Pathfinderized Psionic Races


Homebrew and House Rules


People may remember that I worked on this back in Alpha. With the final version of Pathfinder out and after picking up the Bestiary I decided to touch them up. One thing I think is worth noting is that Naturally Psionic has been re-worked to take advantage of how Pathfinder deals with favored classes. Comments are appreciated.

BLUES
Ability adjustments are brought in-line with the core races. I'm considering taking away the bonus on Ride checks.

Spoiler:

+2 Dexterity, +2 Intelligence, –2 Strength: Blues are agile and cunning, but are weak like other goblins.
Goblin Subtype: Blues are humanoids with the goblin subtype. As goblinoids, blues treat Stealth as a class skill.
Small: Blues 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.
Normal Speed: Blues have a base speed of 30 feet.
Darkvision 60 feet: Blues can see in the dark up to 60 feet.
Mild Telepathy: A blue with at least 1 power point can communicate telepathically with any creature within 30 feet.
Naturally Psionic: Blues gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a blue with a favored class that grants power points gains 1 bonus power point per level in that class.
Worg Meat: Blues receive a +4 bonus on Ride and Stealth skill checks.
Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose any of the following: Draconic, Elven, Giant, Gnoll, and Orc.

DROMITES
Ability adjustments brought in-line with core races and Chitin armor is decreased to make them a little more balanced for 1st level. I have also considered taking away Blind-Fight or bonuses to Perception as Scent seems a little too overpowered.
Spoiler:

+2 Dexterity, +2 Charisma, –2 Wisdom: Dromites are energetic, but are often characterized as naïve.
Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: Dromites 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: Dromites have a base speed of 20 feet.
Darkvision 60 feet: Dromites can see in the dark up to 60 feet.
• [b]Chitin:
A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. This natural energy resistance stacks with any future energy resistance gained through other effects.
Keen Senses: Dromites receive a +2 racial bonus on Perception skill checks.
Naturally Psionic: Dromites gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a dromite with a favored class that grants power points gains 1 bonus power point per level in that class.
Psi-Like Ability: Dromites can manifest energy ray once per day, using half their character level as their manifester level (minimum 1st level). A dromite always deals the same kind of energy damage that its chitin has resistance against. This is a Charisma-based ability
Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
Sight Without Seeing: Dromite receive Blind-Fight as a bonus feat at 1st level.
Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose any of the following: Dwarven, Gnome, Goblin, and Terran.

DUERGAR
Not a whole lot of change here.
Spoiler:

+2 Constitution, +2 Wisdom, –4 Charisma: Duergar are resilient and vigilant but are extremely distrustful.
Dwarf Subtype: Duergar are humanoids with the dwarf subtype.
Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision 120 feet: Duergar can see in the dark up to 120 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. Duergar get a +2 racial saving throw bonus against spells and spell-like effects.
Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
Naturally Psionic: Duergar gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a duergar with a favored class that grants power points gains 1 bonus power point per level in that class.
Psi-Like Abilities: Duergar can manifest expansion and psionic invisibility each once per day, using their character level as their manifester level. Both of these psi-like abilities affect the duergar only.
Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Duergar receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose any of the following: Draconic, Giant, Goblin, Orc, and Terran.

ELANS
As I had done before during the Alpha release, becoming an elan is a feat. I know other approaches have been to keep them as a race but I like the idea of them being made, not born, and I think that it emphasizes this difference in origin.
Spoiler:

ELAN TRANSFORMATION
Prerequisites: Must be human.
Benefits: You gain the elan template (see below).

Creating an Elan
A character can become an elan only by taking the Elan Transformation feat. An elan has all the base creature’s statistics and special abilities except as noted here.
Size and Type: You gain the aberration type and the psionic subtype. This means you are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Special Qualities: An elan retains all the base creature’s special qualities and gains those described below.
Darkvision 60 feet: Elans can see in the dark up to 60 feet.
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, an elan with a favored class that grants power points gains 1 bonus power point per level in that class.
Resistance (Su): As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): As an immediate action, an elan can reduce the damage she is about to take by 2 hit points for every 1 power point spent.
Repletion (Su): If an elan spends 1 power point, she does not need to eat or drink for 24 hours.
Abilities: You retain your original ability scores but suffer a –2 racial penalty to Charisma.


