Beryl: New Skills / Races


Homebrew and House Rules


When you hear 'dwarf', you probably picture a stout humanoid with a huge, braided beard and a hammer, standing firmly on solid ground. 'Elf' probably conjures up images of a frail, pale-skinned humanoid with long, flowing hair sitting in a tree. 'Giant' is probably not a pleasant-smelling image, much less socially refined in any way. In Beryl, you are wrong on all of these accounts.

Each race has a skill that is always in-class; the new skill system is presented below the races, and encompasses almost all the skills employed in Pathfinder with the exception of a specialized few such as Escape Artist, Perform, and Sleight of Hand, which are instead presented as class features and such. Craft and Knowledge skills are also not part of this system; they are instead part of Professions, which are selected by each character and not included in the normal set of skills.

[RACIAL GROUP]
+4 Bonus (Divided Between Given Stats As Desired), +4 Save
1/2 Character Level Bonus to Skill Set
Racial Skill (Choose This Or Race's In-Class Skill)

Race Name: Description.
In-Class Skill

DWARVEN
Wisdom & Constitution, Fortitude Saves
Terrain & Weather Skills
Sentry

Volcanic: tough, heat-resistant innovators who favor precious minerals, fine craftsmanship, and tinkering. Their beards have the consistency of steel wool, and it is not uncommon to see live embers sparking in them.
Skill: Excavation

Forest: living in ancient, petrified forests, this druidic race eats minerals rather than plants and animals. Their beards have the consistency of vines and leaves, and often harbor insects and other small creatures.
Skill: Horticulture

River: dense and featuring incredible lung capacities, these dwarves live on river bottoms, lake beds, and ocean floors, fond of scouring for sunken treasure. Their beards have the consistency of seaweed, and are often used to hold pockets of air or ballast.
Skill: Appraisal

Desert: these things are creepy; barely related to dwarves more so than any other race, they are semi-organic creatures that live in self-constructed 'shells' like hermit crabs, highly resistant to virtually any weather condition. Their beards have the consistency of tough fabric, and are often used to cover the opening of their shell.
Skill: Forecast

HUMAN
Racial Stat (+2), Will Saves
Culture & History Skills
No Racial Skill

Agricultural: conservative, hard-working farmers and ranchers with stable economies and strong social values. Their eyes tend to be a deep, dark brown.
Racial Stat: Constitution or Wisdom
Skills: Leadership & Handling

Edenic: strange, reserved mystics who exist in very small numbers among larger societies, renowned for their ability as seers. Their eyes tend to be a light, misty gray.
Racial Stat: Intelligence or Wisdom
Skills: Literacy & Healing

Maritime: brave explorers and aggressive businessmen, fueled by prospects of adventure, fame, and fortune. Their eyes tend to be a bold, clear blue.
Racial Stat: Dexterity or Charisma
Skills: Astronomy & Linguistics

Giant: primitive but noble nomads with exceptional social skills developed to counter their quick tempers. Their eyes tend to be a bright, shining green.
Racial Stat: Strength or Charisma
Skills: Diplomacy & Hunting

ELVEN
Intelligence & Dexterity, Reflex Saves
Flora & Fauna Skills
Taming

Jungle: long-limbed creatures reminiscent of brachiators, these elves immerse themselves in dark arts and deceit, even towards each other. Their hair has the consistency of spider webs.
Skill: Poisoning

Tundra: a nature-oriented race that is intimately close to its environment out of necessity; survival on the harsh tundras depends on their ability to make the most of nature's bounty. Their hair has the consistency of down feathers.
Skill: Tracking

Plains: feral by nature, these barely-sentient creatures gnaw off their hands at an early age, constantly gnawing their exposed forearm bones into sharp points used for impaling prey. Their hair has the consistency of a lion's mane.
Skill: Stealth

Sea: graceful, amphibious creatures with muscular, boneless anatomies that can thrive just as easily on land as under water; they are exceptionally nimble, even among elves. Their hair has the consistency of sea anemone tentacles.
Skill: Maneuverability

HUMAN-DWARVEN
Strength, Constitution, & Wisdom, (+6) Fortitude & Reflex Saves
No Skill Bonuses
No Racial Skill

Orc: large, squarely-built ancestors of humans and dwarves who revere nature and form bonds with animals easily. They tend to be almost hairless, with hazel eyes that change color periodically.
No In-Class Skill

HUMAN-ELVEN
Dexterity, Constitution, & Charisma (+6), Fortitude & Reflex Saves
No Skill Bonuses
No Racial Skill

Halfling: small, plucky ancestors of humans and elves who love travel and live primarily nomadic lifestyles. They tend to be covered almost entirely in hair, with hazel eyes that change color periodically.
No In-Class Skill

SKILLS

FAUNA

Hunting - methods for capturing creatures, both active and passive. This includes not only trap crafting and trap setting, but also hunting maneuvers. In combat, a master hunter can set up deadly maneuvers to flank or disperse enemy formations.

