Sarunia: A Pathfinder World - The Races


Homebrew and House Rules

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These are the races for the world of Sarunia, a pathfinder homebrew world. In addition to dwarves, elves & humans as playable races there are bear folk, cat folk, dog folk, quarter-elves, rabbit folk and snake folk (looks a lot like a yuan-ti abomination). These names are just placeholders until I can think of something more evocative. As these races are worked on and completed they will make their way into this thread.

DWARF RACIAL TRAITS
+2 Strength, +2 Constitution, -2 Dexterity: Dwarves are strong and resilient, but they have a wide girth.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Hardy: Dwarves have a base speed of 30 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Dwarves can see three times as far as humans in conditions of dim light.
Earthly Acumen: Dwarves receive a +2 racial saving throw bonus against Illusion spells and effects.
Resilient: Dwarves receive a +2 natural armor bonus. In addition they receive a +2 racial bonus against poison, disease and paralysis.
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.
Student of Earth & Stone: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of non-magical goods that contain precious metals or gemstones. In addition, 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 this check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Training: The dwarf chooses any one exotic weapon or two martial weapons and is proficient in their use.

ELF RACIAL TRAITS
+2 Intelligence, +2 Charisma, –2 Constitution: Elves are smart and are natural leaders but have frail bodies.
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.
Arcane Acolyte: Elves have an innate understanding of arcane magic and gain the benefits of the arcane adept feat whether or not they meet the prerequisite.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Mystic Insight: Elves treat Knowledge (Arcana) and Spellcraft as class skills for all classes and gain a +2 racial bonus on all checks with them.
Weapon Training: The elf chooses any one exotic weapon or two martial weapons and is proficient in their use.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following; Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

HUMAN RACIAL TRAITS
+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.
Preservation In The Face Of Adversity: Once per day the human may apply a luck bonus equal to any one task resolution roll (ability check, attack roll, saving throw and skill checks) equal to one-fifth the human's character level +2. Alternately, the human may instead disregard a failed task resolution roll and attempt it again as if the first roll never happened.
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. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

----------------------------

Spell Energy & Metamagic:
A NOTE ABOUT METAMAGIC
I’m not a fan of metamagic in the current form that it works so instead of increasing the level used to power the metamagic spell, spellcasters instead gain a pool of spell energy from which they use to cast cantrips and fuel metamagic enhancements to spells. The amount of spell energy a spellcaster has is equal to 3 + their caster level times two + the ability modifier from the ability score that grants bonus spells. In addition, for each metamagic feat selected, the spellcaster gains one additional point of spell energy. In order to add the metamagic enhancement to a spell, the spellcaster must expend an amount of spell energy equal to the spell level increase. For example, when applying the maximize spell metamagic feat enhancement, the spellcaster must expend three points of spell energy. Spellcasters may apply any amount of metamagic enhancements to their spells, but must pay the full cost for each enhancement. For example, when applying the quicken spell, silent spell and still spell metamagic feat enhancements to a spell, the spellcaster must expend six points of spell energy.
Arcane Adept Feat:
ARCANE ADEPT
You have a grasp on the tenets of arcane magic and can utilize it at the most basic level.
Prerequisite: Int or Cha 10
Benefit: You gain the Detect Magic cantrip plus three more cantrips of your choice from the sorcerer/wizard list and you gain a pool of spell energy equal to your character level +3. For every hit die you have, you gain one additional point of spell energy. Whenever you gain another hit die (such as when you gain a class level) you gain an additional point of spell energy. In order to cast a cantrip the character must expend one point of spell energy. The character’s effective caster level is first. For every additional point of spell energy expended in the casting of a cantrip, the character’s effective caster level is increased by +1. Your caster level for a cantrip cannot exceed your character level. Casting a cantrip requires the expenditure of one point of spell energy.
Special: Rogues may select Arcane Adept as one of their rogue talents and the caster level for their cantrips is equal to their rogue level (they never need to expend additional spell energy to increase their effective caster level).


