Racial Feats and making races count more.


Homebrew and House Rules


Hey everyone I got into some of the early playtest stuff and talked about race for a bit.
Basicly my thoughts are this as mechanical working of the game race is an after thought.
Both paizo's pathfinder and fourth editions works took this a long way to correct the past.
But in my opinion it was not enough.
Wile in fourth they get some minor power which I liked very much it doesn't really scale well.
I can not say this from experince only from theroy at looking at as I have not played fourth but know a bit about it.
Pathfinder did less about it but did take us to the +2 to two stats rather than one which I very much liked that they did that.

I will get to the crux of my thought.
Imagine a dwarf archmage and an elven archmage.
They are both at the top of there game but I couldn't see them acting more differently.
I see the dwarven mage unleshing an artillery of spells standing stoicly in place.
Where as the elf is limber and mutiable not having the strength of power of the dwarven artillery but instead.
They move with grace using spells enhance there melee capability wile slinging spells on the run to there next target.

Do you think my imagery is far off?
Now last time I brought this up I was called a bigot and that I only play races to sterotypes.
I thought that was just a little harsh.
Just a small ammount.
These are fantastical races and in no way shape or form reflect my thoughts on different skin pigmentations that our gentics have given us respectively.

So without futher delay I will start getting into it.
But one final thing all of my races are short lived as in normal human life span so if anything doesn't make sense to someone who would live for X I hope that does make sense now..
Here we go.

Dwarves

Spoiler:
This is from my own campagin so you maybe what are these strange names and why is this man still typing?
Well here is the basics of it I see dwarves strength is there stalwart nature.
They are the people who draw the line in the sand.
So I wanted to dwarves to get some benfit from not moving.
However I also have I guess you could call them anti dwarves in my camapgin which are dwarves not of the mountain but of the coast so they have movement as there benfit.

The Dwarves of the realm

The dwarves are sperated to seas, The sea of the exiled and the pirate sea.
The dwarves of the realm couldn't be more different.

Angol dwarves.

Angols are short and stout.
They are often pale, most wear beards both male and female.
They have a varity of hair colours in natural earthy tones, though there are known to be blonds.
They have a love of earth, stone, metals and gems.
They are generally gruff with there personailty but almost every dwarf without fail is true to there word.
As a result they are very reluctant to give it.
The average angol is logical minded, even the average female makes human men look overly emtional.
This runs to everything they do, they must see logic in actions or disregard them as foolish.
Festival is the only time they drink, but if someone is to offer... well it would be rude not to accpet.

+2 Constution +2 Wisdom -2 Charisma Angol's are stout from heavy labour and logically minded, this however makes them gruff at best.

Hearty Angols recive a bonus eight hit points when they make there charater.

Slow and Steady Angol's only move 20 feet per round however they are not effected by encomberment.

Darkvision 60 feet Angol's spend there life in mines, so they may see 60 feet in the dark.

Greed Angols always treat appraise as a class skill.

Blunt Tonuge Angols do not lie or speak non truths to the clan this can cause strife, as such they recive a minus two to bluff.

Sharp Ears Angol do not lie or speak non truths, so when someone does it to the it seems alien, as such they recive a plus two to appraise and sense motive.

Stability when ever an Angol is bullrushed or tripped they recive a plus four bonus to there CMB.

Hearty Angols recive a plus two racial bonus to posions, spells and spell like abilites.

Stonecutting Angol recive a plus two bonus to perception when noticing unsual stone work such as trap or secert doors, they also recive an automatic free check when passing within 10 feet also they treat profession stonecutting as a class skill.

Weapon Familiary Angols are proficent with battle axes, heavy picks and warhammers and treat any weapon with the words 'Angol' or 'Dwarven' as marshal weapons.
(this does not apply to Argoth Dwarven weapons they are Argoth rather than Dwarven)

Favoured Classes Fighter and Cleric, Angols make great soliders and extermely relgious. This choice must be made at first level.

Angol Bravery Angol dwarves may use this ability three times per day. whenever you use this ability select a sqaure on the battle grid until the end of the day your charater recives a +2 bonus to all skill checks, Amour class and attack bonus wile on that sqaure, you may use this ability as many times as you like at the start of your turn.

Angol Feats

All of these feats are restricted to people with the abilty Angol Bravery.
Also unless otherwised noted there use maybe exchanged with a use of Angol Bravery.
And are under the same restrictions of selecting a square also unless otherwised noted, you may only have one ability working in one square.
This abilites do not stack unless otherwise noted.

Molehill maker
Mountian Climber
Angol Stoneheart
Shield Crasher
Sword Sunder
Angol Fireheart
Heart of Magma

Lust of Angol
Heart of Truth

Angol Clanmate
Angol Clansworn

Molehill maker
Prequeist: Angol Bravery
Once per day per Angol Bravery racial ability you may activate this feat.
You get a bonus to your armour class equal to the number of racial abilites you have total plus two.
You gain an addional use of Angol Bravery.

Example, a First Level Angol Dwarf with one feat gets +4 to his armour class.
One for Angol Bravery one for this feat Molehill maker.
This means that this Angol Dwarf has four uses of Angol Bravery and one of Molehill maker.

Mountian Climber
Prequeist: Molehill maker
Once per day per Angol Bravery racial ability you may activate this feat.
You get damage reduction per Angol racial ability.
You gain an addional use of Angol Bravery.
You gain an addional use of Molehill maker.
All uses you have of Molehill maker may also be used for this ability.

Example, a Third level Angol Dwarf with this ability gets a DR 3/-
One point for Mountian Climber one point for Molehill maker and finally one point for Angol Bravery.
Also an Angol with this ability has five uses of Angol Bravery and two of Molehill maker.

Angol Stoneheart
Prequeist: Mountian Climber
You may spend a use of Molehill maker or two uses of Angol Bravery, to recive the benfits of both of Molehill maker and Mountian Climber.
When using both Mountian Climber and Molehill maker you recive a plus four bonus to all defencive CMB.

Shield Crusher.
Prequeist: Angol Bravery
Once per day per Angol Bravery racial ability you may activate this feat.
You get a bonus to base attack bonus per angol dwarven racial ability you have.
You gain an addional use of Angol Bravery.
You gain one use of Shield Crusher.

Example, a fourth level Angol Dwarf fighter with this ability has a base attack bonus of +4
When using this Shield Crusher his base attack bonus becomes +6/+1
Thus gain him an addional attack at full round attack bonus

Sword Sunder
Prequeist: Shield Crusher.
Once per day per Angol Bravery racial ability you may activate this feat.
You get a bonus to damage bonus per angol dwarven racial ability you have.
This bonus is halved and rounded up in the case of missile weapons.
You gain an addional use of Angol Bravery.
You gain an addional use of Shield Crusher.
All uses you have of Shield Crusher maybe used for this ability.

Angol Fireheart
Prequeist: Sword Sunder
You may spend a use of Shield Crusher or two uses of Angol Bravery, to recive the benfits of both of Shield Crusher and Sword Sunder.
Also when using both Shield Crusher and Sword Sunder people moving into your threaten area are treated as if moving through it.

Heart of Magma
Prequeist: Angol Fireheart and Angol Stoneheart plus Angol Blood or Angol Clansworn.
All uses of Molehill maker and Shield Crusher maybe used as Angol Bravery.
By using three uses of Angol Bravery you may gain all your Angol Racial feat bonuses.
By spending an extra Angol Bravery you may make the sqaure selected for the feat (any Angol) extend to all adjacent squares.
When using Heart of Magma anyone in one of your selected squares has minus to skill checks equal to your racial feats and abilites.
If an alley is adjecent to you, you may share your racial bonuses with them.
When using Heart of Magma your are immune to criticals and sneak attack.

Lust of Angol
Prequeist: Angol Bravery
Angols have a keen sense of value, there trips to the human lands can decide the fate of there clan.
So they have a sixth sense when it comes to the vaule of things.
And of people, very quickly can an Angol sum someone up, what they want.
With an appraise check equal to items DC they can tell if something is magical, if they pass it's DC by ten they can tell it's magical abilites not activation or trigger word.
If you spend a use of an Angol Bravery to get a bonus five to appraise checks before you are told if your result is successful, you may only do this on the day you recive the item.
In addion you may use the ability in combat.
By spending a use of Angol Bravery you may taunt an enemy into attacking you, they must pass a will check equal to DC 10+# of your racial feats and abilites.
You may use the ability a second time in a subsquent round against the same target if you do the DC becomes 10+# of your racial feats and abilites times two.
After this your ability has no effect.
People whom fail this check by more than five must attack with a melee weapon.
You must share a spoken langaue with the target to effect them.
When you select this feat you gain an addional use of Angol Bravery.

Heart of Truth
Prequeist: Angol Bravery
Angols are instintively lawful and believe that truth is more important than anyone's intents or trubulations.
As such any Angol with this ability gets a static bonus with lawful creatures/people equal to the number of racial feats and abilites.
Also they get a bonus against mind effecting or chatoic spells equal to to the number of racial feats and abilites by spending an Angol Bravery.
Also when they find a truth of something for the first time they get a bonus to Diplomacy of +10 by spending an Angol Bravery.
When you select this feat you gain an addional use of Angol Bravery.

Example: The king is accually a mage whom has shape shifted himself to apper as the king, when storming into the king court room what would ussally fall on deaf ears becomes fact.
However if the mage manages to get him locked in the keep for a day, he will simply lose his thunder.

Angol Clanmate
Non Angol Dwarves may select this feat to gain one use of Angol Bravery per day.
Angol Dwarves may select this feat to gain an addional two uses of Angol Bravery.
In addion anyone whom selects this feat gains plus two to appraise and sense motive and minus two to bluff.