Taming - methods for training creatures. This includes not only animals, but also other characters. A master of taming is also a great teacher, and can not only teach allies but also learn enemy tactics in combat.

Handling - methods for controlling and commanding creatures. This includes not only animals, but also other characters. A master handler can control the movement of a battle formation as easily as he can control his horse or an attack dog.

FLORA

Horticulture - methods for producing and gathering alchemical ingredients (mainly plants). The horticulturist can survive in the wild without rations, able to not only gather but also identify plants for various properties (healing abilities, poison, etc.).

Healing - methods for treating wounds and illnesses, primarily with the use of medicinal herbs. A healer is an all-around doctor, able to treat wounds in combat as well as concoct all manner of medicines.

Poisoning - methods for creating poisons and diseases, as well as safely inflicting them upon enemies. A poisoner not only knows how to create deadly chemicals, but also how to apply them to weapons and deliver them without any personal risk.

CULTURE

Linguistics - methods for interpreting and speaking languages, including both verbal and non-verbal communication. This includes basic communication and understanding of languages the user is unfamiliar with. Linguists can also learn to understand elemental languages such as that of the wind. In combat, the linguist is keen on interpreting body language and other cues, granting insight into the enemies' intentions.

Diplomacy - methods for both charming and intimidating others. This includes both friendly and hostile creatures; a good diplomat can strike fear and uncertainty into enemies as easily as he can bluff and deceive negotiators. He can also be positive with his skills, feigning weakness to lure in enemies or earning the trust of skeptics.

Leadership - methods for assessing and commanding. A great leader can see through a lie as easily as he can gauge the strength of an enemy battalion, and in combat he can issue orders which grant his allies bonuses if they comply, such as warning them of an impending backstab or pointing out an opening in the enemy's defense.

HISTORY

Excavation - methods for unearthing and treasure-hunting. A good excavator is an archeologist of sorts, with a keen eye for architecture and a penchant for discovering secret passages and uncovering valuables that might otherwise be overlooked.

Literacy - methods for reading and writing languages. A literate character is the ONLY character in the game who can read and write, a rare and difficult skill to obtain in ancient times. Literate characters may read tomes, scrolls, books, signs, and maps, revealing information no one else has access to. They may also create their own maps and sell the information at a steep premium. Literate characters can read the stars (astrology) and other methods of divination (such as tarot cards) like written languages. In combat, a literate character may share acquired knowledge with allies, granting conditional advantages.

Appraisal - methods for accounting and bargaining. A skilled appraiser is a record-keeper, as proficient with mathematics as a literate character is with the written word. Appraisers can not only keep numerical records of their inventories, they can haggle for prices with less mathematically-inclined characters, maximizing profit. Keen appraisers can calculate probabilities, essentially able to dissect the game mechanics as dice rolls and percentages. In combat, an appraiser can assess statistical data, gauging the potential strength, health, and threat level of enemies.

TERRAIN

Stealth - methods for moving undetected and employing camouflage. A master of stealth does more than merely conceal himself from view; he can evade all senses, producing no sounds or smells, even nullifying vibrations as he moves. A key element of stealth is camouflage, which also includes disguises that allow the user to emulate another creature in sight, sound, and smell.

Tracking - methods for following trails and leaving no trace. A master tracker pays keen attention to his environment, able to identify what creatures have come and gone, and able to follow their trails. When necessary, a tracker can conceal any sign of his own passage, leaving no evidence in his wake.

Maneuverability - methods for traversing hostile or otherwise inaccessible terrain. A master of maneuverability can climb, jump, swim, or otherwise cross virtually any obstacle. In combat, he can scramble for cover or advance over ground that would cause others to stumble or slow to a crawl, granting him unmatched agility.

WEATHER

Astronomy - methods for navigating based on heavenly bodies and other universal markers. A master astronomer can determine cardinal directions both day and night, reading the sun and stars like a map, as well as keep very accurate track of time, seasonal changes, etc. He can also foretell events such as eclipses and the passing of comets.

Sentry - methods for detecting and identifying creatures. A good sentry uses all his senses to detect the presence and nature of others, intimately aware of everything around him, even in his periphery. In combat, it's difficult to hide from or sneak up on a sentry.

Forecast - methods for predicting and surviving weather conditions. A forecaster is an expert traveler, able to foresee and cope with weather conditions, which can seriously affect characters and environment alike. This includes retaining visibility and bearings in severe storms, resisting the effects of extremely cold and hot environments, etc.

This is what I've got so far. Please let me know what y'all think; I'm always eager for feedback and the chance to refine my game world.


Shiny! I'll read this in full in a while, when I wake up from my codeine coma.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Beryl: New Skills / Races All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules