Converting 4E Races To Pathfinder


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Dark Archive

I have embarked on a quest, to convert the races from Fourth Edition to Pathfinder. I hope you enjoy my work.

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Deva Racial Traits
+2 Intelliegence, +2 Wisdome, -2 Strength: Devas are both bright and wise, but they lack the strength of other races.
Medium: Devas are medium creatures with no bonuses or penalties due to size.
Normal Speed: Base speed for a Deva is 30 feet.
Celestial Blood: Devas are considered Outsiders with the Native subtype for the purpose of effects that target race.
Memories of a Thousand Lifetimes: Devas can add a +2 Insight bonus to an attack role, skill check or saving throw a number of times per day equal to its Wisdom Modifier.
Languages: Devas begin play speaking Common and Celestial. Devas with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

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Dragonborn Racial Traits
+2 Strength, +2 Charisma, _2 Dexterity: Dragonborn are powerful and regal, but somewhat clumsy.
Medium: Dragonborn are medium creatures and have no bonuses or penalties from size.
Normal Speed: Base speed for a Dragonborn is 30 feet.
Breath Weapon: Dragonborn can use a breath weapon three times per day. The breath weapon is a line with a range of 5 feet plus 5 feet per Hit Die, to a maximum of 100 feet. It inflicts 1d6 damage plus 1d6 per 3 HD the Dragonborn possesses. This damage may be acid, cold, electricity, or fire; the specific type is chosen at creation and cannot be changed afterward.
Draconic Heratige: Dragonborn count as Dragons for the purposes of effects that target Type.
Educated: Dragonborn get a +2 racial bonus to Knowledge (History) checks.
Frightful Presence: Dragonborn get a +2 bonus to Intimidate checks.
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelliegence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

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Dwarf Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma: Draves are tough and wise but a bit gruff.
Medium: Dwarves are medium creatures and have no penelties or bounuses because of size.
Slow but Steady: Base speed for a dwarf is 20 feet, but it is never modified because of armor or encumberance.
Low-light Vision: Dwarves can see twice as far in poor lighting as a human can.
Cast Iron Stomach: Dwarves get a +2 racial bonus to Fortitude saves against poison.
Stand Your Ground: Dwarves get a +2 bonus to the Combat Maneuver Bonus to avoid being bullrushed.
Stonecraft: Dwarves get a +2 racial bonus to Knowledge (Dungeoneering) checks.
Weapon Familiarity: Dwarves are proficent with throwing hammers and warhammers.
Languages: Dwarves beging play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Elven, Giant, Gnome, Halfling, and Orc.

Sovereign Court

Is there a reason your back converted Dragonborn instead of looking at their 3.5 edition selves?

They were in Races of the Dragon if you haven't seen them.

Dark Archive

For the sme reason that I back converted the dwarf, and will beong all the othe races as well. Because the Dragonborn in 4E, while similar to the Races ofthe Dragin version, is not thesame beast.

Liberty's Edge

I like the treatment you gave of the Deva. I love the 4E background on them and was trying to figure out how to use them in PFRPG.


Looks good David, but are you going to classify these races as 'Deva' or 'Dragonborn' or will you make new monikers for them, like 'Celestial scions' or 'Dragon decended'? You could get some confused people if you keep the names the same.


Interesting stuff here David.


Yay do shifters next!


Patrick Curtin wrote:
Looks good David, but are you going to classify these races as 'Deva' or 'Dragonborn' or will you make new monikers for them, like 'Celestial scions' or 'Dragon decended'? You could get some confused people if you keep the names the same.

Well, the thread title is "convert 4e races to Pathfinder", so I doubt anyone's going to be that confused.

As for shifters, I don't think enough changed between editions to justify making a different race from the one in the Ebberon races thread.

Anyway, in my semi-balanced view, these races look good so far.

RPG Superstar 2012

I'm unfamiliar with the 4e races, but these look good in and of themselves.

Dark Archive

Icarus Pherae wrote:
Yay do shifters next!

I have been working in alphabetical order, but I have a soft spot for shifters, so I may indeed post them next. Particularly I am running a razorclaw shifter sorcerer as a DMPC in my home game.

Dark Archive

Okay, more tomorrow.

Dark Archive

Shifter, Longtooth
+2 Strength, +2 Wisdom, -2 Charisma: Longtooth shifters are strong and alert, but their presence is unsettling.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a Longtooth Shifter is 30 feet.
Low-light Vision: Longtooth shifters can see twice as far in poor lighting as humans can.
Athletic: Climb and Run are always class skills for a longtooth shifter.
Shifting: Three times per day as a minor action a longtooth shifter gains a +2 bonus to attack rolls and Fast Healing 2 for a number of rounds equal to 3 plus his Constitution modifier.
Languages: Longtooth shifters begin play speaking Common. Longtooth shifters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

Dark Archive

Shifter, Razorclaw
+2 Dexterity, +2 Wisdom, -2 Strength: Razorclaw shifters are agile and intuative, but not as powerful as others.
Medium: Razorclaw shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a razorclaw Shifter is 30 feet.
Low-light Vision: Razorclaw shifters can see twice as far in poor lighting as humans can.
Nimble: Acrobatics and Stealth are always class skills for a razorclaw shifter.
Shifting: 3 times per day as a minor action, a razorclaw shifter gains a +1 bonus to AC and Reflex saving throws and move +10 feet per round for a number of rounds equal to 2 plus her Constitution modifer.
Languages: Razorclaw shifters begin play speaking Common. Razorclaw shifters can choose from the following: Dwarven, Elven, Gnome, Halfling, Orc, and Sylvan.