Angol Clansworn
Prequeist: Angol Bravery
A person whom selects this feat gains an addional two uses of Angol Bravery.
Also the person whom selects this feat, must swear there life to a Angol Dwarven clan.
If they betray that clan in anyway they lose all the benfits of all of there Angol feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Argoth Dwarves

Argoth Dwarves are also known as Happy Dwarves or Beach Dwarves.
They have earned this nick names, they enjoy life and where they enjoy life the most is at the beach.
They have a semi nomatic existance, they live of the sea, fishing, oster diving and sea weed harvesting.
They are often taned, with light natural coloured hair some times sun bleached to white.
They are often shaven with short beards (unlike there moutain cousins thier women do not sport beards)
They are extremely trusting of other people however they can turn at the drop of a copper.
Ussally docial and lazy with burst of uncontrolled energy thrown into mad presutes of sea waking.
There communites are tight-nit sharing what they have, non contributers are shunned thus everyone puts in some work.
Anyone forunate enough to come across a tribe is treated well but expected to share espically drinks and herbs.

+2 Constution +2 Charaisma -2 Wisdom Though health living and well meaning, comman sense is not comman to the average Argoth.

Hearty Angols recive a bonus eight hit points when they make there charater.

Normal Speed Argoths have a base speed of thirty feet.

Fast Movement as long as an Argoth isn't encombered or is lightly encombered they have fast movement 10 feet.

Magnanimous Argoths treat deplomacy as a class skill.

Fearless Argoths have a long tradision of daring and one uping menship as such they recive a plus two bonus to all fear effects

Nature sense when in the wilds Argoths recive plus two bonus to percpetion when spotting traps or secert passages in addition they recive surivial as a class skill

Light Hearted Agroths are easy going people and layed back as such causing fear is against there nature they recive a minus two to intimidate.

Open Hearted Argoths find it easy to relate to others and not judge as such they recive a plus two bonus to sense motive and handle animals.

Stability when ever an Angol is bullrushed or tripped they recive a plus four bonus to there CMB.

Hearty Angols recive a plus two racial bonus to posions, spells and spell like abilites.

Weapon Familiary Argoths are proficent with spears, long spears, bolas and kama and treat any weapon with the words 'Argoth' or 'Dwarven' as marshal weapons.
(this does not apply to Angol Dwarven weapons they are Angol rather than Dwarven)

Favoured Classes . Barbarian and Favoured soul. Argoths are more adpet at combat than people think and also more relgious. This choice must be made at first level.

Argoth Fulx Three times per day an Argoth may use this racial ability, when you use this ability you gain a free five foot step and is treated as such, ie you not moving for full round attacks ect.
However this movement is free it is a five foot step that maybe add to any action so when you use it you do not lose the ability move for your turn, you may still use a move action and a standered action or a full round action.

Argoth Feats
Argoth Feats unless otherwise noted may spend a use of a Argoth Fulx as one of there uses per day.
Unless otherwise noted they do not stack.

Stream line
River run
Sea swirl
Ocean current
Delta pulse
Riptide
Whirlpool

Argoth Heart
Argoth Fire

Argoth Nomad
Argoth Clansworn

Stream line
Prequeist: Argoth Fulx
Once per day you may use this ability
When you use this ability you gain a free five foot step like Argoth Fulx.
When you move in a streight line you can not be threatened.
If someone could make an attack of oppuritinity against you they make against the the nearest adjecent charater, if two charaters are equally close you may chose the charater attacked.
When you select this feat you gain one an addional use of Argoth Fulx.

River Run
Prerequist: Streamline
When using this ability you gain a free five foot step like Argoth Fulx.
When using this ability you may move through opponents squares.
When moving through opponents squares you may make a free bullrush attempt, on success have them land adjecent rather in your line of movement.
When using this ability you must move in a streight line
You may spend uses of Streamline for this ability.
You gain an addional use of Argoth Fulx.
You gain an addional use of Streamline.

Sea Swirl
Prequeist: Argoth Fulx
You may use this ability one per day.
When you use this ability you gain a free five foot step like Argoth Fulx.
When you use this ability you can not move in a streight line.
Anyones threatened zone whom you walked through must make attacks of opperunity against you.
For each square you moved you gain a plus one bonus to your armour class until your next turn.
You gain an addional use of Argoth Fulx.

Ocean Current
Prerequist: Sea Swirl
When using this ability you gain a free five foot step like Argoth Fulx.
When using this ability opponents gain a free five foot step that they must use to follow the Argoth, when s/he levave there threatened area.
When two opponents would converge on the same square they must make a trip attempt verse the other the winner remain in and goes to the square.
If they both fail in the trip attempts they simple go adjcent to one another.
When you use this ability you can not move in a streight line.
When using this ability opponents may not convert there attacks of opperunity into CMB based attacks.
You may spend uses of Sea Swirl for this ability
You gain an addional use of Sea Swirl
You gain an addional use of Argoth Fulx.

Dealta Pulse
Prerequiests: Ocean Current and River Run.
All uses of Sea Swirl and Streamline now become uses of Argoth Fulx.
When using two uses of Argoth Fulx in a round you may select two different abilites and apply them to your movement.
Also you are no longer under the previous feats restrictions of movement only gain they benfits when moving in there maner.
You gain an addional use of Argoth Fulx.

For clarfication when using this ability ten feet in a streight line is considered streight line beyond that it is not a streight line
Visual example

0XX
X0X
XX0

Is a streight line

X0X
X0X
XX0

Is not a streight line

Example: you select Ocean Current and River Run.
When moving in a streight line you may move through opponents squares and make free bullrush attempts
However when you are not moving in a streight line you gain the benfits of Ocean Current and people five foot step behind you.

Riptide
Prerequiests: Dealta Pulse and Argoth Blood or Argoth Clanmate
For each use of Argoth Fulx you use you may select a feat to apply to that round.
You are no longer restricted by type of movement and you gain all benfits from feats regardless of how you move.
In addion you may spend uses of Argoth Fulx during your opponents turn.
Also by spending a three uses of Argoth Fulx you may instead choose a free move action at your full movement that does not count toward your turn
You gain an addional use of Argoth Fulx.

Whirlpool
Prequeist: Riptide
You may finsh your turn in opponents squares.
When in an opponents square they are considered threatened.
When making an attack against you they must make a sense motive check vs your level plus your number of Argoth feats if they fail that attack or spell now instead effects that enemy that you are in the square of.
When your enemy attempts to move they must make a grapple vs you, you gain a bonus equal to the number of Argoth feats you have.
If they fail, they lose there movement for the turn, but are not grappled nor are you in a grapple.
You gain an addional use of Argoth Fulx.

Argoth Heart
Prequeist: Argoth Fulx
Argoths naturally know danger.
When Argoth comes into contact with an enemy they may spend a use of Argoth Fulx they may automaticly known there level of danger as per the sense motive ability as discribed in complete adventure page number 102.
However you still make a sense motive verse there bluff or challange rating which ever is higher.
If you pass by five or less you find out it's resistances.
If by ten or less you know it's weakness.
If you pass more than ten you know number of spells left and special abilites.
Outside of combat you gain a plus three to sense motive by spending an Argoth Fulx but can learn there abilites beyond there difference challange rating.
You gain an addional use of Argoth Fulx.

Argoth Fire
Prequeist: Argoth Fulx
Argoth people are quick of tounge and wit, this however does not make them soft or kind they can turn as much as any other.
Argoths may effect people as per the spell Incite or Inhibit by spending a use of Argoth Fulx with the following condisions.
Anyone whom has moved they may target with the Inhbit and anyone who hasn't they may effect with Incite.
They may only use this ability if they share a spoken lanague with the target.
Outside of combat this gives them plus three to bluff or deplomacy checks by spending a use of Argoth Fulx this does not stack.
You gain an addional use of Argoth Fulx.

Argoth Nomad
Non Argoth Dwarves may select this feat to gain one use of Argoth Flux per day.
Argoth Dwarves may select this feat to gain an addional two uses of Argoth Flux.
In addion anyone who selects this feat gains a minus two to intimidate and a plus two to sense motive and handle animals.

Argoth Clansworn
Prequeist: Argoth Fulx
A person whom selects this feat gains an addional two uses of Argoth Flux.
Also the person whom selects this feat, must swear there life to a Angol Dwarven clan.
If they betray that clan in anyway they lose all the benfits of all of there Argoth feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Elves

Spoiler:
The elves I see as a few different things.
The elves I could break up into four different things, arrogance and superiority which I have translated into the tebnet elves.
There aloof nature taken to the extreme.
The alien, this takes both the drow and the normal elf into account.
The elf is something we as people can not understand.
This is the Valsha elf.
Also another thing about the elf taking into account both the wild elf and there ability to be unnaturally accurate.
This is the Dambreth elf.
And finally there empathy to magic.
This is the Isis elf.

Elves of the realm

All though many races claim the race elves they are all very different, most however share some chateristics such as, a lacking of body hair.
They don't apper to age outwouldly. Some suggest that they live forever however anyone whom knows an elf knows this to be a half truth at best.
Elves don't congerate with other races of elves however they regard them with a fondness not enough to call them friends at least streight away.
Elves like the dwarves like to keep to there coners of the realm.
However there have been events when they have moved on mass and it has never been a good thing for the rest of the populace of the realm.
Dispite all this most outsiders simply consider them strange more than anything else, not a threat or ally just simply strange.
However it seems that where ever they live there is two universial truths with them, they are ethier at war with the other inhabitents or they don't exist.

Darmbeth Elves

They elves of darmbreth are warrior hunters, they exist with nature trying not cause to much damage.
They live of nature, some people calling them more primative, living as hunter gathers rather than as farmer.
However they seem to get by fine.
The darmbreth moutains is dotted with a large number of settlements however as to if they have people in them is not know to the outside world.
Some old Orcish encampments other old Elven sometimes the number of time that one has taken the other nethier is sure.
Dispite the constant fighting with the Orcs the Darmbreth Elves have seemed to remain reltively isolated from the rest of the world.
No know Darmbreth settlement has ever been in constant contact with the other people of the realms

+2 Strength +2 Dexterity -2 Constution Elves of Darmbreth are a highly phisical people however they are still Elves and subject to that inhernt flaw.

Frail Drambreths recive a plus four bonus to there starting hit points

Normal Speed Darmbreths have a base speed of thirty feet.

