relating to their mechanical heritage.
Medium: Ironborn of this size gain no disadvantages due to size. They enjoy the full range of benefits from the ability packages described on the next page. A Medium ironborn’s base land speed is 30 feet.
Small: Ironborn of this size are built as scouts or rogues. Most of them are designed to take advantage of their size to sneak past their enemies or remain hidden in battle. A Small ironborn gains all the standard benefits for this size: +4 size bonus on Stealth checks, +1 size bonus on attack rolls, and a +1 size bonus to Armor Class. Its base land speed is 20 feet. A Small ironborn may opt for a –2 penalty to Strength, or it can drop its ability package’s secondary feature. See the next page for more information on ability packages.
Large: Ironborn of this size are invariably built for war. They use their great bulk to wield heavy weapons and slam opponents before they can draw near. A Large ironborn gains a natural reach of 10 feet, but takes a –4 size penalty on Stealth checks and a –1 size penalty on attack rolls and AC. Its base land speed is 30 feet, and its space is 10 feet rather than 5 feet for Small and Medium characters. A Large ironborn does not gain its ability package’s secondary feature. Also, a Large ironborn takes a –2 penalty to Dexterity due to its ponderous bulk. Large ironborn are too heavy and unwieldy to move with the agility of their smaller brethren.

Ironborn Traits
All ironborn share the following traits and features:
Ironborn Subtype: Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature. The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.
Immortal: As artificial creatures, ironborn suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Natural Armor: All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.
Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.
Humanoid: Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.
Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
Languages: Ironborn speak Common and whatever language their creators use. Ironborn with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Ability Packages
In addition to the traits described above, ironborn have other abilities based on their purpose. An ironborn crafted to serve as a cleric might be covered in holy runes, while one built as a warrior could have a thick, heavy layer of armor. These specialized abilities are organized into a series of packages. You may choose one ability package for a Medium ironborn character. Each package comes with a primary ability and a secondary ability. Once you have chosen a package, you cannot switch to a new one.

Acrobat: With its slender, long limbs, sleek chassis, and elegant design, an ironborn with this ability package can move with a speed and agility that belie the image of constructs as shambling, creaky machines. This set of features is most common in ironborn designed as monks, scouts, and other warriors who rely on mobility rather than heavy armor and brute strength.
Enhanced Agility (Primary Ability): Your slender but strong limbs and intricately designed joints allow you to perform difficult feats of agility and acrobatics with ease. You gain a +2 racial bonus on all Acrobatic and Escape Artist checks.
Enhanced Mobility (Secondary Ability): With your long, powerful legs and efficiently designed frame, you move faster than normal. You gain a +5 foot increase to base land speed.

Artisan: You were designed as a blacksmith, a cobbler, or in some similar craft before making a choice to take a different path, regardless of your burden.
Builder (Primary Ability): You gain 1 rank in Craft at 1st-level and 1 bonus rank to spend upon it at each subsequent level. You can purchase goods that you can make with your Craft skill at a 10 percent discount, as you know enough about your trade to find bargains on quality goods.
Professional (Secondary Ability): select one of the following trait abilities: Clever Worker: You were built for efficiency. When you take 20 on a skill check, you use half the normal time. You can use this ability on any skill check where you are able to take 20.
Materials Expert: You were designed to have a keen eye for spotting flaws in objects. When you damage an inanimate object, you inflict 1.5 times your Strength bonus in damage with a one-handed weapon, or twice your Strength bonus in damage with a two-handed one.
Merchant’s Eye: You were created to have an almost uncanny ability to spot valuable items. You gain a +2 bonus to Appraise checks and can sell items at 10 percent more than their normal price.

Built for Burden: You must be size Large to select this ability package as you were built to be bigger and stronger than almost any other ironborn. Designed with broad shoulders that can support a heavy load, you are nearly an unstoppable force and an immovable object.
Laborer (Primary Ability): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), you are treated as Huge if doing so is advantageous. You are also treated as Huge for the purposes of calculating your carrying capacity for your light, medium and heavy loads.

Centurion: This package is normally used for warriors and other ironborn meant to take a direct hand in fighting. It is easily the most common package, reflecting the fact that most ironborn are crafted for use in war.
Armored Body (Primary Ability): The centurion’s body includes a number of heavy plates, reinforced joints, and additional shielding. This protection provides a +9 armor bonus to Armor Class, a +1 maximum Dexterity bonus to Armor Class, a –6 armor check penalty, and a 35 percent arcane spell failure chance, and you reduce your speed as normal for wearing heavy armor. You gain these attributes in addition to the +1 natural armor bonus to Armor Class that all ironborn enjoy. Note that if you lack proficiency with heavy armor, you apply your armor check penalty to attack rolls and all skill checks involving movement. You can add magical abilities and enhancement bonuses to this armor as if it were any other suit of armor. You cannot remove this armor, nor can you wear armor over it.
Tough as Iron (Secondary Ability): The thick armor plating that covers a centurion helps shield it from critical hits. There is a 25 percent chance that any critical hit against a centurion deals only normal damage.

Combat Virtuoso: You were designed to use tactics and cunning to defeat your enemies. Many of the urban folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal warrior.
Battle Tactician (Primary Ability): You are built for tactical combat, allowing you to perform exceptionally effective tactical techniques. You gain a +2 bonus on combat maneuver rolls.
Counter Design (Secondary Ability): You are created with the ability to counter an opponent's combat maneuvers. You gain a +4 bonus to your Combat Maneuver Defense.

Divinely Inspired: You were created in strict observation of religious tenets. You might even be a priest of the faith, though you could simply be one of the faithful.
Product of Worship (Primary Ability): The holy symbol of your faith is part of your body, you are filled with resolution and faith that your deity watches over you. You gain a +2 bonus against all fear effects and, once per day, may opt to gain a +2 bonus on a single d20 roll of
your choice.
Divine Design (Secondary Ability): you enjoy one of the following trait abilities:
Fanatic: You were developed to fight in the name of your deity, and your faith drives you forward against the enemy. Once per day, you gain a +4 bonus to damage on a single attack as you strike with strength fired by your faith.
Inquisitor: As part of your religious design, you were imparted with the knowledge of how to detect heresy among the faithful. You gain a +2 bonus to all Sense Motive checks.
Ordination: You are ordained as a priest of the faith, though your rank is just above that of a lay person. When dealing with others of your faith, they must obey your orders within reason. They do not fight for you unless the need is dire, and they do not sacrifice themselves. You can expect them to treat you as a valued friend, such as by offering information, giving you a place to stay, feeding you for at least a few days, and so forth. A title may come with this position. Consult with your DM for information on religions in your campaign.

Divine Mark: Your body is covered in religious icons and holy symbols. You have been blessed by your creator, soaked in holy or unholy water, and consecrated within your faith’s sacred chapels.
You are a living divine artifact. When you select this package, pick an alignment opposed to your own. Your abilities help you defeat followers of that ethos.
Divine Vengeance (Primary Ability): You can channel your divine energy in several different ways. If you use the ability to harm undead or living creatures, you can augment your ability with your body’s divine energy. You add +2 to the DC of your channel energy class feature. You can create a surge of divine power to harm your enemies, sheathing your weapon or fist in a nimbus of energy that grants you a +2 bonus on damage rolls against enemies that have your chosen opposing alignment as a subtype. Choose a single alignment subtype, such as chaotic, evil, or good. Against opponents that have that subtype, you gain a +2 bonus on damage rolls.
For example, if you chose evil, you would gain this bonus against a vrock because its subtype is evil.
Blessings of the Divine (Secondary Ability): You gain a +1 bonus on all saving throws against spells cast by someone of your chosen opposing alignment. Your patron god’s protective energy wards danger away from you.

Iron Heart: Unlike other ironborn, you have only the slightest shred of an organic component. You were built to serve as an obedient warrior or soldier. Your intellectual abilities were given only passing attention, but the magical processes that power you are too strong to keep your personality and mind dormant. You have phenomenal toughness and durability thanks to your manufactured nature.
Machine Body (Primary Ability): You do not need air to breathe, allowing you to survive indefinitely underwater. Your natural armor bonus increases to +2.
Machine Mind (Secondary Ability): You are immune to all mind affecting effects, since your mechanical mind is simply too alien for such spells and magical attacks to affect it.