The races look good, I like them.

How does that spell energy stuff work out for ya?


Dwarven natural armor should be +1, not +2.

Dark Archive

Nice so far.


Good stuff so far, TAD. I look forward to seeing the animal races!


I'm not a fan of magic points, but this seems good. Post moar plz.


Two things i noticed about your dwarves :
Their speed is 30 ? Not 20 ?
They have lowlight vision ? Not darkvision ?

Liberty's Edge Contributor, RPG Superstar 2012

Looks good, TAD!

Dark Archive

Twin Agate Dragons wrote:
These are the races for the world of Sarunia, a pathfinder homebrew world.

What's the world like?


joela wrote:
Twin Agate Dragons wrote:
These are the races for the world of Sarunia, a pathfinder homebrew world.
What's the world like?

Imagine Earth during the Gothic era that is on the cusp of an industrial revolution. Now throw in magic and make it common place; some of it replacing technological inventions of the modern world (scrying being used for entertainment, magic wands that are like telephones, etc.) I do not intend to go overboard with the magic/tech transparency and thusly making it ridiculously close to a modern world.

Take humans and translate them into the dwarven, elven and human races; elves being the standard European expert, dwarves being the standard European craftsmen and laborers and humans being the equivalent of native american indians.

Now imagine that Earth was nine times larger and still had huge swathes of undeveloped areas. In the wilderness the other thrive, carving out communities that live off the land and respect it and not exploit like their civilized brethren do. In the wilderness you will find huge jungles that contain life from the cretaceous era; the evolution of over millennia has produced the snake folk and a unique race of highly intelligent raptor folk.

There are 5 moons and one of them is actually a habitable planet; the elves are about to find this out. Each moon is one aspect of the alignment system; chaos, evil, good, law and neutrality. The neutral moon is the habitable planet.


Seldriss wrote:

Two things i noticed about your dwarves :

Their speed is 30 ? Not 20 ?
They have lowlight vision ? Not darkvision ?

Yes, their speed is 30 feet. They are also able to wear heavy and/or carry a heavy load and not be slowed down by it. The dwarves can be as tall as the average height of a human, but in human dimesions almost 1 1/2 wide due to reinforced skeletal and muscular systems; which is also the reason for their incredible strength and constitution.

They have low-light vision because they have evolved away from the need for darkvision. They originated in the underdark, but due to the constant raids against that the evil that lurks there, they were pushed topside and towards the edges of the underdark. Those of them that live in coastal regions have an underground community as well as town built topside. They are quite prevalent where fjords are dotted across the landscape.

Dark Archive

Twin Agate Dragons wrote:
joela wrote:
Twin Agate Dragons wrote:
These are the races for the world of Sarunia, a pathfinder homebrew world.
What's the world like?
Imagine Earth during the Gothic era that is on the cusp of an industrial revolution.

Thanks!


Here are the rabbit folk, aka the Tibarri.
.
.
.

TIBARRI RACIAL TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength; Tibarri are quick and patient but lack great strength
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tibarri have a base speed of 30 feet.
Low-Light Vision: Tibarri can see twice as far as humans in conditions of dim light.
Keen Senses: Tibarri receive a +2 racial bonus on Perception skill checks.
Quick To React: Tibarri gain a +2 racial bonus on their Reflex saves
Sprightly: Tibarri treat Acrobatics as a skill for all classes and receive a +2 racial bonus on all jump checks made with it. In addition, when the Tibarri makes a vertical jump the DC for the Acrobatics check is halved.
Survival Instinct: Tibarri treat Knowledge (Nature) and Survival as a skill for all classes and receive a +3 racial bonus on all skill checks with them.
Weapon Training: The tibarri chooses any one martial weapon and is proficient in its use.


joela wrote:
Thanks!

Like it? Don't like it?


I'm not sure I buy rabbit people as patient, but keep it coming.


Sounds like an AMAZING world

However... how do you deal with travel...