Low Light Vision Due to here constant hunting Darmbreths can see twice as far as humans in poor lighting

Keen Senses Darmbreths recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Darmbreths are Familar with long spears, short spears, long bows inlcuding composite and short bows including composite also they treat any weapon with the word Elven or Darmbreth in as a marhsal weapon (This does not apply Isis, Tebnet or Valshar Elven weapons as these are Isis weapons rather than Elven weapons)

Favoured Classes Scout and Ranger. Darmbreths are able bodied hunters and scouts.This choice must be made at first level.

Stike of Darmbreth You may use this ability three times per day, when you use this ability you must use it before it is announced if you have hit your target or not, when you use this ability you gain a bonus to hit rolls equal to your dexterity and strength you must use this ability before it is declared if you hit or failed.

Darmbreth Feats
Darmbreth Feats unless otherwise noted may spend a use of a Stike of Darmbreth as one of there uses per day.
Unless otherwise noted they do not stack.

Sligh of Darmbreth
Darmbreth Blink
Darmbreth Eyes
Eyes of the Hunter
Thrill of the Movement
Frozen moment
Eyes of the Warrior God
Know thy Enemy
Know thy Self
Devoutee of Darmbreth
True to Darmbreth
Fantic of Darmbreth
Soul of the Warrior God
Damrbeth Nomad
Darmbreth Dargonsworn

Sligh of Darmbreth
Prerequist: Stike of Darmbreth
You gain one use of this ability per day
You may cast True Strike as a super natural ability.
You gain an addional use of Stike of Darmbreth.

Darmbreth Blink
Prerequist: Sligh of Darmbreth
You gain an addional use of Sligh of Darmbreth.
You may spend uses of Sligh of Darmbreth for this ability.
You may cast True Strike as swift action as supernatural ability.
You gain an addional use of Stike of Darmbreth.

Darmbreth Eyes
Prerequist: Darmbreth Blink
You may spend uses of Sligh of Darmbreth for this ability.
When you use this ability hit regardless of armour class however you still roll to determine if you gain a critical hit or not.

Eyes of the Hunter
Prerequist: Stike of Darmbreth
When you use this ability you use this ability you double your critical hit threat range.
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.

Thrill of the moment
Prerequist: Eyes of the Hunter
When you critical hit you may use this ability, you gain a plus twenty bonus to conferiming a critical hit.
You may spend uses of Eyes of the Hunter for this ability
You gain an addional use of Eyes of the Hunter.
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.

Frozen moment.
Prerequist: Thrill of the moment
On a confirmed Critical you may chose to use this ability.
When you use this ability your opponet must make will check vs the ammount you passed there armour class by if they fail they are stuned.
You may spend uses of Eyes of the Hunter for this ability
You gain an addional use of Eyes of the Hunter.
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.

Eyes of the Warrior God
Prerequist: Frozen moment, Darmbreth Eyes and Dambreth Blood or Darmbreth Dragonsworn
You may spend uses of Stike of Darmbreth for this ability.
You gain an addional use of Stike of Darmbreth.
When you use this ability, you critical hit.

Devotee of Darmbreth
Prerequist: Stike of Darmbreth
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
When using area spells or spell like abilites you may remove targets according to your dexterity bonus.

True to Damrbreth
Prerequist: Devotee of Darmbreth
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
When using this ability you may spontiously effect spells as if they were effected by the meta magic feat Reach Spell as per described in Complete Devine p84 with following execption the range is thirty feet per Stike of Darmbreth you spend, Example if you spend two your range is sixty feet

Fantatic of Damrbeth
Prerequist: True to Damrbreth
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
Area spells or spell like abilites you cast can not be avoided by evasion or improved evasion.
When using this ability you may spontiously effect spells as if they were effected by the Sculpt Spell meta magic feat from Complete Arcane p83

Soul of the Warrior God
Prerequist: Frozen moment, Darmbreth Eyes and Dambreth Blood or Darmbreth Dragonsworn
You gain an addional use of Stike of Darmbreth.
You may spend uses of Stike of Darmbreth for this ability.
This ability has two uses and you must declare which ability you are using before the spell is cast.
The first ability, any spell with a solmatic component you cast can not be countered.
This only effects spells with solmatic componets, can can not be used on spells effected by the meta magic feat Stilled Spell.
Any spell with a reflex save you may spend a use of Stike of Darmbreth to make any subject(s) effected by this spell fail there reflex save.

Know thy Enemy
Prerequist: Stike of Darmbreth
When you select this feat you gain two uses the raical ability Blow of Darmbreth
You also gain the ranger ability favoured enemy Darmbreth Orc, If you already have this ability advance it.
When you see a Darmbreth Orc you must pass a will save DC ten plus the number of Darmbreth feats you have including Darmbreth Orcish feats.
If you fail you rage as pre the barbarian ability, ending when all Darmbreth Orcs are felled, you may choose to fail this save.

Know thy Self
Prerequist: Stike of Darmbreth and Blow of Darmbreth
When you select this feat you gain an addional two uses of Blow of Darmbreth
You also gain the ranger ability favoured enemy Darmbreth Orc, If you already have this ability advance it.
When you see a Darmbreth Orc you must pass a will save DC ten plus the number of Darmbreth feats you have including Darmbreth Orcish feats.
If you fail you frenzy as pre the frenzy besker ability, new saves allowed when all Darmbreth Orcs are felled, you may choose to fail this save.
You may ignore all prerequiest requirements of Orcish blood need for Darmbreth feats.

Damrbreth Nomad
When you select this feat you gain two uses the raical ability Stike of Darmbreth
Also you gain weapon familiarity long bows inlcuding composite and short bows including composite also they treat any weapon with the word Elven or Darmbreth in as a marhsal weapon (This does not apply Isis, Tebnet or Valshar Elven weapons as these are Isis weapons rather than Elven weapons)

Darmbreth Dragonsworn
Prerequist: Stike of Darmbreth
When you select this feat you gain two uses the raical ability Stike of Darmbreth
Also the person whom selects this feat, must swear there life to a Darmbreth Dragon.
If they betray that clan in anyway they lose all the benfits of all of there Darmbreth feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Isis Elves
To the Elves of Isis of the snow lands, there are only two things that are important to them bueaty and magic, in that order.
But is there own unquie view on bueaty, they find any muscular feature discusting, espically bulky muscle, muscle is unnessary, they have magic.
Magic is the cure all of there needs, they live a very different life the average person inside the realm, Builders weave, Hunters gather and Warriors speak softly.
The elves of Isis have a highly complex culture, what may seem like a simple gesture to an outsider, as to mad man screaming at the top of his lungs to them.
There langaue is long and emotive, to relay intent before purpose.
They regard complex garb as undigniefed and prefer simple clothing as such they are all very simlar in dress and all spout white hair eye colour shows only slight veriation so a princess and pauper would apper the same outsider.
To solve this problem they have a highly complex healdery, which is shown through there braided hair.

+2 Intellgence +2 Charisma -2 Constution Isis Elves detest exerise that build muscle or enduranc this cupled with there elven fram and are highly soical and intellgent.

Frail Isis Elves recive a plus four bonus to there starting hit points

Normal Speed Isis have a base speed of thirty feet.

Snow Vision Isis Elves can never be blinded by light, they speical membrain that goes across there eye to protect them from snow blindness and other flash of light

Keen Senses Isis Elves recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Isis Elves are Familar with long sword and ray also they treat any weapon with the word Elven or Isis in as a marhsal weapon (This does not apply Darmbreth, Tebnet or Valshar Elven weapons as these are Darmbreth weapons rather than Elven weapons)

Favoured Classes Favoured Soul and Sorcerer, magic flows through there blood. This choice must be made at first level.

Isis Magic Isis Elves instentively know magic, to repesent this they have been give the following ability.
At first level they gain known spells as per a Sorcerer these spells maybe selected from both the Sorcerer/Wizard Spell list and Cleric Spell list.
For each feat they gain advance there known spells as if gaining a level of sorcerer but still selecting from both the Sorcerer/Wizard Spell list and Cleric Spell list.
This spells are added to your known spells.
However Devine spells in your Sorcerer list may not be cast execpt by uses of Isis Magic or visa versa
Isis Elves gain level zero spell according to there charisma bonus at the start of each day.
These spells are spontious.

Isis Elven Feats
With Isis elven feats unless otherwise noted each feat progresses them one level in there Isis know spell list
This spell list is sperate to there other spell casting spell list however.
If a spell they have selected can be cast by there chosen class they may also cast this as there chosen class for example.
An Isis elven sorcerer choose Right hand of Isis feat, s/he may now cast a cleric spell once per day and adds a cleric spell to her spell list.
In advancing his/her spell list she has also chosen a sorcerer/wizard spell, she may add freely cast that as if in here sorcerer known spells.
However the cleric spell she has learned may not be cast as it is devine magic.
Like wise a favoured soul choosing Left hand of Isis feat may add cleric spell when chosing the sorcerer/wizard list.
Thus he may freely cast the cleric spell but not the sorcerer/wizard spell.
This powers must kept seperate from class spell lists as there are abilities and spells that spefically effect classes and races respectively.

Right hand of Isis
Right arm of Isis
Left Hand of Isis
Left Arm of Isis
Fading Snow Flake
Melting Ice
Frozen Lips
Kiss of Isis
Secert of Pandora
Isis Snowbound
Isis Snowheart
Isis Snowsoul

Right hand of Isis
Prequiest: Isis Magic
You gain one first level devine spell slot.
This means you may cast cleric spells with this slot, spontiously.

Right arm of Isis
Prequiest: Right hand of Isis
You gain one second level devine spell slot
This means you may cast cleric spells with this slot, spontiously.
Also you gain an addional first level divine spell slot.

(Addional rule.
If you have yet to gain second level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Left Arm of Isis
Prequiest: Isis Magic
You gain one first level arcane spell slot.
This means you may cast sorcerer/wizard spells with this slot, spontiously.

Left Arm of Isis
Prequiest: Left Hand of Isis
You gain one second level arcane spell slot
This means you may cast sorcerer/wizard spells with this slot, spontiously.
Also you gain an addional first level arcane spell slot.