Slayer: You were designed to use stealth and cunning to defeat your enemies. Many of the evil folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal assassin.
Blood Seeker (Primary Ability): You can see and smell the blood that flows through your enemies, allowing you to make a deadly strike when their guard is relaxed. You gain a +2 bonus on melee attack rolls against opponents that you flank or that have lost their Dexterity bonus to Armor Class. You do not gain this bonus against foes that are immune to sneak attacks.
Weapon Spike (Secondary Ability): You have a short blade that can retract into your hand, leaving you armed and ready for combat at all times. This weapon is a dagger of the appropriate size. It cannot be disarmed, and a Perception check (DC 25) is required to notice it if you leave it sheathed. You ready it like any other weapon. This blade can receive magical abilities just like a normal dagger and be upgraded to masterwork status. If it is sundered, use the standard price for a dagger of its size and features to determine the repair time and cost.

Spellmaster: Your outer shell is augmented with a lattice of carefully worked metals enchanted with arcane energy. Lead, copper, silver, and other metals treated by an alchemical process turn your body into a magnet for magic. This lattice makes it easier for you to use and focus magic, allowing you to handle spells with greater precision. Ironborn created to serve as wizards and sorcerers commonly have this set of features, though many clerics built for combat also feature it.
Spell Precision (Primary Ability): When drawing magical energy and shaping it into a spell, you can direct it with greater precision than normal. You gain a +1 competence bonus on attack rolls with spells that require attack rolls of any kind, such as touch spells.
Spell Durability (Secondary Ability): The arcane lattice in your body absorbs and holds magical energy even when you are on the verge of losing it. Once per day, if you fail a Concentration check when attempting to cast a spell, you can opt to reabsorb the spell’s energy into your body before you lose control of it. You do not lose the spell’s slot and can attempt to cast it again later.

Trailblazer: Your chassis was designed to withstand the elements, allowing you to endure extreme temperature, heavy rains, and other hazards of the natural world. You survive on the water and nutrients available in the environment around you, allowing you to spend months in the wilds without supplies. Ironborn created to serve as druids and rangers are usually built with this ability package, as are scouts who spend months seeking out enemy units and pathways through difficult terrain.
Survivor (Primary Ability): You gain resistance to cold 2 and fire 2. In addition, you no longer need to eat or drink.
Scion of Nature (Secondary Ability): Your mechanical body is laced with tiny plants and soil and rock blessed by a druid. These modifications grant you an innate affinity for the natural world. You gain a +2 bonus on all Handle Animal and Survival checks. You can feel the ebb and flow of natural energies, granting you an almost intuitive sense of nature.
*This race can be found in the Ironborn of Questhaven book.

Strigoi:

Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria, they’re neither fully mortal nor fully undead and are caught between the two worlds.

Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a human can in similar conditions.
Resistances: +2 to saves verses poison, disease, paralysis, mind affecting spells and effects, and energy drain.
Death-tainted Soul: All healing with positive magic only heals at half of its strength, in addition negative healing spells heals at half of its strength as well. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size; but spell casters need 8 hours of meditation to regain their daily spells. Strigoi can also hold their breath for a number of turns equal to their Con multiplied by tree.

+2 Constitution, +2 Charisma, -2 Wisdom. Strigoi are resilient and have an unnatural air to them, but the process that brought them to life has warped their rational thought.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unnatural Vitality: strigoi may stay active even after they drop below 0 hit points. One the round after a strigoi drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP per racial hd of a humanoid or monstrous humanoid creature (minimum 1d4) when ever he feeds on the corpse of a humanoid or monstrous humanoid creature. This takes 10 minutes for a medium or small creature and an additional 10 minutes per size catagory larger than medium.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)

Tiikeri:

Tiikeri
These humanoids resemble upright predatory cats standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually black with white stripes, though the stripes on the female tend to be thinner. Even though tiikeri walk upright, most prefer going around on all fours. Some scholars think the reason for this is because their paws are not developed enough to wield weapons.

Tiikeri Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence. Tiikeri are nimble and cunning, but choose cunning over intelect.
Medium: Tiikeri are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tiikeri have a base speed of 30 feet. However, if its hands are free a tiikeri can, as a swift action drop down on all fours and move at a rate of 40 feet.
Low-light vision: Tiikeri can see twice as far as humans in conditions of dim light.
Scent: Tiikeri have a heightened sense of smell, and receive the Scent special ability.
Heightened Hearing: Tiikeri have sharp ears and gain a racial +2 bonus to all sound-based Perception checks.
Nimble Stalking: Tiikeri gain a +2 racial bonus to all Acrobatics and Stealth checks.
Paws: A tiikeri’s paws are not well suited for holding weaponry, and as a result suffer a –2 racial penalty to all attack rolls made with any weapon other than its own claws and teeth.
Natural Weaponry: Tiikeri have two claws that deal 1d6 and a bite that deals 1d8 points of damage, these are considered weapon attacks and do not provoke an attack of opportunity. The critical rating for these attacks is 19-20(x2).
Languages: Tiikeri begin their careers speaking Common and Sylvan. Tiikeri with high Intelligence scores can choose can choose from Elven, Halfling, and Orc.

Core races:
The racial traits for the races in the core rule book are identical to the ones found in Lyria, with a couple of changes.

The dwarves gain proficiency with all fire arms. If it wasn’t for them, the gobbs, and some humans, they wouldn’t be in mass production like they are today. The dwarves also replace the Hatred racial ability with Stoneflesh.
Stoneflesh (SU): For a number of rounds per day equal to the dwarf's character level + Constitution Modifier, as a swift action, a dwarf gains a +2 natural armor bonus to their AC. The rounds don't have to be consecutive and its a swift action to end this ability. While under the effect of Stoneflesh the dwarf's speed is reduced to 10 ft and he can only run at 3x his speed.

Aasimars, drow, and tieflings:
These three races’ racial traits are largely unchanged, except for the drow. The drow posses no spell like abilities, are immune to poison, and they’re not bothered by bright light. The reason for these changes is because Lilith never existed to pass on those abilities and they also spend as much time above ground as they do below it. They’re immune to poison because at a young age they’re tattooed with the poison of a scorpion that leaves stark white markings on their skin.
The drow also replace the proficiency with crossbows with short bows (and compound short bows). This is due to their primitive society and have not developed the crossbow.

A full write up of each of the races are coming soon, along with racial favored class options.


Ok, I created a race of beings that are known for the loud, boisterous voices and being able to use them as weapons, cause fear, or inspire courage. I was wondering if I should make one feat or many different feats for this?


In my setting the dwarves were first crafted from stone, by a race of beings called the Titans, and used as laborers. Eventually, with the help of the god they now worship, their offspring would be made of flesh and bone, but they have the ability to transform their flesh to stone for a short time. In the current time line they can still use this ability.

Now for my question. Would it be too powerful to give them a +2 bonus to natural armor for a number of rounds equal to their Con modifier as a racial trait?


In this thread I'll be posting everything that deals with my campaign setting of Lyria. First up are the races that will be in my world. Keep in mind that there could be many more, these are just some of the ones that have been encountered or documented.

In the steampunk world of Lyria, there exists a multitude of races. The most notable races that flourish in Lyria are the ones found in the Core Rule Book (except for Gnomes) along with the aasimars, drow, and tieflings from the Bestiary.
The other races that thrive in Lyria are as follows:

Elves:

Along with the standard elves, there exist two offshoots: The arcanist, desert dwelling Savaldi and the shadowy, ancestral worshiping Urkai.

Savaldi Elves
The Savaldi elves abandoned their ancestor worship to worship the beings known as eidolons (which now they can summon as allies, not slaves). They did this because it is said that the eidolons showed them the way to what is now their desert kingdom of Savalia in the Shimmering Desert. There they constructed a monument to the eidolons on the oasis in the center of their kingdom.

Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Strength
Medium: Savadi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savadi elves have a base speed of 30 feet.
Low-Light Vision: Savadi elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Savadi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Savadi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Savadi elves receive a +2 racial bonus on Perception skill checks.
+2 racial bonus on Handle Animal and Ride checks
Weapon Familiarity: Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savadi elves begin play speaking Common and Elven. Savadi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Urkai Elves
The Urkai elves worship their ancestors as Undying, lifeforms much like undead but kept alive by positive energy instead of negative. These Undying serve as advisors and defenders and are considered by those who worship them to be divine as a whole, in the form of the Everlasting Court.

Urkai Traits
+2 Dexterity, +2 Wisdom, –2 Constitution
Medium: Urkai elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urkai elves have a base speed of 30 feet.
Low-Light Vision: Urkai elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Urkai elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Urkai elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Urkai elves receive +2 racial saving throw against necromancy spells or effects..
Keen Senses: Urkai elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Scimitar, rapiers, and bows (including composite bows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Urkai elves begin play speaking Common and Elven. Urkai elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Crokalisk:

Crokalisk
These humanoid reptiles look like you average alligators and crocodiles that decided to stand on their hind legs and talk. Their skin color ranges from dark and light green, brown, grey, and the rare albino (white). They all usually share yellow for eye color, although albino Crokalisks have red eyes. Those that are born albino are usually the tribes shaman (usually druid or witch).

+2 Constitution, +2 Wisdom, -2 Intelligence: Crokalisks are hearty and cunning, but not the sharpest tools in the shed.
Medium Size: Crokalisks are medium creatures.
Normal Speed: Crokalisks have a base land speed of 30 ft.
Darkvision: Crokalisks can see in the dark up to 60ft
Keen Senses: Crokalisks receive a +2 bonus on all Perception checks and receive scent as a bonus feat.
Intimidating: Crokalisks know how to intimidate others to get their way, +2 to Intimidate checks
Leathery Hide: Crokalisks have a natural +1 to their AC.
Aquatic: +2 to all swim checks and a Crokalisks can hold his breath for three times his Con score before drowning.
Languages: Crokalisks begin play speaking Common and Sylvan. Crokalisks with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, and Orc

Gobbs (Goblin):

Gobbs (Goblin)
Gobbs are quite intelligent (despite their savage cousins), and have a particular knack for alchemy and mechanical work, both of which has made them useful as skilled workers and assistants to those who can put aside their prejudices.

Gobb Traits
+2 Dexterity, +2 Intelligence, -2 Strength. Gobbs are quick and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gobbs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Fast: Gobbs are quick like their counter part, so their base land speed is 30ft
+1 racial bonus on saving throws verses poisons
Darkvision: 60ft
+2 bonus on Craft (Alchemy), Disable Device, and Knowledge (Engineering) checks
Weapon Familiarity: Gobbs are proficient with all firearms
Languages: Common and Goblin. Bonus Languages: Any (except secret languages such as Druidic)

Groot:

Groot
These bulky creatures range from 6 to 6 1/2 feet tall and from 250 to 400 lb. with the females tending towards the lower end. Their skin color ranges from a light green to a light brown and sometimes grey. They have thick patches of skin on their bodies (usually around the shoulders, chin, back, thigh, and chest) that are a darker color of their skin. Groots do not have any body hair what so ever, their irises are so colorless their eyes appear stark white, and their hands and feet end in overly large three fingers and three toes.

Groot Traits
+2 Strength, +2 Constitution, –2 Dexterity. Groots are strong and tough, but not very graceful due to their build.
Medium size
Normal Speed: Groots have a base speed of 30 feet.
Darkvision: Groots can see in the dark up to 60ft.
Giant Blood: Groots count as giants for any effect related to race.
Hardy: Groots receive a +2 racial bonus on saves against disease and poison.
Strong Willed: Groots gain a +2 racial bonus on saves vs compulsion and fear.
Muscular: A groots hands and muscles are larger than a normal medium creature. When wielding a large sized weapon, you don't take the -2 penalty for it being inappropriately sized. All other restrictions on inappropriately sized weapons still apply.
Languages: Groots begin play speaking Common and Giant. Groots with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, Orc, and Sylvan.

Ironborn:

Ironborn
Ironborn are a rare race of humanoid constructs constructed through powerful rituals. Ironborn average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable, ironborn are able fighters. Unlike most constructs, ironborn are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.

Ability Score Modifiers
Ironborn display a wide range of physical and mental abilities. Some of them are built for combat, while others are designed for reconnaissance or duty as battle wizards. Thus, their ability scores tend to reflect their intended role.
When building your character, you may give a +2 racial bonus to any two ability scores other than Strength in return for a –2 penalty to any other score. Or, if you want a +2 bonus to Strength, you gain no bonuses or penalties to other scores. You do not have to take any ability score modifiers if you do not wish to.

Size
Most ironborn are Medium, but a few are built for roles where a larger or smaller size would be advantageous. Ironborn of a size other than Medium tend to have fewer special abilities relating to their mechanical heritage.
Medium: Ironborn of this size gain no disadvantages due to size. They enjoy the full range of benefits from the ability packages described on the next page. A Medium ironborn’s base land speed is 30 feet.
Small: Ironborn of this size are built as scouts or rogues. Most of them are designed to take advantage of their size to sneak past their enemies or remain hidden in battle. A Small ironborn gains all the standard benefits for this size: +4 size bonus on Stealth checks, +1 size bonus on attack rolls, and a +1 size bonus to Armor Class. Its base land speed is 20 feet. A Small ironborn may opt for a –2 penalty to Strength, or it can drop its ability package’s secondary feature. See the next page for more information on ability packages.
Large: Ironborn of this size are invariably built for war. They use their great bulk to wield heavy weapons and slam opponents before they can draw near. A Large ironborn gains a natural reach of 10 feet, but takes a –4 size penalty on Stealth checks and a –1 size penalty on attack rolls and AC. Its base land speed is 30 feet, and its space is 10 feet rather than 5 feet for Small and Medium characters. A Large ironborn does not gain its ability package’s secondary feature. Also, a Large ironborn takes a –2 penalty to Dexterity due to its ponderous bulk. Large ironborn are too heavy and unwieldy to move with the agility of their smaller brethren.

Ironborn Traits
All ironborn share the following traits and features:
Ironborn Subtype: Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature. The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.
Immortal: As artificial creatures, ironborn suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Natural Armor: All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.
Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.
Humanoid: Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.
Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
Languages: Ironborn speak Common and whatever language their creators use. Ironborn with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Ability Packages
In addition to the traits described above, ironborn have other abilities based on their purpose. An ironborn crafted to serve as a cleric might be covered in holy runes, while one built as a warrior could have a thick, heavy layer of armor. These specialized abilities are organized into a series of packages. You may choose one ability package for a Medium ironborn character. Each package comes with a primary ability and a secondary ability. Once you have chosen a package, you cannot switch to a new one.

Acrobat: With its slender, long limbs, sleek chassis, and elegant design, an ironborn with this ability package can move with a speed and agility that belie the image of constructs as shambling, creaky machines. This set of features is most common in ironborn designed as monks, scouts, and other warriors who rely on mobility rather than heavy armor and brute strength.
Enhanced Agility (Primary Ability): Your slender but strong limbs and intricately designed joints allow you to perform difficult feats of agility and acrobatics with ease. You gain a +2 racial bonus on all Acrobatic and Escape Artist checks.
Enhanced Mobility (Secondary Ability): With your long, powerful legs and efficiently designed frame, you move faster than normal. You gain a +5 foot increase to base land speed.

