Racial and Cultural Bonuses


Homebrew and House Rules


So I've been working on the homebrew races for my campaign world and decided to decouple racial and cultural bonuses here is my idea.

Every race gets a set of racial bonuses and optional cultural bonuses. A member of the race not raised in the standard culture can instead choose one bonus feat to represent their upbringing.

Example: Dwegar (read dwarf)

Dwegar Racial Traits
+2 Constitution, +2 Intelligence, –2 Charisma: Dwegar are both tough and crafty but their gruff and straightforward natures make them hard to relate too.
Medium Size: Dwegar are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwegar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwegar can see in the dark, darkvision 60ft. (only playable race in my homebrew with darkvision)
Low-Light Vision: Dwegar can see twice as far as humans in conditions of dim light.
Dwegar Resistances: Dwegar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. This poison immunity means that while Dwegar do get drunk they never get alcohol poisoning, never vomit from over drinking, and never have hangovers. This makes partying with the Dwegar rather exhausting.

Khuzdul Dwegar Cultural Traits
Crafting: Khuzdul Dwegar get +2 Bonus on Craft(Arms and Armor) checks. This bonus increases to +4 with 10 ranks invested in the skill.
Weapon Familiarity: Khuzdul Dwegar are proficient with battleaxes, greataxes, warhammers, and greathammers additionally they treat the waraxe, and maul as martial weapons not exotic (strength requirements for proficient wielding remain).
Languages: Khuzdul Dwegar begin play speaking Common and Khuzdul. Dwegar with high Intelligence scores can choose from the following: Imperial, Orcish, Elven, Gruck or Terran

Dwegar not raised amongst the Khuzdul Dwegar can instead choose one bonus feat of their choosing to represent their upbringing. Additionally they begin play speaking common and the dominant language of the region.

Thoughts?


This is SORT of something I've been doing for some time now and I applaud your efforts - your method is better than mine.

I removed all weapon familiarity entries from all my races ages ago, but for some reason it never dawned on me to "add them back in".

One thing I might suggest doing differently is offering them as "traits" instead of RP direct exchange, now that I think about it.

For example, if a Khuzdul Dwegar wanted to take the "Crafting" and "Weapon Familiarity" cultural traits, he could select both of those at 1st level with his traits selection, though I'd make it explicit that the +4 bonus doesn't stack with other, similar bonuses depending on any homebrew feats you may have.

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