I mean.. nine times larger than earth..

If you do that math right and travel time and stuff.

That's not just a large part of uninhabited land that's FREAKING GINORMOUS.

>.>

Dark Archive

Twin Agate Dragons wrote:
joela wrote:
Thanks!
Like it? Don't like it?

The moon system sounds intriguing. The kingdom setup, though, reminds me of Eberron (which I like but already have).

Dark Archive

Eyolf The Wild Commoner wrote:

Sounds like an AMAZING world

However... how do you deal with travel...

I mean.. nine times larger than earth..

If you do that math right and travel time and stuff.

That's not just a large part of uninhabited land that's FREAKING GINORMOUS.

>.>

In a world that includes rabbit people, you would need a lot of space. :)


Freehold DM wrote:
I'm not sure I buy rabbit people as patient, but keep it coming.

I can still see them as having a bonus to Wis, but more from keen senses than from patience.

EDIT: Of course, real rabbits do seem to be able to hold still for long periods. :)


I guess I'm the only one that's seen a wild hare sit in the same spot for longer than an hour.


Twin Agate Dragons wrote:
I guess I'm the only one that's seen a wild hare sit in the same spot for longer than an hour.

Ah, you ninja'd my edit! :)

Dark Archive

Twin Agate Dragons wrote:
I guess I'm the only one that's seen a wild hare sit in the same spot for longer than an hour.

Never seen a live one do that. :)


Eyolf The Wild Commoner wrote:

However... how do you deal with travel...

I mean.. nine times larger than earth..

If you do that math right and travel time and stuff.

This does present a bit of a challenge for low level characters. When settlemts reach city status population wise, the government steps in and erects an establish sort of like an airport, but using gates (like those from the Forgotten Realms). This allows for instantaneous travel to other cities that have such an establishment. It isn't free though. A nominal fee buys a gatestone, which allows the 'passenger' to use the gate. So far only the elven empire uses this portal network on a national scale. Some of the human kingdoms are starting to build their own portal networks.

Ring gates are used to create a postal network.


David Fryer wrote:
Twin Agate Dragons wrote:
I guess I'm the only one that's seen a wild hare sit in the same spot for longer than an hour.
Never seen a live one do that. :)

I have, and on more than one occasion. Our neighborhood has lots of desert hares and they flourish due to an abundant food supply. We have one rabbit that comes into our backyard and eats the berries from our pyracantha and lies under it for hours.


SOLARITE RACIAL TRAITS
+2 Intelligence, +2 Wisdom, -2 Strength; Solarites are masters of mental exercises, but are lacking when pushed for physical tasks.
Medium: Solarites are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Solarite base speed is 30 feet.
Darkvision: Solarites can see in the dark up to 60 feet.
Low-Light Vision: Solarites can see twice as far as humans in conditions of dim light.
Girded Pysche: Solarites receive a +2 racial bonus to their Will saves.
Hot Blooded: Solarites operate at a higher body temperature than other races and because of this they are able to exist comfortably in temperatures ranging from 1 degree to 110 degrees Fahrenheit without the need to make any saving throws versus the adverse effects of these temperatures.
Mind Fire: Any creature that fails to use a mind-effecting affect on a Solarite takes an amount of non-lethal damage equal to twice the level of the affect used (if the affect has no effective level, treat the powers effective level as equal to half the user’s character level) and must succeed on a Will save (DC 15 + ½ the Solarites’ character level) or become dazed for the rest of the round plus the following round.
Keen Senses: Solarites receive a +3 racial bonus on Perception skill checks.
Languages: Solarites begin play speaking Draconic, Ignan and Common.


I haven't done too much race designing specific to PFRPG rules or with any RPG rules for that matter. Howevewr, does the "stunned" result seem a little strong? Perhaps a step below it such as is the result of an intimidate check would be better. Of course, I would have to reread the other races to compare power levels so it might not be too powerful compared to them...