Artisan: You were designed as a blacksmith, a cobbler, or in some similar craft before making a choice to take a different path, regardless of your burden.
Builder (Primary Ability): You gain 1 rank in Craft at 1st-level and 1 bonus rank to spend upon it at each subsequent level. You can purchase goods that you can make with your Craft skill at a 10 percent discount, as you know enough about your trade to find bargains on quality goods.
Professional (Secondary Ability): select one of the following trait abilities: Clever Worker: You were built for efficiency. When you take 20 on a skill check, you use half the normal time. You can use this ability on any skill check where you are able to take 20.
Materials Expert: You were designed to have a keen eye for spotting flaws in objects. When you damage an inanimate object, you inflict 1.5 times your Strength bonus in damage with a one-handed weapon, or twice your Strength bonus in damage with a two-handed one.
Merchant’s Eye: You were created to have an almost uncanny ability to spot valuable items. You gain a +2 bonus to Appraise checks and can sell items at 10 percent more than their normal price.

Built for Burden: You must be size Large to select this ability package as you were built to be bigger and stronger than almost any other ironborn. Designed with broad shoulders that can support a heavy load, you are nearly an unstoppable force and an immovable object.
Laborer (Primary Ability): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), you are treated as Huge if doing so is advantageous. You are also treated as Huge for the purposes of calculating your carrying capacity for your light, medium and heavy loads.

Centurion: This package is normally used for warriors and other ironborn meant to take a direct hand in fighting. It is easily the most common package, reflecting the fact that most ironborn are crafted for use in war.
Armored Body (Primary Ability): The centurion’s body includes a number of heavy plates, reinforced joints, and additional shielding. This protection provides a +9 armor bonus to Armor Class, a +1 maximum Dexterity bonus to Armor Class, a –6 armor check penalty, and a 35 percent arcane spell failure chance, and you reduce your speed as normal for wearing heavy armor. You gain these attributes in addition to the +1 natural armor bonus to Armor Class that all ironborn enjoy. Note that if you lack proficiency with heavy armor, you apply your armor check penalty to attack rolls and all skill checks involving movement. You can add magical abilities and enhancement bonuses to this armor as if it were any other suit of armor. You cannot remove this armor, nor can you wear armor over it.
Tough as Iron (Secondary Ability): The thick armor plating that covers a centurion helps shield it from critical hits. There is a 25 percent chance that any critical hit against a centurion deals only normal damage.

Combat Virtuoso: You were designed to use tactics and cunning to defeat your enemies. Many of the urban folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal warrior.
Battle Tactician (Primary Ability): You are built for tactical combat, allowing you to perform exceptionally effective tactical techniques. You gain a +2 bonus on combat maneuver rolls.
Counter Design (Secondary Ability): You are created with the ability to counter an opponent's combat maneuvers. You gain a +4 bonus to your Combat Maneuver Defense.

Divinely Inspired: You were created in strict observation of religious tenets. You might even be a priest of the faith, though you could simply be one of the faithful.
Product of Worship (Primary Ability): The holy symbol of your faith is part of your body, you are filled with resolution and faith that your deity watches over you. You gain a +2 bonus against all fear effects and, once per day, may opt to gain a +2 bonus on a single d20 roll of
your choice.
Divine Design (Secondary Ability): you enjoy one of the following trait abilities:
Fanatic: You were developed to fight in the name of your deity, and your faith drives you forward against the enemy. Once per day, you gain a +4 bonus to damage on a single attack as you strike with strength fired by your faith.
Inquisitor: As part of your religious design, you were imparted with the knowledge of how to detect heresy among the faithful. You gain a +2 bonus to all Sense Motive checks.
Ordination: You are ordained as a priest of the faith, though your rank is just above that of a lay person. When dealing with others of your faith, they must obey your orders within reason. They do not fight for you unless the need is dire, and they do not sacrifice themselves. You can expect them to treat you as a valued friend, such as by offering information, giving you a place to stay, feeding you for at least a few days, and so forth. A title may come with this position. Consult with your DM for information on religions in your campaign.

Divine Mark: Your body is covered in religious icons and holy symbols. You have been blessed by your creator, soaked in holy or unholy water, and consecrated within your faith’s sacred chapels.
You are a living divine artifact. When you select this package, pick an alignment opposed to your own. Your abilities help you defeat followers of that ethos.
Divine Vengeance (Primary Ability): You can channel your divine energy in several different ways. If you use the ability to harm undead or living creatures, you can augment your ability with your body’s divine energy. You add +2 to the DC of your channel energy class feature. You can create a surge of divine power to harm your enemies, sheathing your weapon or fist in a nimbus of energy that grants you a +2 bonus on damage rolls against enemies that have your chosen opposing alignment as a subtype. Choose a single alignment subtype, such as chaotic, evil, or good. Against opponents that have that subtype, you gain a +2 bonus on damage rolls.
For example, if you chose evil, you would gain this bonus against a vrock because its subtype is evil.
Blessings of the Divine (Secondary Ability): You gain a +1 bonus on all saving throws against spells cast by someone of your chosen opposing alignment. Your patron god’s protective energy wards danger away from you.

Iron Heart: Unlike other ironborn, you have only the slightest shred of an organic component. You were built to serve as an obedient warrior or soldier. Your intellectual abilities were given only passing attention, but the magical processes that power you are too strong to keep your personality and mind dormant. You have phenomenal toughness and durability thanks to your manufactured nature.
Machine Body (Primary Ability): You do not need air to breathe, allowing you to survive indefinitely underwater. Your natural armor bonus increases to +2.
Machine Mind (Secondary Ability): You are immune to all mind affecting effects, since your mechanical mind is simply too alien for such spells and magical attacks to affect it.

Slayer: You were designed to use stealth and cunning to defeat your enemies. Many of the evil folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal assassin.
Blood Seeker (Primary Ability): You can see and smell the blood that flows through your enemies, allowing you to make a deadly strike when their guard is relaxed. You gain a +2 bonus on melee attack rolls against opponents that you flank or that have lost their Dexterity bonus to Armor Class. You do not gain this bonus against foes that are immune to sneak attacks.
Weapon Spike (Secondary Ability): You have a short blade that can retract into your hand, leaving you armed and ready for combat at all times. This weapon is a dagger of the appropriate size. It cannot be disarmed, and a Perception check (DC 25) is required to notice it if you leave it sheathed. You ready it like any other weapon. This blade can receive magical abilities just like a normal dagger and be upgraded to masterwork status. If it is sundered, use the standard price for a dagger of its size and features to determine the repair time and cost.

Spellmaster: Your outer shell is augmented with a lattice of carefully worked metals enchanted with arcane energy. Lead, copper, silver, and other metals treated by an alchemical process turn your body into a magnet for magic. This lattice makes it easier for you to use and focus magic, allowing you to handle spells with greater precision. Ironborn created to serve as wizards and sorcerers commonly have this set of features, though many clerics built for combat also feature it.
Spell Precision (Primary Ability): When drawing magical energy and shaping it into a spell, you can direct it with greater precision than normal. You gain a +1 competence bonus on attack rolls with spells that require attack rolls of any kind, such as touch spells.
Spell Durability (Secondary Ability): The arcane lattice in your body absorbs and holds magical energy even when you are on the verge of losing it. Once per day, if you fail a Concentration check when attempting to cast a spell, you can opt to reabsorb the spell’s energy into your body before you lose control of it. You do not lose the spell’s slot and can attempt to cast it again later.

Trailblazer: Your chassis was designed to withstand the elements, allowing you to endure extreme temperature, heavy rains, and other hazards of the natural world. You survive on the water and nutrients available in the environment around you, allowing you to spend months in the wilds without supplies. Ironborn created to serve as druids and rangers are usually built with this ability package, as are scouts who spend months seeking out enemy units and pathways through difficult terrain.
Survivor (Primary Ability): You gain resistance to cold 2 and fire 2. In addition, you no longer need to eat or drink.
Scion of Nature (Secondary Ability): Your mechanical body is laced with tiny plants and soil and rock blessed by a druid. These modifications grant you an innate affinity for the natural world. You gain a +2 bonus on all Handle Animal and Survival checks. You can feel the ebb and flow of natural energies, granting you an almost intuitive sense of nature.
*This race can be found in the Ironborn of Questhaven book.

