Modified Pathfinder Races


Homebrew and House Rules


I modified the Pathfinder races somewhat. Let me know what you guys and gals think kay:

Dwarves:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred:Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy:Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability:Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning:Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not the actively looking.

Weapon Familiarity:Dwarves are proficient with battleaxes, heavy picks, greataxes, mauls, throwing hammers, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages:Dwarves begin play speaking Common and Dwarven plus any bonus languages selected due to high intelligence scores.


 
Elves:

+2 Intelligence, +2 Charisma, –2 Constitution:Elves are strong in mind and beautiful in appearance but somewhat frail.

Medium:Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed:Elves have a base speed of 30 feet.

Low-Light Vision:Elves can see twice as far as humans in conditions of dim light. See Chapter 7.

Elven Immunities:Elves are immune to magic sleep and charm effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic:Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Concentration and Spellcraft skill checks.

Keen Senses:Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven plus any bonus languages selected due to high intelligence scores.


 
Gnomes:

+2 Dexterity, +2 Intelligence, –2 Strength: Gnomes are agile and quick thinkers but not very strong.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Darkvision: Gnomes can see in the dark up to 60 feet.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan plus any bonus languages selected due to high intelligence scores.


 
Half–Elves:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep and charm effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven plus any bonus languages selected due to high intelligence scores.


 
Orcs:

+2 Strength, +2 Wisdom, -2 Intelligence: Orcs are strong as well as spiritual but are sometimes harsh and rude (especially to outsiders).

Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Orcs have a base speed of 30 feet.

Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.

Hatred: Orcs receive a +1 bonus on attack rolls against humanoid creatures of the human subtype due to special training against these hated foes.

Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Nomadic: Orcs receive a +2 racial bonus on Knowledge (nature) and Survival skill checks.

Orc Ferocity: Once per day, when Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Orcs are proficient with battleaxes, longbows (including composite longbows), spears, and warhammers, and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Orcs begin play speaking Common and Orc plus any bonus languages selected due to high intelligence scores.


 
Halflings:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Defensive Training: Halflings get a +4 dodge bonus to AC against monsters of the giant subtype.

Poison Resistance: Halflings receive a +2 racial bonus on saving throws against poison.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and shortbows (including composite shortbows), and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling plus any bonus languages selected due to high intelligence scores.


 
Humans:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Gregarious: Humans receive a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.

Human Spirit: Humans receive a +2 racial bonus on all saving throws against fear.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common as well as any bonus languages selected due to high intelligence scores.


 
Aasimar:

+2 Wisdom, +2 Charisma, –2 Constitution: Aasimar are blessed with good wits and a beautiful appearance but are somewhat frail.

Low-Light Vision: Aasimar can see twice as far as humans in conditions of dim light.

Cat-Like Reflexes: Aasimar receive a +2 racial bonus on Initiative Checks.

Celestial Resistance: Aasimar have acid resistance 5, cold resistance 5, and electricity resistance 5.

Celestial Fortitude: Aasimar receive a +2 racial bonus on all saving throws against petrification and poison.

Keen Senses: Aasimar receive a +2 racial bonus on Perception skill checks.

Spell-Like Ability: Aasimar can use daylight once per day as a spell-like ability. The caster level for this ability equals the Aasimar’s class level.

Languages: Aasimar begin play speaking Common and Celestial as well as any bonus languages selected due to high intelligence scores.

 

Tieflings:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.

Darkvision: Tieflings see in the dark up to 60 feet.

Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the Tiefling’s class level.

Fiendish Resistance: Tieflings have acid resistance 5, cold resistance 5, and fire resistance 5.

Fiendish Fortitude: Tieflings receive a +2 racial bonus on all saving throws against disease and poison.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal as well as any bonus languages selected due to high intelligence scores.


Very good, all the way 'til Tiefling, I imagine most people will want to play them as rogues, sorcerers or even (rather grim) bards. So why go with whats been done, you are making *varients* after all?

So with that in mind I'd get rid of the -2 Charisma and replace it with -2 Wisdom, to represent their lack of "spiritual guidance", you know, to show that their demonic heritage makes it harder for them to become wise.

What that does for the Fiendish Sorcerery trait I'm not sure...

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