(Addional rule.
If you have yet to gain second level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Fading snow flake
You gain Isis magic if you do not have it already.
If you do you gain an addional slot of each of the spell slots you have this is prospective.

As a standered action you may make a speical at charm attack as per the first level spell charm person.
You cast this as if you are a sorcerer, your caster level as your level.
This may only target members of the opposet sex.

You now gain a plus three bonus all soical checks bar intimidate with member of the oppeset sex.
You now gain a minus three to all soical checks bar intimidate with members of the same sex.

Melting Ice
Prequiest: Fading snow flake
If you do you gain an addional slot of each of the spell slots you have this is prospective.

You may as speical ability cast calm emetions once per day on a member of the oppest sex or
Frenzy on a member of the same sex (as per the Frezied Beskers ability) treat this ability as Rage as per the spell with the following changes.
Subject must not be willing and the effect is as per Frezied Besker ability.
After using ethier of these effects you are fatigiued.

Frozen Lips
Prequiest: Melting Ice
If you do you gain an addional slot of each of the spell slots you have this is prospective.

You may as a full round attack make a special touch attack.
This attack is treated as a grapple adding your charisma bonus to the CMB, also unless you have improved grapple provkes an attack oppurinity.
This attack has different effects per the targets gender.
If the attack is successful.

If the target is of the oppeset sex, you cast as an imidiate action the dominate monster spell on that creature.
After woulds regardless wethier the spell was sucessful or not both you and the target are stunned for one round.

If the target is of the same sex, as an imidiate action you deal one dice eight per bonus to charisma you have as damage and for each charisma bonus they have, you roll a dice and heal that much, if they have a negative charisma do not heal..
In addition for each four points of damage you deal you gain a bonus to charisma for an hour per point also you deal that much ability damage.
This attack is magical.

Kiss of Isis
Prequiest: Right arm of Isis and Left Arm of Isis and Isis Blood or Frozen Lips
If you do you gain an addional slot of each of the spell slots you have this is prospective

All spell slots now become a new style of magic Isis magic
These spell slots may be used to cast arcane or devine slots.

You gain one third level spell slot of Isis magic

(Addional rule.
If you have yet to gain third level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Secert of Pandora
Prequiest: Kiss of Isis
If you do you gain an addional slot of each of the spell slots you have this is prospective

You gain one fourth level spell slot of Isis magic

You may sacrafice any two spell slots of a lower to level to gain one the imidate higher level.
Example if you scarfice two second level spells you will gain one of a third.
Please note this are slots so you may only use them if you have known spells of that level.

(Addional rule.
If you have yet to gain fourth level spells on your Isis spell list you are give one spell as a place holder.
As soon as you gain advance Isis known spells, that spells takes the up one of your newly gained known spells.)

Isis Snowbound
Prequiest: Isis Magic
If you do you gain an addional slot of each of the spell slots you have this is prospective

Advance your known Isis spells two levels
You may substiute any spell into a cold spell.

Isis Snowheart
Prequiest: Isis Snowbound
If you do you gain an addional slot of each of the spell slots you have this is prospective

Advance your known Isis spells two levels
In cold weather you gain a plus one bonus to DC of all of your spells.
4 degrees Celsius.
In extreme such as -28 degree Celsius, the bonus becomes plus two.

Isis Snowsoul
Prequiest: Isis Snowheart
If you do you gain an addional slot of each of the spell slots you have this is prospective

Advance your known Isis spells two levels

When in cold regions, you may make a performance sing check, when you do every non Isis must make a will check vs your perfomance or remain fasinated.
For each five points you performance you made a winter wolf will come to aid you in twice as many rounds.

Tebnet Elves
The elves of Tebnet live the vast deserts of the land for which there named.
The desert elves of tebnet are high insular and not alot is known about there culture.
Disipite the elves of Isis being even more isolated than them the tebnet elves almost never open up about there culture it is something that the regard ethier with too much pride or perhaps shame for outsiders to know anything about.
They dress in heavy cloth that sometime hides armour underneth so that sun doesn't effect them.
There langaue compared to other elven langaues is gruff and gutteral.
Dispite them being known to be relgious, they do not attempt to spread there faith or discuss it with other and no know cleric or healers have come from tebnet.
However tebnet are known for having extesive knowledge of the body, both for purposes of healing and harming.
Skilled surgions and skilled assassins however there almost always known as the later.
The world of tebnet is hard one to break into.

+2 Dexterity +2 Intellgence -2 Charisma The years of strain under the sun have taken tebnets elves ussal frail elven frame and made it hard yet still it has made them hard and hard to deal with.

Frail Tebnets recive a plus four bonus to there starting hit points

Normal Speed Tebnets have a base speed of thirty feet.

Low Light Vision Tebnets travel by night and eyes are familar with poor condisions, Tebent elves can see twice as far as humans in poorly luminated condisions

Keen Senses Tebnets recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Tebnets are Sabers, throwing knives, daggers and Flacon also they treat any weapon with the word Elven or Tebnet in as a marhsal weapon (This does not apply Darmbreth, Isis, or Valshar Elven weapons as these are Tebnet weapons rather than Elven weapons)

Favoured Classes Rouge and Assassin, Despite there orderly socity many are taught not to trust outsiders and these are the most pratical skills that one can be taught when dealing without siders.

Bleeding Attack You may use this ability three times per day, when you use this ability you must use it before it is announced if you have hit your target or not, when you use this ability you gain the bleed property to your attack.
When someone is struck by your bleed attack they are dealt one damage and addional damage for each two levels beyond first and an addional damage for each Tebnet feat.
The DC to heal this is your intellgence bonus plus your plus your number of Tebnet elven feats plus eleven or devine healing.
This attack may not be used with blunt weapons
Example a third level Tebnet elf with no intellgence bonus uses this attack, would deal two points of bleeding damage each round and would have a DC 12 heal check to stop the bleeding.

Tebnet Elven Feats
Unless otherwise noted each Tebnet elven feat selected gives an addional plus one to there bleed attack damage and Increases the difficult class by one.
Any Tebnet feat may spend uses of Bleeding Attack to gain the advantage of that feat unless otherwise noted.
Bleeding Attack though very simliar in nature rouges ability is not the same, it stacks with itself and with rouge ability.
Nor can Bleeding Attack special quailities gained through feats be added to rouge ability.

Under the knife
Under the blade
Gush Attack
Hemorrhage Attack
Painful Strike
Hindering Attack
Deft Strike
Stagering Attack
Vital Strike
Death Attack
Night Trader
Desert Sworn

Under the knife
Prequeist: Bleeding Attack
Dipsite there fearsome reputation Tebnet elves have tried to shun magic from there lives instead using, the more pratical.
When it comes to healing the body without devine aid Tebnet elves are the masters of this.

You gain one addional use of Bleeding Attack

If Heal is not a class skill for you, it is now.
If it was add an addional plus three bonus to you checks.

If you could use Bleeding Attack may instead use this ability
Tebnet elves can heal one point of per point of damge there bleed attack deals.
Each round after this is the subject does not move or take actions the heal one point less.

Example a Third level Tebnet elf with this ability would have three points damage when they use bleed attack, so the first round you would heal three point the second another two and the thrid one.

Under the blade
Prequeist: Under the knife

You gain one addional use of Bleeding Attack

If you could use Bleeding Attack may instead use this ability.
You gain an addional plus three bonus to heal checks.
By using this ability you may make a heal check vs the ammount of damage delt to that charater.
For each point you pass by you heal that much damage.

Gush Attack
Prequeist: Bleeding Attack
You make someone bleed profusely.

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
When you use this ability against someone instead of the standered bleed attack damage they suffer twice the ammount of damage but the difficulty class for healing this halved.

Hemorrhage Attack
Prequeist: Gush Attack

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
When you use this ability you attack a phycial stat, Strength, Dexterity or Constution.
For each five points of bleed damage you would deal instead you deal one ability score damage.
This damage would contuine like Bleeding Attack however difficulty class for healing this is halved.

Painful Strike
Prequeist: Bleeding Attack
When you strike with this ability your focus is not on killing your target but instead hindering them at there task by causing painful injury.

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus to all skills equal bleed damage you would have inflicted.

Hindering Attack
Prequeist: Painful Strike

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus to there base attack bonus.
Please not this is there base attack bonus thus if they had a base attack of over five they would loose there addional attack.

Deft Strike
Prequeist: Bleeding Attack

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus to dodge armour class.
This means if this goes into negative it will take away from there standered armour class to a maxium of ten.

Stagering Attack
Prequeist: Deft Strike

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You deal no damage with Bleeding Attack, instead for each point of bleed damage you would deal they instead take a minus there movement one foot per point of bleed damage.

Vital Strike
Prequeist: Hemorrhage Attack, Hindering Attack, Stagering Attack and Tebnet Blood or Desert Sworn

You gain one addional use of Bleeding Attack

When you use Bleeding Attack may instead use this ability.
You may select any number of Tebenet elven feats and combine them for each use of Bleeding Attack you use.
or
You may spend three uses of Bleeding Attack and you gain a use of Death Attack as per the assassin ability with all of the requirements.
With the following chage, the difficulty class of save now become as that of bleed attacks heal check.
Example a Tebnet elf with this ability an intellgence bonus of three at thirteenth level, would make there save DC 20, seven for your feats and plus three for intellgence bonus
The other change being that you do not need to met the requirments of sneak attack to use this ability or with a melee attack.

Death Attack
Prequeist: Vital Strike

You gain one addional use of Bleeding Attack

You may convert uses of Bleeding Attack to uses of Death Attack as per the assassin ability with all of the requirements.
You may also spend five uses of Bleeding Attack to gain a use of Sudden Death Attack
With the following chage, the difficulty class of save now become as that of bleed attacks heal check.
Example a Tebnet elf with this ability an intellgence bonus of three at thirteenth level, would make there save DC 20, seven for your feats and plus three for intellgence bonus
The other change being that you do not need to met the requirments of sneak attack to use this ability

Night Trader

If you do not have Bleeding Attack racial ability you now gain it.