Strigoi:

Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria, they’re neither fully mortal nor fully undead and are caught between the two worlds.

Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a human can in similar conditions.
Resistances: +2 to saves verses poison, disease, paralysis, mind affecting spells and effects, and energy drain.
Death-tainted Soul: All healing with positive magic only heals at half of its strength, in addition negative healing spells heals at half of its strength as well. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size; but spell casters need 8 hours of meditation to regain their daily spells. Strigoi can also hold their breath for a number of turns equal to their Con multiplied by tree.

+2 Constitution, +2 Charisma, -2 Wisdom. Strigoi are resilient and have an unnatural air to them, but the process that brought them to life has warped their rational thought.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unnatural Vitality: strigoi may stay active even after they drop below 0 hit points. One the round after a strigoi drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP per racial hd of a humanoid or monstrous humanoid creature (minimum 1d4) when ever he feeds on the corpse of a humanoid or monstrous humanoid creature. This takes 10 minutes for a medium or small creature and an additional 10 minutes per size catagory larger than medium.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)

Tiikeri:

Tiikeri
These humanoids resemble upright predatory cats standing 5 feet tall and weighing approximately 160 ponds, both male and female. Their fur coloring is usually black with white stripes, though the stripes on the female tend to be thinner. Even though tiikeri walk upright, most prefer going around on all fours. Some scholars think the reason for this is because their paws are not developed enough to wield weapons.

Tiikeri Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence. Tiikeri are nimble and cunning, but choose cunning over intelect.
Medium: Tiikeri are medium-size creatures and have no bonuses or penalties due to size.
Varied Speed: Tiikeri have a base speed of 30 feet. However, if its hands are free a tiikeri can, as a swift action drop down on all fours and move at a rate of 40 feet.
Low-light vision: Tiikeri can see twice as far as humans in conditions of dim light.
Scent: Tiikeri have a heightened sense of smell, and receive the Scent special ability.
Heightened Hearing: Tiikeri have sharp ears and gain a racial +2 bonus to all sound-based Perception checks.
Nimble Stalking: Tiikeri gain a +2 racial bonus to all Acrobatics and Stealth checks.
Paws: A tiikeri’s paws are not well suited for holding weaponry, and as a result suffer a –2 racial penalty to all attack rolls made with any weapon other than its own claws and teeth.
Natural Weaponry: Tiikeri have two claws that deal 1d6 and a bite that deals 1d8 points of damage, these are considered weapon attacks and do not provoke an attack of opportunity. The critical rating for these attacks is 19-20(x2).
Languages: Tiikeri begin their careers speaking Common and Sylvan. Tiikeri with high Intelligence scores can choose can choose from Elven, Halfling, and Orc.

Core races:
The racial traits for the races in the core rule book (and Bestiary) are identical to the ones found in Lyria, with a couple of changes. The dwarves gain proficiency with all fire arms. If it wasn’t for them and the gobbs, they wouldn’t be in mass production like they are today.

Aasimars, drow, and tieflings:
These three races’ racial traits are largely unchanged, except for the drow. The drow posses no spell like abilities, are immune to poison, and they’re not bothered by bright light. The reason for these changes is because Lilith never existed to pass on those abilities and they also spend as much time above ground as the do below it. They’re immune to poison because at a young age they tattoo them selves with the poison of a scorpion that leaves white markings on their skin.
The drow also replace the proficiency with crossbows with short bows (and compound short bows). This is due to their primitive society and have not developed the crossbow.

A full write up of each of the races are coming soon, along with racial favored class options for the new races and some for the ones that can be found in the core books.


I want to make racial favored classes for these races, but I'm not really sure how to go about it. I also want to do the same for the aasimars, drow, and tieflings. If anyone could give me some feed back, it would be really great.


I bet I'll get some negative feedback from this, but really its just an observation.

Any way, here it goes, if you maybe added some abilities and changed the fluff you could easily turn the antipaladin into a death knight from WOW.


I was wondering what the best way there is to make the Fell Caller class from Ironkingdoms a variant for the bard. I like the idea of the Fell Caller because it represents a barbaric bard, which would fit in well with some of the races in my setting.

I was looking over the Fell Calls ability and some of them require ranks in perform and intimidation, that you wouldn't be able to get until you were 6th lvl and up since the skill point system is different in PF. I would be totally okay with getting rid of the spells per day and replacing it Fell Calls per day. Most of the other Bard abilities seem like it would fit just fine with the Fell Caller.

So if anyone has any ideas I would be glad to hear them.


I should have stated this before, but I'm looking for some fee back. Mainly feedback on the Crokalisks and Groots. I want to know if they're to OP.


Has anyone converted the undying court to Pathfinder?


What feats should I give a steampunk ranger for Musketry Combat Styles?


In the steampunk world of Lyria, there exists a multitude of races. The most notable races That flourish in Lyria are the ones found in the Core Rule Book along with the Aasimars, Drow, and Tieflings from the Bestiary.

The other races, one that I have created or used from different books, that thrive in Lyria are as follows:

Savaldi Elves:

Savaldi Elves
The Savaldi elves worship only their warrior ancestors, a major one is Savald their sultan summoner. By emulating the deeds of their ancestors, they believe the spirits can live again. They do not resurrect their fallen or beloved as Deathless.

Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Strength
Medium: Savadi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savadi elves have a base speed of 30 feet.
Low-Light Vision: Savadi elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Savadi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Savadi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Savadi elves receive a +2 racial bonus on Perception skill checks.
+2 racial bonus on Handle Animal and Ride checks
Weapon Familiarity: Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savadi elves begin play speaking Common and Elven. Savadi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Urkai Elves:

Urkai Elves
The Urkai elves worship their ancestors as Deathless, lifeforms much like undead but kept alive by positive energy instead of negative. These Deathless serve as advisors and defenders and are considered by those who worship them to be divine as a whole, in the form of the Undying Court.

Urkai Traits
+2 Dexterity, +2 Wisdom, –2 Constitution
Medium: Urkai elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urkai elves have a base speed of 30 feet.
Low-Light Vision: Urkai elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Urkai elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Urkai elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Urkai elves receive spell resistance equal to 1/2 their level + 10 against Necromancy.
Keen Senses: Urkai elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Scimitar, rapiers, and bows (including composite bows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Urkai elves begin play speaking Common and Elven. Urkai elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Gobbs (Goblin):

Gobbs (Goblin)
Gobbs are quite intelligent (despite their savage cousins), and have a particular knack for alchemy and mechanical work, both of which has made them useful as skilled workers and assistants to those who can put aside their prejudices.

Gobb Traits
+2 Dexterity, +2 Intelligence, -2 Strength. Gobbs are quick and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gobbs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Fast: Gobbs are quick like their counter part, so their base land speed is 30ft
+1 racial bonus on saving throws verses poisons
Darkvision: 60ft
+2 bonus on Craft (Alchemy) and Disable Device checks
Languages: Common and Goblin. Bonus Languages: Any (except secret languages such as Druidic)

Ironborn:

Ironborn
Ironborn are a rare race of humanoid constructs constructed through powerful rituals. Ironborn average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable, ironborn are able fighters. Unlike most constructs, ironborn are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.

Ability Score Modifiers
Ironborn display a wide range of physical and mental abilities. Some of them are built for combat, while others are designed for reconnaissance or duty as battle wizards. Thus, their ability scores tend to reflect their intended role.
When building your character, you may give a +2 racial bonus to any two ability scores other than Strength in return for a –2 penalty to any other score. Or, if you want a +2 bonus to Strength, you gain no bonuses or penalties to other scores. You do not have to take any ability score modifiers if you do not wish to.