Twin Agate Dragons wrote:

SOLARITE RACIAL TRAITS

+2 Intelligence, +2 Wisdom, -2 Strength; Solarites are masters of mental exercises, but are lacking when pushed for physical tasks.
Medium: Solarites are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Solarite base speed is 30 feet.
Darkvision: Solarites can see in the dark up to 60 feet.
Low-Light Vision: Solarites can see twice as far as humans in conditions of dim light.
Girded Pysche: Solarites receive a +2 racial bonus to their Will saves.
Hot Blooded: Solarites operate at a higher body temperature than other races and because of this they are able to exist comfortably in temperatures ranging from 1 degree to 110 degrees Fahrenheit without the need to make any saving throws versus the adverse effects of these temperatures.
Mind Fire: Any creature that fails to use a mind-effecting affect on a Solarite takes an amount of non-lethal damage equal to twice the level of the affect used (if the affect has no effective level, treat the powers effective level as equal to half the user’s character level) and must succeed on a Will save (DC 15 + ½ the Solarites’ character level) or become stunned.
Keen Senses: Solarites receive a +3 racial bonus on Perception skill checks.
Languages: Solarites begin play speaking Draconic, Ignan and Common.

What do solarites look like? Are they the snake-people or something else?


It's been a while since I looked it over, but you are right, it's a little more powerful than what I had in mind. I'm going to switch it to dazed.


Why would they get both Darkvision and low-light vision? A solar based race should have a penality to seing in the dark IMO.


Michael Johnson 66 wrote:
What do solarites look like? Are they the snake-people or something else?

Something else. I thought up the name back when I was thinking up an Alertnity homebrew (never finished it). After looking at the Verrik (Arcana Evolved) the racial stats came naturally to me.

I have them in my head that they are an alien race that crash landed on Sarunia. They are how I intend on integrating material from Tale of The Comet into the world.


Xabulba wrote:
Why would they get both Darkvision and low-light vision? A solar based race should have a penality to seing in the dark IMO.

The name itself is a misnomer. They were labeled as Solarite by other humanoid races because of their skin color. Also of note is that the sun is a red giant.

I'm working on Prestige Classes that are race specific for each race and one of the Solarite Prc abilities is this:

Fire Eyes (Ex): The pupils of the solarite change to an incandescent shade of red which allows her to see three times as far as a human in conditions of dim light and increases the range of her darkvision by 30 feet. The solarite is able to read in total darkness as her pupils give off a glow equal to that of candle light; as an immediate action the solarite is able to suppress or resume this glow.


Twin Agate Dragons wrote:
Xabulba wrote:
Why would they get both Darkvision and low-light vision? A solar based race should have a penality to seing in the dark IMO.

The name itself is a misnomer. They were labeled as Solarite by other humanoid races because of their skin color. Also of note is that the sun is a red giant.

I'm working on Prestige Classes that are race specific for each race and one of the Solarite Prc abilities is this:

Fire Eyes (Ex): The pupils of the solarite change to an incandescent shade of red which allows her to see three times as far as a human in conditions of dim light and increases the range of her darkvision by 30 feet. The solarite is able to read in total darkness as her pupils give off a glow equal to that of candle light; as an immediate action the solarite is able to suppress or resume this glow.

Oh...they generate light themselves, that makes more sense now.


I guess I'm still a little stumped by having low light vision when having darkvision makes low light vision obsolete. Or am I still missing something?

EDIT: Also, with all of the boons to this race ... if there were LAs, I would toss it a +1. Aside from the strength penalty, you'd think there'd be some other penalty or weakness to offset some of the other bonuses it has? It'd level. *shrug*

Liberty's Edge Contributor, RPG Superstar 2012

Urizen wrote:
I guess I'm still a little stumped by having low light vision when having darkvision makes low light vision obsolete. Or am I still missing something?

Low-light vision still allows for color vision, while darkvision only allows for b/w vision. So, there is a benefit to having both.


Are there other races or creatures out there that have both? I can understand better how it is an advantage, but it's not common I think...