You gain an addional two uses of Bleeding Attack if you already have the ability.
You gain a plus two, to your appraise check and in addion if you have the Vital Strike feat you gain Hide in Plain sight ability by spending a Bleeding Attack

Desert Sworn
Prequeist: Vital Strike

You gain an addional two uses of Bleeding Attack

Also the person whom selects this feat, must swear there life to a Desert Tribe of Tebnet Elves.
If they betray that clan in anyway they lose all the benfits of all of there Tebnet Elven feats/Racial abilites and may not select new ones.
This can only be restored by a quest as per the spell.

Val'Shar Elves
Val'Shar elves named after the forest of Val'Shas are like all the elves and insular people.
Dispite this perhaps next to the elves of Darmbreth they are the one the come into contact with humans the most .
The Barzonion empierer of the single city press the people of Val'Shar hard, there large forest marks the last place before the great unknown.
So some outsiders say that the Val'shar forest does not extend as far as people may think it does thus the 'constant' contact.
These elves make even the unsoicable Tebnet elves, seem idenitifable.
They are known for there ability to use plants and animals beyond the norm, creating drugs and posions from them.
What is not known is there strange culture and unsual metabolism.

+2 Dexterity +2 Intellgence -2 Constution Elves of Val'shar inhert the elven frame and there socity makes thinkers.

Frail Val'Shar recive a plus four bonus to there starting hit points

Normal Speed Valshar have a base speed of thirty feet.

Low Light Vision Due to there forest life Val'shar

Keen Senses Val'shar recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Weapon Familiarity Val'shar Elves are Familar with long sword, rapiers and long bows inlcuding composite, short bows including composite also they treat any weapon with the word Elven or Val'shar in as a marhsal weapon (This does not apply Darmbreth, Isis or Tebnet Elven weapons as these are Darmbreth weapons rather than Elven weapons)

Favoured Classes Scout and Ranger. Darmbreths are able bodied hunters and scouts.This choice must be made at first level.

Val'Shar Posion Val'shar elves are the only race that are allowed to craft posion, craft posion is always a class skill for them.
Upon charater creation Val'shar elves may select a posion they are immune to, they must obtain this posion like an adticive drug retain there immunity.
However with the following exceptions you are not allowed to choose dragon bile or drow posion as your starting posion.
By dealing three points of damage to yourself as a swift action you may coat your weapon in posion, for each six points of damage delt to you may use that as single coat, this does not count damage you delt to yourself.
This posion is now flows through there body and is reproduced by them, dispite this they still need the raw material to contunie producing it.
To change to a different substance for your immunity you must pass that posions difficulty class without, upon the next week you must retake the check with the difficulty class at three quaters, two weeks later and one half and three weeks finally a one quater and upon one month you have become completely immune to that posion.
That whole change peroid you must have that enough of that posion to use on yourself three times per day.
Val'shar elves may take ten on posion checks.

(Home Rule: when working with the raw material attempting to extract workable material that they can use on weapons they make a craft roll vs the posions DC.
For each point they pass they gain one use, that used as your daily use of your posion or a coat on a weapon.
For point they fail by they are effected by that posion that many times.)

Val'shar Elven Feats
Val'shar elves posion runs through there body.
Regardless of the posions orginal tranfer means they posion new transfer means is that of what the feat discribes.
Val'shar elves posion difficulty class is identicial to that off there posion used on themselves.
When they say gain a bonus vs posion they also gain a bonus to crafting posion

Become the Worm
Become the Viper
Become the Dragon
Kiss of Val'shar
Embrass of Val'shar
The Worm inside
The Viper outside
The Dragons breath
Val'shar Blood magic
Val'shar Mind magic
Lovers Embrace

Become the Worm
Prequiests: Val'Shar Posion and Val'shar Blood or The worm inside

You gain an plus one bonus vs posion
You gain a plus two bonus vs injested posion

Three times per day you may use a special spit attack.
This is a swift action.
The range is thrity feet and is a ranged touch attack.
The target effected by there selected posion.

Become the Viper
Prequiests: Val'Shar Posion and Val'shar Blood or The viper outside

You gain an plus one bonus vs posion
You gain a plus two bonus vs injury posion

Your teeth and nails (both fingers and toes) contain consertrated ammounts of your posion.
You may choose to attack without a weapon, as per unarmed strike, if you do your target is effected by your posion.
In a grapple you may choose not to contunie progressing or resist the grapple instead choosing make a bite attack, if you do your opponent is effected by your posion.

Become the Dragon
Prequiests: Val'Shar Posion and Val'shar Blood or The Dragons breath

You gain an plus one bonus vs posion
You gain a plus two bonus vs inhailed posion

You may make a special breath weapon attack three times per day.
It is a five foot cone that extends five feet for each racial ability and feet you have.
Everyone inside your cone is effected by your posion.

Kiss of Val'shar
Prequiests: Become the Worm and Become the Viper and Become the Dragon

You gain an plus one bonus vs posion
You gain a plus two bonus vs contact posion

Your body now screates your posion in sweat and saliva.
Use this anyway you choose.

For non Val'shar's this now means that you may craft contact posion.

Embrass of Val'shar
Prequiests: Kiss of Val'shar

Upon reciving this feat you may now use any Val'shar elven feat once per round.
Also your posion becomes much more potent when people deal you damage they must make saves against your posion.
This they know of this ability they must make a save vs reflex equal to the ammount of damage they delt you.

You gain a plus two bonus vs posion

Also for non Val'shars you may now take ten on your posion rolls.

The Worm inside

You now gain the racial ability Val'Shar Posion with following execptions
You may now craft injested posion and may use injested posion on yourself as your posion.
And you may not take ten on your posion rolls.

You gain an plus one bonus vs posion
You gain a plus three to profession cooking.

The Viper outside
Prequiests: Val'Shar Posion and The Worm inside

You may now craft injury posion and may use injury posion on yourself as your posion.

You gain an plus one bonus vs posion
You gain a plus three bonus to craft weaponsmithing.

The Dragons breath
Prequiests: Val'Shar Posion and The Viper outside

You may now craft injury posion and may use inhailed posion on yourself as your posion.

You gain an plus one bonus vs posion
You gain a plus three bonus to craft alchemy.

Val'shar Blood magic
Prequiests: Val'Shar Posion

You may use posion in your spells.
Each time you use spell that deal damage, you may add your posion to it by dealing three points of damage to yourself or if you have the feat Kiss of Val'shar
You may add it for free.
You may only use this your posion effects a pychical stat.

This is a meta magic feat

Val'shar Mind magic
Prequiests: Val'Shar Posion and Val'shar Blood magic

You may use posion in your spells.
Each time you use spell that do not deal damage, you may add your posion to it by dealing three points of damage to yourself or if you have the feat Kiss of Val'shar
You may add it for free.
This may only use this your posion effects a mental stat

This is a meta magic feat

Lovers Embrace
Prequiests: Val'Shar Posion

If you select this feat, your posion does not effect the target until three rounds later these are cumaltive.
Thus a person effected in round on two and three would only take saves on turn three if they only start taking saves on round three by even if they escaped they would take saves on rounds four and five also.

You may choose not use this effect however it takes you four hours to control your ability to contain it.

When you consume your posion you gain bonus to the stats for rounds equal to the ammount of Val'shar elven feats you have, the bonus you gain is equal to that of how much your posion would take away.

I have stuff in relation to halfing at least one race, orcs two races and some ideas for sub-human races/regional/culture humans but nothing really complete so here it is guys give me some feed back if you could.
Thanks for your time


apperently the thread says no to my word count so I am adding here what I waned to say at the end.

Spoiler:
Half Elves
The life of a half elf is hard.
Previously thought to not exist at all half elves have been seen in socity beyond that of humans.
At first it was thought that half elves were so adaptable that in elven socities they just were as the elves were, people suggested darker threoies such as they were killed at birth or locked away as abbominations.
However humans have encountered half elves in elven socities they have be come deplomats between the races often bridging perviously unbridgeable devides.
Some however have seen the darker side, half elves obessesed with proving themselves to there tribe and taking it out nearby humans.
Half-elves in human socities seem to much the same.
They do not posses the elven frame light and agile but fragile they seem to take after there human counter parts in this regard with an elven twist.
Some pity them other envey them.
They however are yet to find there place in the world.

+2 Special Those that choose to live in human socities or wanders may choose any stat to put plus two in.
Those raised by eleves must choose one of there two postive stats to put two points in

Sturdy Half Elves recive a plus six to there starting hit points

Normal Speed Half Elves have a base speed of thirty feet.

Low Light Vision due to there elven hertiage they recive low light vision with exception of Isis half elves the recive Snow Vision as per the ability

Keen Senses Half Elves recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Elvish Blood Half elves have elven blood, they count as both having elven and human blood.

Weapon Familiarity Half Elves recive weapon familiarity as per there culture, if raised by elves as per there elven counter part if by humans as per there human counter part, but a wander they may select one weapon which they are familar with

Favoured Classes Half Elves may choose any class as there favoured class, however once they choose this in can not be changed.

Adaptability upon charater creation, halves may choose to start with a racial elven ability or a human cultural feat or if a wander they start with skill focus.

I have stuff in relation to halfing at least one race, orcs two races and some ideas for sub-human races/regional/culture humans but nothing really complete so here it is guys give me some feed back if you could.
Thanks for your time

RPG Superstar 2008 Top 32

Moved to homebrew


Ross Byers wrote:
Moved to homebrew

Thank you.


Caladors... any interest in posting these at the Pathfinder Database?

The Exchange

You mention that Angols are short and stout, but I didn't see a height/weight description for the other races, which makes my OCD/anal retentiveness flare up! lol. Same thing with hair/eye color.


Dear Snobi
You were asking about height and weight.
Well I really haven't gotten to write everythig up but my players are always able to ask me stuff so generally thats why there is not the level of infomation I would like to give or was not able too.
But weight a minute (I like puns) the first time I posted that lot the thread exploded and wouldn't let me keep all of the infomation on one post!