Size
Most ironborn are Medium, but a few are built for roles where a larger or smaller size would be advantageous. Ironborn of a size other than Medium tend to have fewer special abilities relating to their mechanical heritage.
Medium: Ironborn of this size gain no disadvantages due to size. They enjoy the full range of benefits from the ability packages described on the next page. A Medium ironborn’s base land speed is 30 feet.
Small: Ironborn of this size are built as scouts or rogues. Most of them are designed to take advantage of their size to sneak past their enemies or remain hidden in battle. A Small ironborn gains all the standard benefits for this size: +4 size bonus on Stealth checks, +1 size bonus on attack rolls, and a +1 size bonus to Armor Class. Its base land speed is 20 feet. A Small ironborn may opt for a –2 penalty to Strength, or it can drop its ability package’s secondary feature. See the next page for more information on ability packages.
Large: Ironborn of this size are invariably built for war. They use their great bulk to wield heavy weapons and slam opponents before they can draw near. A Large ironborn gains a natural reach of 10 feet, but takes a –4 size penalty on Stealth checks and a –1 size penalty on attack rolls and AC. Its base land speed is 30 feet, and its space is 10 feet rather than 5 feet for Small and Medium characters. A Large ironborn does not gain its ability package’s secondary feature. Also, a Large ironborn takes a –2 penalty to Dexterity due to its ponderous bulk. Large ironborn are too heavy and unwieldy to move with the agility of their smaller brethren.

Ironborn Traits
All ironborn share the following traits and features:
Ironborn Subtype: Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature. The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.
Immortal: As artificial creatures, ironborn suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Natural Armor: All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.
Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.
Humanoid: Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.
Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
Languages: Ironborn speak Common and whatever language their creators use. Ironborn with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Ability Packages
In addition to the traits described above, ironborn have other abilities based on their purpose. An ironborn crafted to serve as a cleric might be covered in holy runes, while one built as a warrior could have a thick, heavy layer of armor. These specialized abilities are organized into a series of packages. You may choose one ability package for a Medium ironborn character. Each package comes with a primary ability and a secondary ability. Once you have chosen a package, you cannot switch to a new one.

Acrobat: With its slender, long limbs, sleek chassis, and elegant design, an ironborn with this ability package can move with a speed and agility that belie the image of constructs as shambling, creaky machines. This set of features is most common in ironborn designed as monks, scouts, and other warriors who rely on mobility rather than heavy armor and brute strength.
Enhanced Agility (Primary Ability): Your slender but strong limbs and intricately designed joints allow you to perform difficult feats of agility and acrobatics with ease. You gain a +2 racial bonus on all Acrobatic and Escape Artist checks.
Enhanced Mobility (Secondary Ability): With your long, powerful legs and efficiently designed frame, you move faster than normal. You gain a +5 foot increase to base land speed.

Artisan: You were designed as a blacksmith, a cobbler, or in some similar craft before making a choice to take a different path, regardless of your burden.
Builder (Primary Ability): You gain 1 rank in Craft at 1st-level and 1 bonus rank to spend upon it at each subsequent level. You can purchase goods that you can make with your Craft skill at a 10 percent discount, as you know enough about your trade to find bargains on quality goods.
Professional (Secondary Ability): select one of the following trait abilities: Clever Worker: You were built for efficiency. When you take 20 on a skill check, you use half the normal time. You can use this ability on any skill check where you are able to take 20.
Materials Expert: You were designed to have a keen eye for spotting flaws in objects. When you damage an inanimate object, you inflict 1.5 times your Strength bonus in damage with a one-handed weapon, or twice your Strength bonus in damage with a two-handed one.
Merchant’s Eye: You were created to have an almost uncanny ability to spot valuable items. You gain a +2 bonus to Appraise checks and can sell items at 10 percent more than their normal price.

Built for Burden: You must be size Large to select this ability package as you were built to be bigger and stronger than almost any other ironborn. Designed with broad shoulders that can support a heavy load, you are nearly an unstoppable force and an immovable object.
Laborer (Primary Ability): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), you are treated as Huge if doing so is advantageous. You are also treated as Huge for the purposes of calculating your carrying capacity for your light, medium and heavy loads.

Centurion: This package is normally used for warriors and other ironborn meant to take a direct hand in fighting. It is easily the most common package, reflecting the fact that most ironborn are crafted for use in war.
Armored Body (Primary Ability): The centurion’s body includes a number of heavy plates, reinforced joints, and additional shielding. This protection provides a +9 armor bonus to Armor Class, a +1 maximum Dexterity bonus to Armor Class, a –6 armor check penalty, and a 35 percent arcane spell failure chance, and you reduce your speed as normal for wearing heavy armor. You gain these attributes in addition to the +1 natural armor bonus to Armor Class that all ironborn enjoy. Note that if you lack proficiency with heavy armor, you apply your armor check penalty to attack rolls and all skill checks involving movement. You can add magical abilities and enhancement bonuses to this armor as if it were any other suit of armor. You cannot remove this armor, nor can you wear armor over it.
Tough as Iron (Secondary Ability): The thick armor plating that covers a centurion helps shield it from critical hits. There is a 25 percent chance that any critical hit against a centurion deals only normal damage.

Combat Virtuoso: You were designed to use tactics and cunning to defeat your enemies. Many of the urban folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal warrior.
Battle Tactician (Primary Ability): You are built for tactical combat, allowing you to perform exceptionally effective tactical techniques. You gain a +2 bonus on combat maneuver rolls.
Counter Design (Secondary Ability): You are created with the ability to counter an opponent's combat maneuvers. You use your Combat Maneuver check in place of your Combat Maneuver Defense.

Divinely Inspired: You were created in strict observation of religious tenets. You might even be a priest of the faith, though you could simply be one of the faithful.
Product of Worship (Primary Ability): The holy symbol of your faith is part of your body, you are filled with resolution and faith that your deity watches over you. You gain a +2 bonus against all fear effects and, once per day, may opt to gain a +2 bonus on a single d20 roll of
your choice.
Divine Design (Secondary Ability): you enjoy one of the following trait abilities:
Fanatic: You were developed to fight in the name of your deity, and your faith drives you forward against the enemy. Once per day, you gain a +4 bonus to damage on a single attack as you strike with strength fired by your faith.
Inquisitor: As part of your religious design, you were imparted with the knowledge of how to detect heresy among the faithful. You gain a +2 bonus to all Sense Motive checks.
Ordination: You are ordained as a priest of the faith, though your rank is just above that of a lay person. When dealing with others of your faith, they must obey your orders within reason. They do not fight for you unless the need is dire, and they do not sacrifice themselves. You can expect them to treat you as a valued friend, such as by offering information, giving you a place to stay, feeding you for at least a few days, and so forth. A title may come with this position. Consult with your DM for information on religions in your campaign.

Divine Mark: Your body is covered in religious icons and holy symbols. You have been blessed by your creator, soaked in holy or unholy water, and consecrated within your faith’s sacred chapels.
You are a living divine artifact. When you select this package, pick an alignment opposed to your own. Your abilities help you defeat followers of that ethos.
Divine Vengeance (Primary Ability): You can channel your divine energy in several different ways. If you use the ability to harm undead or living creatures, you can augment your ability with your body’s divine energy. You add +2 to the DC of your channel energy class feature. You can create a surge of divine power to harm your enemies, sheathing your weapon or fist in a nimbus of energy that grants you a +2 bonus on damage rolls against enemies that have your chosen opposing alignment as a subtype. Choose a single alignment subtype, such as chaotic, evil, or good. Against opponents that have that subtype, you gain a +2 bonus on damage rolls.
For example, if you chose evil, you would gain this bonus against a vrock because its subtype is evil.
Blessings of the Divine (Secondary Ability): You gain a +1 bonus on all saving throws against spells cast by someone of your chosen opposing alignment. Your patron god’s protective energy wards danger away from you.

Iron Heart: Unlike other ironborn, you have only the slightest shred of an organic component. You were built to serve as an obedient warrior or soldier. Your intellectual abilities were given only passing attention, but the magical processes that power you are too strong to keep your personality and mind dormant. You have phenomenal toughness and durability thanks to your manufactured nature.
Machine Body (Primary Ability): You are immune to poison and do not need air to breathe, allowing you to survive indefinitely underwater. Your natural armor bonus increases to +2.
Machine Mind (Secondary Ability): You are immune to all mind affecting effects, since your mechanical mind is simply too alien for such spells and magical attacks to affect it.