Liberty's Edge Contributor, RPG Superstar 2012

All constructs and magical beasts in PFRPG have both, according to the Bestiary.


Okay I stand corrected, I suppose. If I were playing this race, I'd be a cleric easily.


Sounds like a really cool world so far, TAD. The names of the races (and the concepts themselves) have a nice ring to them, and the name "Sarunia" is cool, it evokes ancient mysteries and exotic locales in my mind. (For some reason, finding the right name for a setting has always been the hardest part of world-making for me.) Keep up the good work, man! b d <2 thumbs up :)


Twin Agate Dragons wrote:
I guess I'm the only one that's seen a wild hare sit in the same spot for longer than an hour.

There was a really awesome video of an adult rabbit defending its burrow & young from an 8'-10' snake, but I can't seem to find it right now. The rabbit was doing wirefu-worthy moves and bites on the snake. After a minute or two, the snake gives up and escapes to save his own butt from the killer rabbit.

Completely changed my conceptions of what a regular rabbit is capable of.


Twin Agate Dragons wrote:

SOLARITE

...Hot Blooded: Solarites operate at a higher body temperature than other races and because of this they are able to exist comfortably in temperatures ranging from 1 degree to 110 degrees Fahrenheit without the need to make any saving throws versus the adverse effects of these temperatures...
...Mind Fire: Any creature that fails to use a mind-effecting affect on a Solarite takes an amount of non-lethal damage equal to twice the level of the affect used (if the affect has no effective level, treat the powers effective level as equal to half the user&#8217;s character level) and must succeed on a Will save (DC 15 + ½ the Solarites&#8217; character level) or become dazed for the rest of the round plus the following round...

Wouldn't the Hot Blooded trait make them a little prone to overheating in the tropics? Not a big deal, just curious.

Is there any damage cap on Mind Fire? A psionic beastie could do enough non-lethal damage to knock itself unconscious and helpless. Or is that the point? ;)


Ambrosia Slaad wrote:
Wouldn't the Hot Blooded trait make them a little prone to overheating in the tropics? Not a big deal, just curious.

I don't see why it would.

Ambrosia Slaad wrote:
Is there any damage cap on Mind Fire? A psionic beastie could do enough non-lethal damage to knock itself unconscious and helpless. Or is that the point? ;)

That's the point.


If this is an on-going kind of thing, I could set up a section of the Pathfinder Database specifically for collections of campaign world articles. If you're interested in this please contact me through the Pathfinder Database web site.


Due to my the death of my cable modem I've had time to work on some of the other races. First up are the Quarter-elves, aka Calmlyns.

Calmlyn Racial Traits
+2 to One Ability Score: Calmlyns get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Calmlyns are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Calmlyns have a base speed of 30 feet.
Elven Heritage: Calmlyns gain a +2 racial saving throw bonus on sleep spells and effects and a +1 racial saving throw bonus against enchantment spells and effects.
Human Heritage: Calmlyns receive a +1 racial bonus on all saving throws.
Preservation In The Face Of Adversity: Once per day the calmlyn may apply a luck bonus equal to any one task resolution roll (ability check, attack roll, saving throw and skill checks) equal to one-fifth their character level +2. Alternately, the calmlyn may instead disregard a failed task resolution roll and attempt it again as if the first roll never happened. If the calmlyn applies this bonus to a saving throw, the bonus from Human Heritage stacks with this.
Skilled: Calmlyns gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stoic: Calmlyns receive a +4 racial bonus on all saving against fear. This bonus stacks with the bonus granted by Human Heritage.
Unified Ancestry: Calmlyns count as elves and humans for any effect related to race.
Weapon Training: The calmlyn chooses any one exotic weapon or two martial weapons and is proficient in their use.


Here are the catfolk of Sarunia. Kifter is the placeholder name of the race until I can create one that I can settle on.

Kifter Racial Traits
+4 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom; Kifters are extremely agile and personable, but are weak and do not consider the consequences of their actions before acting.
Medium: Kifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kifters have a base speed of 30 feet.
Low-Light Vision: Kifters see three as far as hu¬mans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Fleeting Thoughts: Kifters receive a +2 racial bonus on saving throws bonus against enchantment and illusion spells and effects.
Heightened Awareness: Kifters treat Perception as a skill for all classes and receive a +2 racial bonus on all checks made with it.
Natural Climbers: Kifters treat Climb as a skill for all classes and receive a +2 racial bonus on all checks made with it.
Nimble: Kifters ignore the first 10 feet from any fall (allowing them to treat a 10 foot fall like it never happened), in addition they only take damage for every 20 feet thereafter, instead of the normal 10. The hands and feet of the kifter must be empty so that when they land they can evenly distribute the shock of the fall (using all fours).
Quick of Body, Quick of Mind: Kifters use Dexterity as the key ability for all skills which normally use Wisdom as their key ability.


Meusmin are the mouse/rat race of Sarunia.

Meusmin Racial Traits
+2 Dexterity, +2 Constitution, -2 Strength; Meusmin are agile and healthy, but their small stature makes them weaker than other humanoids.
Medium: Meusmin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Meusmin have a base speed of 30 feet.
Low-Light Vision: Meusmin see three as far as humans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Lithe: Even though meusmin are medium size, they function as though they are small in size; when determining CMB/CMD they take the most advantageous size modifiers, may wield weapons sized for either small or medium creatures without penalty and can fit into spaces that normally only small creatures could fit in. Though the meusmin is treated as being small size they do not take any reach penalties for their size, nor does their carrying capacity take any reduction.
Virile: Meusmin receive a +2 racial bonus on all Fortitude saves and further receive a +4 racial bonus against all diseases and poisons.
Sneaky: Meusmin treat Disguise and Stealth as a class skills for all classes and receive a racial +2 bonus on all checks with them.


Here are the Nagendra, the snake folk of Sarunia. Nagendra are the descendants of a race that was far more powerful (racial trait wise) eons age and that has lefts ruins scattered about the face of the world.

Some Info On The Race Name:
NAGENDRA: Hindi name composed of Sanskrit naga "snake" and the name of the god Indra, hence "snake-Indra."

INDRA: Hindi name composed of the Sanskrit elements indu "drop" and ra "possessing," hence "possesses a drop (of rain)." In Hindu mythology, this is the name of the king of gods.

Nagendra Racial Traits
+2 Strength, +2 Dexterity, -2 Charisma; Nagendra are strong and lithe, but lack proper social etiquette.
Medium: Nagendra are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Nagendra have a base speed of 30 feet.
Low-Light Vision: Nagendra can see twice as far as humans in conditions of dim light.
Amphibious: Nagendra are able to breathe air and water.
Aquatic: Nagendra are humanoids with the aquatic subtype and have a swim speed of 20 feet. They have a +8 racial bonus on any swim check to perform some special action or avoid a hazard and can move through water at their swim speed without having to make a skill check. They can always choose to Take 10 on a Swim skill check, even if distracted or endangered. Nagendra are able to use the Run action while swimming, provided they swim in a straight line.
Attentive: Nagendra treat Perception as a class skill for all classes and receive a racial +2 bonus on all checks with it.
Fast on Your Feet: Nagendra receive a +1 racial bonus on their Reflex saves.
Reptilian: Nagendra are humanoids with the reptilian subtype.
Scaled: Nagendra have a thin layer of scales which provide them with a +1 natural armor bonus.

Liberty's Edge Contributor, RPG Superstar 2012

Twin Agate Dragons wrote:

Due to my the death of my cable modem I've had time to work on some of the other races. First up are the Quarter-elves, aka Calmlyns.