In any even the Angol dwarf is ment to be a repsentation of the classic dwarf threw the lens of my campagin.
So there ment to be typical dwarven hieght and weight.

I can discribe each of the races to if you would like.

To Pathfinder Database Pimp

I guess *srugs* I have been on the wizards boards for awile and when ever I presented an idea I have kinda been slapped down.
So I just wanted to show some people what I had done and they gave me some comments.
First of all that it is formated horribly and some more encouraging things.
I have at least a little more formated than what appers here bolded stuff in larger and smaller print ecta but to do that with everything in this board or any for that the use of BBcode would drive me mad.

But if you like the stuff I can get it together for you.


---

I'd be keen on reading about your thoughts and outlines for Halflings :D If you could so kindly share them.

---


Aikuchi wrote:

---

I'd be keen on reading about your thoughts and outlines for Halflings :D If you could so kindly share them.

---

I would be glad two but.

But there incomplete.
I have one of them done up and it's not the atypical halfing.
Which have some thoughts about.

But basicly my halfings are like this, there is a reson there always getting up and moving around.
They have the skill trade, each of them is trying to keep something that we keep losing alive and there is three different runs.

The Icy River Run.
They are people whom are trying to keep there race strong as a bloodline.
They are hunters and gathers but more then that they are athletes they are what keeps there people strong and there skill trade is surival.
Next.

The Leafy River Run. (the a typical halfing as per D&D not hobbit)
These people are trying to keep knowledge of people alive.
They travel lands where the most human cities are and they also make contact with the most humanoid races also.
One may have all the knowledge in the world but if he can not communicate with his brother it is all for nort.
Let us not forget what would happen if they can not get along with there brother.
So they keep the skill trade of diplomacy.

The Wild Run.
The wild run go through wildest of places where the natural and the unnatural blur lines and some times remove the line completely.
The halfings of the wild run skill trade is knowledge.
Unlike other where they pratice to help improve these halfings just collect raw data.
Find out as much as they can.
But instead of using such imprecise tools such pen and paper they store it in there mind.


Caladors wrote:
Aikuchi wrote:

---

I'd be keen on reading about your thoughts and outlines for Halflings :D If you could so kindly share them.

---

I would be glad two but.

But there incomplete ...

The Icy River Run...skill trade is survival.

The Leafy River Run. (the a typical halfling as per D&D not hobbit)
... skill trade of diplomacy.

The Wild Run ... skill trade is knowledge.

It sounds great so far and sounds more unified as a halfling race as a whole. I also like that it follows the DnD halfling closer than the idea of the Hobbit. I, myself normally see hobbit as hobbits and DnD halflings are their own people with their own identity. Kender are also fun!

I'm supposing that these are the primary three of many halfling clans and preservers.

---

Dark Archive

Caladors, we "brainstormed" literally hundreds of Racial Feats during the Alpha playtest process -- I don't recall if you participated in the discussions on those threads or not, but if you want to add some variety to your races, you might want take a look at them. If you're interested, I can try to locate those threads...


Caladors wrote:

To Pathfinder Database Pimp

I guess *srugs* I have been on the wizards boards for awile and when ever I presented an idea I have kinda been slapped down.
So I just wanted to show some people what I had done and they gave me some comments.
First of all that it is formated horribly and some more encouraging things.
I have at least a little more formated than what appers here bolded stuff in larger and smaller print ecta but to do that with everything in this board or any for that the use of BBcode would drive me mad.

But if you like the stuff I can get it together for you.

One of the things I normally do when someone submits content to the Pathfinder Database is that I try to conform it as best as possible to the "Paizo Style". That means using bold text where they use bold text. Using line breaks and stylistic conventions that are common to the way they like to present things. For example, here's one small thing I noticed that makes a difference in the way they present languages known by the various races.

In the SRD it's written as:

Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

In the Pathfinder RPG, it's written as:

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

These are the kinds of things I look for to edit before I put something up. What you can do, and this really goes for anyone submitting content, is to really look over the way the existing races are presented and then modifying your stuff to look similar.

Take a look here http://paizo.com/pathfinderRPG/prd/races.html and see if your stuff can match up to that.

Another thing you could do is send me one race entry, I'll edit and format it for you and send you a PDF of how it would look on the site.

Email:
me (at) tahsin (dot) com


Before Pathfinder had started I had designed a system for making races more substantial as well as trying to balance them out a bit more. The builds work like this:

Stat Bonus: Either +2 to one or +2 to two with a -2 to one.

Size and Speed: Select as normal.

1 Racial Feat

3 Abilities- Things like Low-Light Vision and Darkvision, as well as class abilities like Fast Movement and Wild Empathy.

+2 to two Saves

+2 to 3 Skills

Weapon Familiarity

There is also room to work with more impressive racial abilities:
Changling shapechange and Shifter's Shifting= Feat + 1 Racial Ability
Human Bonus Feat and Fast Learner Feat= Feat + 2 Racial Abilites
Warforged Living Construct= Feat + 2 Racial Abilities

Here are a few examples:

Halfling:
Halfling:
+2 to Dex and Cha, -2 to Str

Speed: 20

Size: Small

Feat: Hero’s Luck- +1 to all saves.

Ledge Walker: as Rogue Ability.

Nimble Climbers: Halflings may add their Dex bonus to their Climb skill as well as their Str.

Wild Empathy: as Druid Ability. If you take a class that gives Wild Empathy you gain a +2 to your roll.

+2 to save vs Fear and Reflex saves to keep balance as well as CMD vs Trips.

+2 to Acrobatics, Climb, and Perception

Weapon Familiarity: Kukri and Sling proficiency, and count any “Halfling” weapons as Martial weapons rather then Exotic.

Dwarf:
Dwarf
+2 Con and Wis, -2 to Cha

Speed: 20, but not affected by armor or encumbrance (cancels out).

Size: Medium

Feat: Armor Proficiency or Endurance.

Darkvision: as Dwarf Ability.

Hatred: Works as Favored Enemy vs Orcs and Goblins, stacks with Favored Enemy vs Orcs and Goblins, but it cannot be changed to another monster type.

Stability: as Dwarf Ability.

+2 to save vs Poison, Spells, and Spell-like abilities.

+2 to Appraise, all Craft Skills, and Knowledge Engineering.

Weapon Familiarity: as Dwarf Ability.

Human:
Humans
+2 to any Ability.

Size: 30ft

Speed: 30

Bonus Feat

Feat: Fast Learner: +1 Skill Point per Level.

Fortunate: +1 Hero Point (read Action Point) per Level.

Bonus Class Skill: select one of choice.

Fate’s Blessing: Add +1 to Hero Die results for each die rolled.

Averriel:
Averriel: A race I designed with the idea that Elves and Dwarves represent Chaos and Law as influence, why not have races with a slight Good or Evil influence. Averriels were once minor Celestials that became mortal. Physically they look like idyllic humans carved out of stone (like marble, jade, or obsidian) and metals (bronze, gold, silver). Averriels are idealists and optimists and love indulging in the arts.

+2 to Con and Cha, -2 to Wis. Averriels are vibrant and vital but tend to lack common sense.

Speed: 30ft

Size: Medium

Feat: Toughness.

Fast Healer: Add +2 to your level for the purposes of recovering Hit Points from natural healing.

Fast Movement: +10ft to movement in no or light armor. If you gain Fast Movement from another class you gain an additional 5ft of movement.

Strong Life-force: Averriel suffer only half the penalty to stabilization checks due to negative Hit Points.

+2 to Diplomacy, Sense Motive, Intimidation. Averriel are naturally empathic.

+2 to save vs Necromancy, Death, and Negative Energy Spells, Spell-like Abilities, and Effects.

Weapon Familiarity: Averriel are proficiency in Glaives and Ransuers, and any weapon with “Averriel” as Martial weapons.

Hope it helps.


General stuff.

I would like to thank Orge (goes as orge de something?) and Blazej for accually getting me to post this stuff in the first place.

I have been talking to Blazej about some of the stuff.
If there was any confusion when I said say "Darmbreth blood" this was ment to indicate that they have the blood of Darmbreth flowing through them just like elf blood.
Short answer it is not a feat.
And on Dambreth again one of there feats refences blow of Dambreth this is an orcish ability which I have written up just not on the computer as of yet.

To Aikuchi

I loved kender I thought they were really cool these guys who are fearless just cause they really don't know better.
Also that whole borrowing thing, classic.

I have two of the halfings done So I will finsh the last and then I will send post it.

To Asgetrion

I was there I even commented on some.
But when I did comment I was drowned out my some louder voices that post for the sake of posting in my opinion.
Anyway this person that posts often suggested I was a bigot, a poor role player and poor designer.
This really didn't sit well with me and everyone was very yes man with him so I returned to the status of lurker.
I have been here for awile and watched.
Just not commented since.

To veector

"Paizo Style" you mean properly?
Yeah formating has never been my strong suit never has never will.
But I can get it all nice and neat one day for you.
However I did reply to this earlier but some mystical creature ate my comments.
What I am said and am saying again is.

Thanks for the offer of help I will take it up but only so long as you have time.
Also I should accually finsh up the halfings before start fixing things up.

To Skaorn

Looks like a nice break down of things.
But see the thing for me was that we already have all of this I am not talking about customizable races I was saying.
Races don't matter enough.
For many people in life race is one of the most important things of there life.
Some people are an article clark then a woman then white.
Where as others are black then a man then a librarian.

In any of these cases race is a major part of our identity.
How come it is one page in this where as our profession is three.
Just doesn't make sense to me.
So I tried to set out by accually making them count more.
I know it seems like a whole lot of custom races which it is but the more important thing for me at least is now there race matters.


---

Skaorn
In regards to the halfling example you've provided, I love how certain 'class features' or 'feats' you've mentioned help define how a race develops with its environments when taken as whole. Having 'ledge walker' and 'nimble climbers' suggests much about their familiarity with rough rugged terrain and mobility.
Perhaps as a race,they're most at comfort when building communities dug into cliff walls and overhanging rope bridges. Wild empathy only serves to show how much in tune they are with the creatures as a natural affinity.

Thank you for sharing.

Caladors
I absolutely loved how kender adopted an identity of their own apart from hobbits/halflings. I was a big fan of the cannibalistic athletic halflings of the world of Dark Sun as well. They was a strong identity and identifiable characteristics that defined the race which weren't just a set of 'skills' or 'bonuses'.
I think thats how Elves and Dwarves have developed. Their iconic status lent to several distinctive racial features that mechanically seem very advantageous when compared to the halfling, which I feel goes deeper than mechanical value. :D

I will wait patiently to see how your halflings develop!

---


I'm a fan of the "Ghostwise" in Forgotten Realms - telepathic savage rustic halflings


Aikuchi wrote:

---

Skaorn
In regards to the halfling example you've provided, I love how certain 'class features' or 'feats' you've mentioned help define how a race develops with its environments when taken as whole. Having 'ledge walker' and 'nimble climbers' suggests much about their familiarity with rough rugged terrain and mobility.
Perhaps as a race,they're most at comfort when building communities dug into cliff walls and overhanging rope bridges. Wild empathy only serves to show how much in tune they are with the creatures as a natural affinity.

Thank you for sharing.
---

All I did with Halflings was think about how they'd deal with invaders and comprimising with myself. Since Halflings are generally don't have physical strength on their side in a fight I figure they'd rely on natural terrain and guerilla tactics. I had originally given them Lightning Stealth (forget the PF name) and an ability to treat difficult terrain as normal for the purposes of normal movement, but not charging or running (to close to a feat tree a max). Lightning Stealth was something I'd WANT to have, which is a good sign that I shouldn't add it. Ledge Walker was the compromise, Agile Climber seemed appropriate for barefoot halflings, and Wild Empathy because I like nomadic Halfling over the "Hobbit" version.

I do like your take on Halflings and it will definately appear in one of my games!


These aren't late at all...
Ok, I am a horriable person.

Well here are my halfings

Spoiler:
Halfing of the Icy River Run

Halfings of the Icy River Run traverse the length and breth Artizil as well as the forests of argoth and narvito, the moutains of darmbeth and the snow fields of Isis.
The Halfing people are people whom live there life on the run.
Wonderlust is there blood, they travel to train and train to travel.
The skill trade of Icy River Run is the surivial.

+2 Dexterity +2 Wisdom -2 Charisma Halfings of the Icy River Run pit themselves against nature giving them insite beyond the norm just not soical grace.

Frail River Run recive a plus four bonus to there starting hit points

Small River Run are small and recive a plus one armour class bonus as well as plus for bonus on stealth checks

Low Light Vision the harsh life of the river run it pays to be aware, River Run can see twice the distance in low light conditions

Keen Senses River Run recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Hardened to the Wild River Run recive a plus one racial bonus to all saving throws

Skill Trade Surival River run recive a plus two racail bonus to acrobatics, climb and surival in addition when aiding another halfing the aid bonus becomes plus four rather than the standered plus two

Adrinaline Rush Three times per day a River Run may name any ability, combat roll or skill check and recive a plus one bonus to that (combat meaning attack rolls, CMB or Damage ect) however the River Run is on twenty pecent or lower hit points they recive a bonus four to these rolls.
This bonus may also be extended to plus four in life and death skill checks at the DM discresition.

Weapon Familiarity River Run are Familar with quater staff, spear and bolas inlcuding also they treat any weapon with the word Halfing or Icy River Run in as a marhsal weapon (This does not apply Leafy River Run or Wild Run weapons as these are Leafy River Run weapons rather than Halfling weapons)

Favoured Classes Druid or Scout. Icy River Run Halfings have a connection to nature and know that surival relies on being aware. This choice must be made at first level.

Preditors Responce
Preditors Hunger
Preys Responce
Will to survive
Preys Lookout
Preditors Watch
Remove the Mind, Become the Beast

Preditors Responce
Prequiests: Adrinaline Rush

When you select this feat gain an additonal use of Adrinaline Rush.
When you use this ability you must attack or move to attack a target and may not use withdraw actions.
When you use this ability gain a bonus to hit equal to the number of racial abilies you have plus one.
For rounds equal to the number of racial abilies you have plus one.
(Ie taken at first level three, one for Adrinaline Rush one Preditors Responce and the addional plus one)
However if you are at twenty pecent or lower hit points you recive a bonus four to these rolls instead of the plus one. (Ie plus six given the same example from above)

At the end of this time you recive a minus to hit equal to half the bonus recived for half of the rounds that you had it for.

Preditors Hunger
Prequiests: Preditors Responce

When you select this feat gain an additonal use of Adrinaline Rush.
When you use this ability you must attack or move to attack a target and may not use withdraw actions.
When you use this ability gain a bonus to damage equal to the number of racial abilies you have plus one.
For rounds equal to the number of racial abilies you have plus one.
However if you are at twenty pecent or lower hit points you recive a bonus four to these rolls instead of the plus one.

At the end of this time you recive a minus to damage equal to half the bonus recived for half of the rounds that you had it for.

Preys Responce
Prequiests: Adrinaline Rush

When you select this feat gain an additonal use of Adrinaline Rush.
When you use this ability you must move away from harm.
When you use this ability you ignore terrain penalties and attacks of opportunity.
You gain a bonus to all CMB and CMD equal to the number of racial abilies you have plus one.
For rounds equal to the number of racial abilies you have plus one.
However if you are at twenty pecent or lower hit points you recive a bonus four to these rolls instead of the plus one.

At the end of this time you recive a minus to CMB and CMD equal to half the bonus recived for half of the rounds that you had it for.

Will to survive
Prequiests: Preys Responce

When you select this feat gain an additonal use of Adrinaline Rush.
When you use this ability you must move away from harm.
When you use this ability you gain temporary hit points equal to your level plus your constuition bonus plus racial abilies you have plus one.
For rounds equal to the number of racial abilies you have plus one.

At the end of this time you are exhausted for equal to half the bonus recived for half of the rounds that you had it for.

Preys Lookout
Prequiests: Adrinaline Rush

When you select this feat gain an additonal use of Adrinaline Rush.
For rounds equal to double the number of racial abilies you have plus one.
You gain special quality can not be surprised you may confer this bonus to other halfings which can see you.
In addition you gain bonus to sense motive equal to number of racial abilies you have plus one.

At the end of this time you may not use this ability until rounds equal to number of racial abilies you have plus one.

Preditors Watch
Prequiests: Preys Lookout

When you select this feat gain an additonal use of Adrinaline Rush.
For rounds equal to the number of racial abilies you have plus one you gain a special quaility Fast acting.
Fast acting during the suprise round you may take a full action rather than only a standard action.
During this time you gain a bonus to stealth equal to the number of racial abilies you have plus one.

At the end of this time you may not use this ability equal to the number of racial abilies you have plus one.

Remove the Mind, Become the Beast
Prequiests: Preditors Hunger, Will to survive and Preditors Watch

When you select this feat gain an additonal two uses of Adrinaline Rush.
This ability has three different modes.
to use any mode you must spend three uses of Adrinaline Rush.

Crystal Clarity
This ability allows you to define one task, this must be a simple line sentence
Such as, I get the key to the lock, I heal my friend or until my task is completed.
Your task can not be offensive such as Until all of my enemies are dead or until I kill that man however it can be something that would cause harm to another such as.
Until the lichs phylactery is destroyed or until I release the gate that will fall on the beast.
Once you select this task you must do nothing else this becomes your primary focus.
Wile you do not have to take actions that would cause you risk you must contuine to your task if you actively stop doing this task you lose the bonus.

When you use this you gain all of following abilies without there restrictions Preditors Responce, Preditors Hunger, Preys Responce, Will to survive, Preys Lookout
and Preditors Watch
Once you have done this task you will fall prone and be exhausted for rounds equal to the number of racial feats you have.

Calling the Primal
When you use this ability you select a target or group.
You gain these bonuses until it or they are dead.
However when you do this you have a complete disregard for your allies viewing them as obesticals or if they cause enough trouble, enemies.

You gain a bonus to all stats equal to the number of racial abilies you have plus one.
Until this task is complete at the end of each of your turns you lose one stat point.
Once this is completed you fall prone and your exausted for rounds equal to the number of racial feats you have

Nature of the Beast

For one round you gain, all of following abilies without there restrictions Preditors Responce, Preditors Hunger, Preys Responce, Will to survive, Preys Lookout
and Preditors Watch
Also you gain a bonus to all stats equal to the number of racial abilies you have plus one.

After this you must spend one use of Adrinaline Rush if you do you must pass a fort save 15+2 for each round you have used this ability.
If you fail you may no longer use this ability and you fall prone and you are staggered for rounds equal to number of racial feats you have.
Alternatively you may spend one use of this Adrinaline Rush at the start of your turn to end Nature of the Beast with no negative effects.

Halfing of the Leafy River Run

Halfings of the Leafy River Run were give the skill traded of diplomacy so they traverse all of the human communities and seek out those harder to find.
To them asking about the weather is more than small talk, it is the art of gracefully weaving yourself into that persons life.
Not being strong or having a strong standing in most of these communities however rather than causing trouble in futhering there causes they find someone who
just needs a little push in the right direction.
And that is the Halfing of the River Run not one to challange the soical order but when change is needed, just a little push here or there.
To them asking about the weather is more than small talk, it is the art of gracefully weaving yourself into that persons life.

+2 Dexterity +2 Charisma -2 Strength Halfings of the Leafy River Run.

Frail River Run recive a plus four bonus to there starting hit points

Small River Run are small and recive a plus one armour class bonus as well as plus for bonus on stealth checks

Slow Speed River Run have a base speed of thirty feet.

Danger Sense During the suprise round when suprised Leafy River Run halfing may choose make a move action even if suprised.