HALF-GIANTS
The Powerful Build ability was just too powerful for a 1st level PC. I still believe the size penalties do not entirely make up for this and have considered taking away their bonus to Strength (replaced with a bonus to Wisdom). Stomp being Strength-based is not a typo.
Spoiler:

+2 Strength, +2 Constitution, –2 Dexterity: Half-giants are tough and strong, but not too nimble.
Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision: A half-giant can see twice as far as a human in conditions of poor illumination.
Acclimated: Half-giants get a +2 racial saving throw bonus against all cold and fire spells and effects.
Giant Blood: Half-giants count as both giants and humans for any effect related to race.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a half-giant with a favored class that grants power points gains 1 bonus power point per level in that class.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger and gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a –4 size bonus on Stealth checks.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. A half-giant can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Psi-Like Ability: Half-giants can manifest stomp once per day, using half their character level as their manifester level (minimum 1st level). This is a Strength-based ability.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, and Ignan.

MAENADS
The Outburst ability got beefed up a little. They still feel like they are missing something.
Spoiler:

+2 Charisma: Maenads possess forceful personalities.
Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
Normal Speed: Maenads have a base speed of 30 feet.
Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a maenad with a favored class that grants power points gains 1 bonus power point per level in that class.
Outburst: Once per day, a maenad can spend 2 power points to subjugate her mentality to gain a boost of raw physical power. As an immediate action, she takes a –2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength for a number of rounds equal to 3 + her Charisma modifier (if any). At 10th level, a maenad can spend 2 additional power points to gain +4 Strength but takes a –4 penalty to Intelligence and Wisdom.
Psi-Like Ability: Maenads can manifest energy ray once per day, using half their character level as their manifester level (minimum 1st level). A maenad can deal only sonic damage with this ability and is accompanied by a tremendous scream of rage. This is a Charisma-based ability.
Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose any of the following: Aquan, Draconic, Dwarven, Elven, and Goblin.

XEPHS
Like maenads, their Burst got a little bit of a boost. They also seem to be missing something.
Spoiler:

+2 Dexterity, +2 Wisdom, –2 Strength: Xephs are fast and intuitive, but not as strong as most races their size.
Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
Normal Speed: Xephs have a base speed of 30 feet.
Darkvision 60 feet: Xephs can see in the dark up to 60 feet.
Tenacity: Xephs get a +1 racial saving throw bonus against powers, spells, and spell-like effects.
Naturally Psionic: Xephs gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a xeph with a favored class that grants power points gains 1 bonus power point per level in that class.
Burst: Three times per day as a free action, a xeph can put on a burst of speed. Her base speed increases by 10 feet for 3 rounds. For every four character levels, a xeph’s speed increases by an additional 10 feet, to a maximum increase of 30 feet at 8th level. At 10th level, a xeph can spend 1 power point to increase the duration of her burst to 6 rounds.
Languages: Xephs begin play speaking Common and Undercommon. Xephs with high Intelligence scores can choose any of the following: Draconic, Elven, Gnoll, Goblin, Halfling, and Sylvan.


Personally I turned Powerful Build into a feat.

Powerful Build [General]
Requirements: Strength 17, Character Level 1
Benefit: As per the entry under half giant from XPHB
Special: Character must select this feat at 1st level.
Special: For Half Giants, the Strength requirement for this feat is 13 and they must be of 1st Character level.

This helped to ensure that PCs that were not Half Giants, really wanted to go down this road (as we use a point buy system). It still allowed the Half Giant player to take the feat at 1st level, but made it a bit easier.

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