Calmlyn Racial Traits
+2 to One Ability Score: Calmlyns get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Calmlyns are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Calmlyns have a base speed of 30 feet.
Elven Heritage: Calmlyns gain a +2 racial saving throw bonus on sleep spells and effects and a +1 racial saving throw bonus against enchantment spells and effects.
Human Heritage: Calmlyns receive a +1 racial bonus on all saving throws.
Preservation In The Face Of Adversity: Once per day the calmlyn may apply a luck bonus equal to any one task resolution roll (ability check, attack roll, saving throw and skill checks) equal to one-fifth their character level +2. Alternately, the calmlyn may instead disregard a failed task resolution roll and attempt it again as if the first roll never happened. If the calmlyn applies this bonus to a saving throw, the bonus from Human Heritage stacks with this.
Skilled: Calmlyns gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stoic: Calmlyns receive a +4 racial bonus on all saving against fear. This bonus stacks with the bonus granted by Human Heritage.
Unified Ancestry: Calmlyns count as elves and humans for any effect related to race.
Weapon Training: The calmlyn chooses any one exotic weapon or two martial weapons and is proficient in their use.

Overall, I like this. I realize this is your setting and your races may differ from those in the Pathfinder RPG, but "Human Heritage" gives the exact same benefit as "Halfling Luck". I'd maybe change it to pick one saving throw type to give a +1 bonus. I'd also change "Preservation in the Face of Adversity" to by +1/2 character levels to compensate.

RPG Superstar 2012

Twin Agate Dragons wrote:

Here are the catfolk of Sarunia. Kifter is the placeholder name of the race until I can create one that I can settle on.

Kifter Racial Traits
+4 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom; Kifters are extremely agile and personable, but are weak and do not consider the consequences of their actions before acting.
Medium: Kifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kifters have a base speed of 30 feet.
Low-Light Vision: Kifters see three as far as hu¬mans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Fleeting Thoughts: Kifters receive a +2 racial bonus on saving throws bonus against enchantment and illusion spells and effects.
Heightened Awareness: Kifters treat Perception as a skill for all classes and receive a +2 racial bonus on all checks made with it.
Natural Climbers: Kifters treat Climb as a skill for all classes and receive a +2 racial bonus on all checks made with it.
Nimble: Kifters ignore the first 10 feet from any fall (allowing them to treat a 10 foot fall like it never happened), in addition they only take damage for every 20 feet thereafter, instead of the normal 10. The hands and feet of the kifter must be empty so that when they land they can evenly distribute the shock of the fall (using all fours).
Quick of Body, Quick of Mind: Kifters use Dexterity as the key ability for all skills which normally use Wisdom as their key ability.

This one is nice. There might be some weird cases where Dexterity is not a fitting replacement for Wisdom, but I definitely like the idea. FWIW, the low-light vision could be worded more concisely (see elves and your nagendra).

Liberty's Edge Contributor, RPG Superstar 2012

Twin Agate Dragons wrote:

Meusmin are the mouse/rat race of Sarunia.

Meusmin Racial Traits
+2 Dexterity, +2 Constitution, -2 Strength; Meusmin are agile and healthy, but their small stature makes them weaker than other humanoids.
Medium: Meusmin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Meusmin have a base speed of 30 feet.
Low-Light Vision: Meusmin see three as far as humans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Lithe: Even though meusmin are medium size, they function as though they are small in size; when determining CMB/CMD they take the most advantageous size modifiers, may wield weapons sized for either small or medium creatures without penalty and can fit into spaces that normally only small creatures could fit in. Though the meusmin is treated as being small size they do not take any reach penalties for their size, nor does their carrying capacity take any reduction.
Virile: Meusmin receive a +2 racial bonus on all Fortitude saves and further receive a +4 racial bonus against all diseases and poisons.
Sneaky: Meusmin treat Disguise and Stealth as a class skills for all classes and receive a racial +2 bonus on all checks with them.

At first, I wondered why they weren't small creatures, but the lithe racial trait is an excellent way to preserve that preconception. "Virile" doesn't fit the benefits listed, and I think it should be called something else ("Hardy" or something like that perhaps).

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