Skill Trade Diplomacy River run recive a plus two racail bonus to Bluff, Diplomacy and Sense Motive in addition when aiding another halfing the aid bonus becomes plus four rather than the standered plus two

Push Three times per day a River Run may before an ally makes a D20 roll in combat add a modfier of +1d6+1 for the number of racial abilities that halfing has.
Ie before an attack roll the halfing player may make a roll and add it to the roll.
Alternatively the halfing may use this ability to add modfier of +1d6+1 for the number of racial abilities that halfing has to any skill check they have.

Weapon Familiarity River Run are Familar with quater staff, sling and bolas inlcuding also they treat any weapon with the word Halfing or Leafy River Run in as a marhsal weapon (This does not apply Leafy River Run or Wild Run weapons as these are Leafy River Run weapons rather than Halfling weapons)

Favoured Classes Bard or Swashbuckler.

Insignificance
Slip of the tongue
Off Hand Comment
Taunt
Inspiring presence
Turning the tide
Sliver Tounged Devil
Reading the movements
Gift of the Gab

Insignificance
Prequiests: Push
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
You only use this ability if you are not the only and you are not the highest level enemy.
When you use this ability all enemies pass a DC13+ the number of raical abilites you have, if they fail they treat you as invisable as per the spell.
(Ie if you are level one and have this feat you a DC of 15 13+1 for Push and +1 for Insignificance)

Slip of the tongue
Prequiests: Insignificance
When you select this feat you gain an addional use of Push
You may spend two uses of Push to use this ability.
You may use this ability against a single only ever once per day, when you do you affect them as if being effected by the suggestion spell.
The changes are that this effect is non magical and the DC becomes DC13+ the number of raical abilites you have.
Also unless the opponent successfully passes check they do not realise that they are being used.

Off Hand Comment
Prequiests: Off Hand Comment
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
When you use this feat you may make an fient attack against a single foe so long as they can hear you.
Also you may elect to use your sense motive modfier rather than attack bonus against there CMD.

Taunt
Prequiests: Push
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
When you use this ability you target an enemy or shout a challange to all enemies.
When you do they must pass a DC13+ the number of raical abilites you have, if they fail they must use there attacks against you.

Inspiring presence
Prequiests: Taunt
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
When you make a successful attack on the highest level or challange rating creature you may elect to use this ability.
For rounds equal to your number of racial feat plus your charisma all your allies gain a moral bonus to saves, damage and attacks
equal to the number of raical abilites you have.

Turning the Tide
Prequiests: Inspiring presence
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
When you have a critical on the highest level or challange rating creature you may elect to use this ability.
For rounds equal to your number of racial feat plus your charisma all your allies double there threat range for the purposes of criticaling.
This does not stack.

Sliver Tounged Devil
Prequiests: Turning the Tide and Off Hand Comment
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.

When using this feat, when you talk to a creature they become fascinated (DC13+ the number of raical abilites you have+ your charisma modifer)
After three rounds you may use the ability charm monster as per the spell on them with the follow execptions, the DC becomes DC13+
the number of raical abilites you have+ your charisma modifer and this also a non magical ability.

Alternatively you can attempt to enthral a crowd as charm monster mass however the targets will not be fascinated and you must still wait three rounds.

If you are unable to talk in these rounds the they subject to the charm effect.

Reading the movements
Prequiests: Push
It is not winning every fight it is knowing what fights you can win and which you can not.
The halfings of the leafy river run highly value diplomacy however some are not interested in that at all.
So sometimes they must fight but sometimes to fight is to die.

You gain a plus two racial bonus to sense motive
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
You may make a sense motive check as per discribed on page 102 of the complete adventure.
However if you succed verse there bluff check you find out there accual level and class.

Gift of the Gab
Prequiests: Push
What some knows is only as good as what you can find out from them.
The halfings of the leafy river run highly are great at find out the things that people like to keep hidden.
Halfings have a disarming manner of speaking which allows them to gain insight into a persons thoughts.

You gain a plus two racial bonus to Diplomacy
When you select this feat you gain an addional use of Push
You may spend uses of Push to use this ability.
When you ask a question to a NPC you may deplomacy check vs there bluff.
If you succed you not only gain the infomation you need but your jabbering has hidden the fact that you accually asked a question

Halfings of the Wild Run

Halfings of the Wild Run are a stotic people not typically what you expect when you think of stotic.
They are not of stout build or expectionally muscled.
No these Halfings are stotic of mind, they have seen things that would make others curl into a ball and return to infant like state.
The wild run goes through the the Narvito Forest, where all aberations sprout from or so the lengends tell.
There in the place forsaking by all other scientent beings they commit themselves to the ancient tradition.
The Skill trade of Knowledge, find all they can about the Wilds, meeting with the mages and tome keeps of both the Artzil and Tartilia.
However they do not commit it to such imprecice things such as paper or tablet.
No everything they do is commited to memory, the only safe place to store such dangerious infomation.

+2 Dexterity +2 Intellgence -2 Strength They are commited to skill trade of knowledge but are still bound by there halfing frame.

Frail Wild Run recive a plus four bonus to there starting hit points

Slow Speed Wild Run have a base speed of thirty feet.

Low Light Vision the Wild Run, has many hazards and they are ever watchful, Wild Run can see twice the distance in low light conditions

Keen Senses Wild Run recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Skill Trade Knowledge Wild Run recive a plus two racail bonus to all knowledges also they are considered trained in all skills in addition when aiding another halfing the aid bonus becomes plus four rather than the standered plus two

Iron Will +2 Bonus to will save

The Knowledge you may use this ability be used three times per day.
This ability maybe used as an Immidate action in responce to mind effecting abilites.
You are now immune to that ability, you must only walk now when taking move actions.
You may also use this ability as a standard action any creature that meets your must make a DC11 plus two for each other racial ability you have or become shaken.

Eye of Anger
Eye of Fury
Eye of Despair
Eye of the Relinquished
Eye of Dread
Eye of Horror
The Eye of Madness
Eclectic Knowledge
Perceive Weakness
The Passing

Eye of Anger
Prequiests: The Knowledge
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
That target must make a DC9 plus two for each other racial ability you have if they fail they become raged as per the Barbarian ability for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.
(Example you have this feat and the racial ability the knowledge the DC is 11)

Eye of Fury
Prequiests: Eye of Despair and Eye of Dread
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
That target must make a DC9 plus two for each other racial ability you have if they fail they become frenzied as per the Frenzied Beskers ability for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of Despair
Prequiests: The Knowledge
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
That target must make a DC9 plus two for each other racial ability you have if they fail they become cowered for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of the Relinquished
Prequiests: Eye of Dread and Eye of Anger
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
That target must make a DC9 plus two for each other racial ability you have if they fail they become ??????? for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of Dread
Prequiests: The Knowledge
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
That target must make a DC9 plus two for each other racial ability you have if they fail they become frightened for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of Horror
Prequiests: Eye of Despair and Eye of Anger
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
That target must make a DC9 plus two for each other racial ability you have if they fail they become panicked for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

The Eye of Madness
Prequiests: Eye of Horror and Eye of the Relinquished and Eye of Fury
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
When you use this ability you become helps until you end this ability.
That target must make a DC9 plus two for each other racial ability you have if they fail they become stunned and for each three points they fail the save by (rounded up) they lose a charisma point until end of encounter

Eclectic Knowledge
Prequiests: The Knowledge
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
You may spend uses of the The Knowledge to re-roll any knowledge skill check.
Also this repesents they strange tid bits you found out so you may roll for things that would ussally be denined to you.

Perceive Weakness
Prequiests: The Knowledge
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
You may observe a creautre for two rounds uninterupted you may discover it's weakness.
Also for role play situations you may spend uses of The Knowledge re-roll a sense motive check by observing your target.

The Passing
Prequiests: The Knowledge
You gain an additional use of The Knowledge when you select this feat.
You may spend uses The Knowledge for this ability.
To activate this ability, you take a standered action and make a gaze attack against a single target.
You may show your target thirty seconds of images you seen.

The Leafy river run is about the closest to the classic halfing.
Just something that I thought I would share, the reason they don't have fearless is because there not.
Imagaine the world from the halfings perspective, you are so small that other races consider you half a person.
They don't have any strong kingdoms or great powers.
If this was your daily life would you be fearless?

Dark Archive

Caladors wrote:


To Asgetrion

I was there I even commented on some.
But when I did comment I was drowned out my some louder voices that post for the sake of posting in my opinion.
Anyway this person that posts often suggested I was a bigot, a poor role player and poor designer.
This really didn't sit well with me and everyone was very yes man with him so I returned to the status of lurker.
I have been here for awile and watched.
Just not commented since.

Oh, sorry to hear that... I remember that everybody stopped posting ideas and commenting at some point, which was a bit disappointing for me. I think there were some good ideas there (like the elven racial feat which gave you the Drow spell-like abilities, but at the same time marked you as "tainted").

Hopefully racial feats will be featured in some upcoming supplement for PF RPG.


To Asgetrion

Well it's not all fun and roses.
Yeah it would be cool if there where some in the up coming book.
Advanced book?

Anyway regardless of good you do anything or make your case there will be people who disagree with you.
I was just hoping not such a volatile responce.

To Aikuchi

Well waiting is no longer nessary.
There here!

Yeah I really liked kender I like the child like state that they lived in where it wasn't that were fearless it was that they didn't even understand the concept of fear.

Alright good to hear from peoples enjoy.

P.S To Loztastic
Link?


Well apperently I can not edit my posts here still...
So I forgot to add something with the finally ability for the Leafy river run halfing.

There lies can no longer be magically discerned.
Ie unless you can figure it out yourself no ammount of magical aid will help you to get threw there twisted web of lies.


Caladors wrote:

Well apperently I can not edit my posts here still...

So I forgot to add something with the finally ability for the Leafy river run halfing.

There lies can no longer be magically discerned.
Ie unless you can figure it out yourself no ammount of magical aid will help you to get threw there twisted web of lies.

Wow Caladors!

Thank you for the post and elaboration.
It'll take some time for me to digest it all and it looks good. There's are a few things I find a little odd but I will mull over it and consider them before making any judgments; taking into context that this applies to our world concept and setting.

:D

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