Slayer: You were designed to use stealth and cunning to defeat your enemies. Many of the evil folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal assassin.
Blood Seeker (Primary Ability): You can see and smell the blood that flows through your enemies, allowing you to make a deadly strike when their guard is relaxed. You gain a +2 bonus on melee attack rolls against opponents that you flank or that have lost their Dexterity bonus to Armor Class. You do not gain this bonus against foes that are immune to sneak attacks.
Weapon Spike (Secondary Ability): You have a short blade that can retract into your hand, leaving you armed and ready for combat at all times. This weapon is a dagger of the appropriate size. It cannot be disarmed, and a Perception check (DC 25) is required to notice it if you leave it sheathed. You ready it like any other weapon. This blade can receive magical abilities just like a normal dagger and be upgraded to masterwork status. If it is sundered, use the standard price for a dagger of its size and features to determine the repair time and cost.

Spellmaster: Your outer shell is augmented with a lattice of carefully worked metals enchanted with arcane energy. Lead, copper, silver, and other metals treated by an alchemical process turn your body into a magnet for magic. This lattice makes it easier for you to use and focus magic, allowing you to handle spells with greater precision. Ironborn created to serve as wizards and sorcerers commonly have this set of features, though many clerics built for combat also feature it.
Spell Precision (Primary Ability): When drawing magical energy and shaping it into a spell, you can direct it with greater precision than normal. You gain a +1 competence bonus on attack rolls with spells that require attack rolls of any kind, such as touch spells.
Spell Durability (Secondary Ability): The arcane lattice in your body absorbs and holds magical energy even when you are on the verge of losing it. Once per day, if you fail a Concentration check when attempting to cast a spell, you can opt to reabsorb the spell’s energy into your body before you lose control of it. You do not lose the spell’s slot and can attempt to cast it again later.

Trailblazer: Your chassis was designed to withstand the elements, allowing you to endure extreme temperature, heavy rains, and other hazards of the natural world. You survive on the water and nutrients available in the environment around you, allowing you to spend months in the wilds without supplies. Ironborn created to serve as druids and rangers are usually built with this ability package, as are scouts who spend months seeking out enemy units and pathways through difficult terrain.
Survivor (Primary Ability): You gain resistance to cold 2 and fire 2. In addition, you no longer need to eat or drink.
Scion of Nature (Secondary Ability): Your mechanical body is laced with tiny plants and soil and rock blessed by a druid. These modifications grant you an innate affinity for the natural world. You gain a +2 bonus on all Handle Animal and Survival checks. You can feel the ebb and flow of natural energies, granting you an almost intuitive sense of nature.

*This race can be found in the Ironborn of Questhaven book.

Mandragorans:

Mandragoran
Mandragorans are an exotic plantlike humanoid species known for their unique, tapered, head-vines called "nahmaun gorah". Mandragorans consider signed contracts as binding and unbreakable no their part. Paper is sacred and the written word is just as sacred as the paper it is written on. The spoken word is another matter altogether

Mandragoran Traits
+2 Constitution, +2 Wisdom, -2 Strength. Mandragorans are tough, cunning, and wise, but the lack of a strong skeletal system makes them weak.
Medium: As Medium creatures, mandragorans have no special bonuses or penalties due to their size.
Low-light Vision: A mandragoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions
+2 racial bonus to Initiative. Mandragorans have a preternatural sense. Despite their aptitude for patience, mandragorans do not like being forced to react; they prefer to be deliberate. Some believe that the mandragorans anticipate the actions of others by tapping into a universal spiritual awareness that is a part of all nature.
+2 racial bonus on saving throws against poisons and toxins. Their plant-like nature and unique anatomy helps their immune system when it comes to toxins and poisons.
Poisonous Blood (EX): A mandragoran's blood is quite poisonous. Any creature that scores a bite attack on the mandragora is treated as ingesting the poison, taking an initial 1d2 Constitution damage and Paralysis a minute later as secondary damage. The Fortitude save DC is 10 + the mandragora's Constitution modifier + ½ the mandragora's HD. Ingesting a mandragora whole (with the Swallow Whole ability) is treated as a successful bite attack, so long as the mandragora takes damage each round he is within the creature's stomach.
Spore Scent: Mandragorans generate spores that emit a strong, pleasant scent that can make other creatures predisposed to harmonious dealings. They gain a +2 circumstance bonus to Bluff, Diplomacy, Handle Animal, and Perform skill checks and any Charisma ability checks with any living creatures within 30 feet of the character. On a windy day, the range can be as much as 60 feet to any downwind creature, but only 5 feet to any creature that is upwind (at the DMs discretion). This ability does not work on undead or creatures that do not have a sense of smell. Mandragorans do receive a -2 circumstance penalty to Disguise checks due to the strength of their spore scent.
Light Dependency: Mandragoran characters must be exposed to Sunlight or other sources of light. Mandragorans that do not spend at least four hours a day in light cannot recover any hit points naturally, even with a full day of rest. A mandragoran can go without sunlight or water for one day plus a number of hours equal to her Constitution score. After this time, the character must make a daily Constitution check (DC 10, +1 for each previous check) or sustain 1d6 points of subdual damage. This subdual damage cannot be recovered or magically healed until the mandragoran receives sufficient sunlight.
Automatic Languages: Common and Sylvan. Bonus Languages: Any (except bonus languages such as Druidic).

Rostungur:

Rostungur
Rostungur are friendly, stouthearted humanoids resembling walruses. They live in Frostnail and their thick bodies are well adapted to the cold winters of the region.

Rostungur Traits
+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Normal Speed: Rostungur base land speed is 30 feet. They also have a Swim Speed of 40 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide that grants a +1 Natural Armor bonus to AC.
Survivor: +2 racial bonus on Perception and Survival checks.
Waterborn: Rostungur receive a +2 racial bonus on Swim checks.
Weapon Familiarity: Rostungur are proficient with the Spear and Net
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc

Strigoi:

Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria neither fully mortal nor fully undead and are caught between the two worlds.

Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a  human can.
Resistances: +4 to save poison, disease, and paralysis.
Death-tainted Soul: All healing with positive magic only heals at half of its strength. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
+2 Strength, +2 Constitution, -2 Charisma. Strigoi are strong and resilient, but have an unnatural air to them.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unatural Vitality: Revenents may say active even after they drop below 0 hit points. One the round after a revenant drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP when ever he feeds on the corpse of a humanoid creature.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)


Hm....no one?


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Ok, so I have to give thanks to Northbrb, for lighting a fire under my rear to get this done. If he didn't post the thread for his reptile race, it would have taken me for ever to get around to it. So, I give you the Saurials from the Dragon Magazine. I changed them up a bit, mainly to fit them in my setting. Also sorry for the long post, I'm not sure how to use the spoiler thing on here. Also, I'm still working on them. I just posted them to get some feed back.

Saurials
These dinosaur-like beings, known as saurials, were stranded in Lyria on the jungle continent Valboryn during the giants rule of the continent.

Several saurial subraces exist: bladebacks, finheads, flyers, and hornheads to be exact. Hornheads are a little taller than orcs and flyers are as small as halflings, but the other two subraces are similar to humans in height and weight.
All saurials are generally humanoid in shape. Each has two arms that end in clawed hands, two legs, and a lizardlike tail. A member of the flyer subrace also has two “wings”—actually flaps of skin that extend from its wrists to its waist that allow it to fly. The scales that cover a saurial’s body are primarily green, with patterns of yellow on its back. Very rarely, a pure white saurial is hatched, but this coloration carries no stigma, and the event is not considered an omen.

Saurial Traits
All of the saurial subraces share the following traits.

Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. Thus, a saurial takes a –4 penalty on Fortitude saving throws made to avoid nonlethal damage from cold environments, and it takes double the normal amount of nonlethal damage for failing such a saving throw.
In cooler climates, saurials can easily die from exposure in an environment that a human would find merely uncomfortable. Thus, they usually bundle up to keep warm.

Protection from Sonic Attacks (Ex): Because a saurial’s earholes are well protected, it gains a +2 circumstance bonus on saving throws against sonic effects and attacks.

Scent (Ex): Saurials have the scent special quality, as described in the Bestiary.

Vulnerability to Gas Attacks (Ex): A saurial’s metabolism and reliance on scent make it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. It thus takes a -4 penalty on saving throws against gas-based effects and attacks.

Bladebacks
This bipedal lizard looks taller and stockier than a human; in fact, it’s built much like a half-orc. A line of sharp scales runs down its spine from its head to the tip of its tail, which is about as long as its body.

Type: Humanoid (Reptilian)
• +2 Strength, +2 Charisma: Bladebacks are naturally strong and outgoing.
• Medium: As Medium creatures, bladebacks have no special bonuses or penalties due to their size.
• Speed: A bladeback’s base speed is 30 feet.
• Natural Armor Bonus: A bladeback has a +2 natural armor bonus.
• Special Qualities: A bladeback has cold torpor, protection from sonic attacks, scent, and vulnerability to gas attacks, as described above.
Automatic Languages: Common and Draconic. Bonus Languages: Elven, Sylvan, and Giant.

Finheads
This reptilian creature stands slightly shorter than a typical human and has roughly human shape and proportions. Its tail measures slightly more than half its body length, and a pronounced fin crowns its head

Type: Humanoid (Reptilian)
• +2 Dexterity, +2 Wisdom: Finheads have good reflexes and exceptional insight.
• Medium: As Medium creatures, finheads have no special bonuses or penalties due to their size.
• Speed: Finhead base speed is 30 feet.
Natural Armor Bonus: A finhead has a +2 natural armor bonus.
• Special Qualities: A finhead has cold torpor, protection from sonic attacks, scent, and vulnerability to gas attacks, as described above.
Automatic Languages: Common and Draconic. Bonus Languages:Elven, Sylvan, and Giant.

Flyers
This reptile is about the size of a halfling and has similar proportions. It has a short tail and a flap of scaly skin beneath each of its arms. These primitive wings stretch from its wrists to its waist.

Type: Humanoid (Reptilian)
• +2 Dexterity, +2 Intelligence, -2 Strength: Flyers can soar through the air with exceptional grace and are quite bright. Though they are physically weak compared to the others.
• Small: Flyers 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 and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
• Speed: Flyer base speed is 20 feet, and the creature can fly at a speed of 50 feet with average maneuverability.
• Natural Armor Bonus: A flyer has a +2 natural armor bonus.
• Special Qualities: A flyer has cold torpor, protection from sonic attacks, scent, and vulnerability to gas attacks, as described above.
Automatic Languages: Common and Draconic. Bonus Languages: Elven, Sylvan, and Giant.

Hornhead
This bipedal lizard is a little taller than a orc and has a tail longer than its own body. Sharp horns protrude from its head, and a bony plate protects its neck.

Type: Humanoid (Reptilian)
• +2 Strength, +2 Intelligence, -2 Wisdom: Hornheads are strong and have sharp minds, but they .
• Medium: As Medium creatures, hornheads have no special bonuses or penalties due to their size.
• Speed: Hornhead base speed is 30 feet.
• Natural Armor Bonus: A hornhead has a +2 natural armor bonus.
• Special Qualities: A hornhead has cold torpor, protection from sonic attacks, scent, and vulnerability to gas attacks, as described above.
• Automatic Languages: Common and Draconic. Bonus Languages: Elven, Sylvan, and Giant.


Okay, so I've been playing Monster Hunter Tri for the Wii nonstop lately. Well I had the idea of making a Monster Hunter Tri setting for PF. What are your thoughts on this? Should I even try? Just curious to hear what people think.


Okay, so in my setting there is a civilization of desert elves, called the Savadi. Their religion is based around summoning, it all started when the Grand Summoner (a 20th lvl, Savadi Elf Summoner) attained god hood. From that day forth he has been the patron deity of the Savadi Elves. Well I was wondering what domains his clerics should have access to. Feed back would be greatly appreciated.


So, I get no help here?


So has anyone converted the classes in Iron Kingdoms to Pathfinder? I'm about to give up on doing so. Its making my head hurt....>_> I'm mainly looking for the Arcane Mechanik and the Gun Mage. Also on another note, whats the best way to convert the Artificer from Eberron into Pathfinder?


So here is my idea of the gun mage from Iron kingdoms converted to Pathfinder. Please tell me what you think.

Gun Mage

Hit Dice: d8

Alignment: Any

Skill Points: (6 + Int modifier)
Class skills (and the key ability): Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), Survival (Wis), Swim (Str)

The BAB, Fort, Ref, and Will progression is that of the gun mage from the Iron Kingdoms character guide. The Spells per day and spells known are using the bards progression. The specials (listed in order and what lvl they're attained) are listed below. I would have posted a chart, but I didn't feel like making one on here.I can send you a pdf version if you'd like, jut send me a message with your email adress.

Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons, her gun, and light armor.

Gun: A Gun Mage begins play with a master work quality pistol. The exact look of the gun differs for each Gun Mages but all have the glowing runes on the sides of their pistols. If destroyed a Gun Mage may forge a new gun to replace the old one. Doing so casts 150 gp and two weeks work and requires a special shop to to make the gun. The pistol also acts a an arcane focus and material components for spells. The Gun Mage's guns have a range of 50ft. and a X3 crit. and weigh 2 lb. Additionally, any ray spells cast by the gun mage can be focused through the barrel of their pistol, allowing them to use their pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the range touch attack bonuses for resolving the ray spell. However, the gun mage can’t cast a spell and fire his pistol at the same time.

Armored Caster: The gun mage doesn’t suffer arcane spell failure while he wears light armor.

Ammo: A Gun Mages ammo never runs out and never needs to be reloaded. At 1st level the attack deals is 1d6 points of damage. Every 4 levels after first the Gun Mage's attacks increases in damage as the Gun Mage gains levels (to a max of 5d6 at 17th level). In addition upon reaching 6th lvl, the gun mage’s gun is treated as having a +1 enchantment bonus. This bonus increases by +1 for every 4 levels in the gun mage class; +2 at 10th, +3 at 14th, and +4 at 18th level.

Draw!: At 1st level a gun mage gains Quick Draw as a bonus feat.

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: Gun Mages cast arcane spells like sorcerers, and are drawn from the sorcerer/wizard spell list. Gun mages are limited in the number of spells they can cast per day and can learn respectively. The gun mage casts these spells without needing to prepare them beforehand or keep a spellbook. The gun mage’s gun can substitute as an arcane focus and material components for the spells he casts. Gun mages receive bonus spells per day for a high Charisma, and to cast a spell a gun mage must have a charisma score at least equal to 10 + the level of the spell. The difficulty class for a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier.
The gun mage’s selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells of the player’s choice. At most new gun mage levels, he gains one or more new spells as indicated on the Spells Know table. (Unlike the spells per day, the number of spells know is not affected by a high Charisma score; The numbers on the table are fixed.)

Gunfighter: At 2nd level a Gun Mage can attack with her gun while in melee and not provoke and attack of opportunity.

Scan: At 3rd level a Gun Mage can scan an enemy or area for magical effects and auras. Use of this ability is a swift action and can be used a number of times per day equal to their Charisma Modifier (minimum 1). Her caster level is equal to her Gun Mage level. This ability duplicates the spell Arcane Sight. At 9th level the Gun mage can use this ability to better effect. She may now use Greater Arcane Sight.

Bonus Feats: At 4th level and every four levels thereafter, a gun mage gains a bonus feat. These must be chosen from the following list: Any Metemagic feat, Combat Casting, Deadly Aim, Dodge, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Shoot on the run Improved Precise Shot, Pinpoint Targeting, Rapid Shot, Two Pistol Fighting (same as with two weapon fighting, but with Pistols), Spell Focus, Greater Spell Focus, Weapon Focus (pistol).

Uncanny Dodge: Starting at 4th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.