Dark Archive

Gnome Racial Traits
+2 Intelligence, +2 Charisma, -2 Strength: Gnomes are bright with an exotic beauty, but they are physically weak.
Small: Gnomes are small creatures and recieve a +1 bonus to AC and attack rolls, a + 4 bonus to Stealth checks, and a -1 penalty to their Combat Manuver Bonus and Combat Mneuver Defense.
Slow Speed: Base Speed for a gnome is 20 feet.
Low-light Vision: Gnomes can see twice as far in poorlight as humans can.
Fey Blooded: Gnomes count as Fey for the purposes of effects that target Type.
Fade Away: 3 times per day as a swift action a gnome that has just tken damage from a melee atack can use Invisibility until they attack or the end of their next turn.
Reactive Stealth: If a gnome has cover or concealment when they roll native, they can make a Stealth check as a minor action.
Spell-like Abilities: Gnomes can use Ghost Sound once per day with a caster level equal to their character level.
Trickster's Cunning: Gnomes g a +2 racial bonus to saving throws against illusions.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Halfling, and Sylvan.

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Eladrin Racial Traits
+2 Dexterity, +2 Intelligence, -2 Constitution: Eladrin are quick and smart, but they are physically frail.
Medium: Eladrin are medium creatures and have no special bonuses or penalties due to sze.
Normal Speed: Base Speed for an eladrin is 30 feet.
Low-light Vision: Eladrin can see twice as far in poor lighting as a human can.
Eladrin Will: Eladrin get a +1 bonus to their Willpower saving throws. In addition they get a +2 bonus to saves to resist enchantment effects.
Fey Blood: Eladrin count as Fey for the purposes of effects that target Type.
Fey Step: Three times per day as a move action, eladrin can teleport up to 25 feet away.
Weapon Familiarity: Eladrin are proficent with longswords.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnome, Halfling, Orc, and Sylvan.

Dark Archive

David Fryer wrote:

Gnome Racial Traits

+2 Intelligence, +2 Charisma, -2 Strength: Gnomes are bright with an exotic beauty, but they are physically weak.
Small: Gnomes are small creatures and recieve a +1 bonus to AC and attack rolls, a + 4 bonus to Stealth checks, and a -1 penalty to their Combat Manuver Bonus and Combat Mneuver Defense.
Slow Speed: Base Speed for a gnome is 20 feet.
Low-light Vision: Gnomes can see twice as far in poorlight as humans can.
Fey Blooded: Gnomes count as Fey for the purposes of effects that target Type.
Fade Away: 3 times per day as a swift action a gnome that has just taken damage from a melee atack can use Invisibility until they attack or the end of their next turn.
Reactive Stealth: If a gnome has cover or concealment when they roll initative, they can make a Stealth check as a minor action.
Spell-like Abilities: Gnomes can use Ghost Sound once per day with a caster level equal to their character level.
Trickster's Cunning: Gnomes g a +2 racial bonus to saving throws against illusions.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Halfling, and Sylvan.

Fixed some typos.


David Fryer wrote:
For the sme reason that I back converted the dwarf, and will beong all the othe races as well. Because the Dragonborn in 4E, while similar to the Races ofthe Dragin version, is not thesame beast.

Which is because While 4E and Pathfinder are similar, they "are not the same beast". If you are trying to convert, properly, then you should be taking the new races introduced and bringing them in line with 3E/Pathfinder rules.

Dark Archive

iLaifire wrote:
David Fryer wrote:
For the sme reason that I back converted the dwarf, and will beong all the othe races as well. Because the Dragonborn in 4E, while similar to the Races ofthe Dragin version, is not thesame beast.
Which is because While 4E and Pathfinder are similar, they "are not the same beast". If you are trying to convert, properly, then you should be taking the new races introduced and bringing them in line with 3E/Pathfinder rules.

You seem to be unclear with what the term conversion means. For example, if I was trying to convert metric into English standar, I could not leave any measurment that is in tons alone and just bring everything else in line with that, I would have to convert tons along with everything else. Samething with dwarves, elves, etc. In order to make them all function properly they all have to be converted or none of them can. Otherwise the conversion is incomplete and presents an inacurate picture. With all due respect, if you don't like the way I am approaching this project, do your own conversions, start your own thread and share them with the rest of us.


David Fryer wrote:
You seem to be unclear with what the term conversion means. For example, if I was trying to convert metric into English standar, I could not leave any measurment that is in tons alone and just bring everything else in line with that, I would have to convert tons along with everything else.

Nope, I'm clear on what conversion means. For example if I know in one system of temperature freezing point of water is 32, boiling point is 212, and then I have some other temperatures, say 50, and then I have another system in which I know freezing is 273.15 and boiling is 373.15, I use the things in common, to figure out the unknown. Dwarves and Gnomes are known in both systems, Eldarin are not.


Hey now, this is entirely too much vitriol for converting races between editions. Yeah, most of the changes aren't that necessary, but so what? Fryer wastes a bit of time, you have to skim over a couple posts, everyone comes out roughly equal. How about we all just sit back and let the guy do what he wants, eh?

Liberty's Edge

Davi The Eccentric wrote:
Hey now, this is entirely too much vitriol for converting races between editions. Yeah, most of the changes aren't that necessary, but so what? Fryer wastes a bit of time, you have to skim over a couple posts, everyone comes out roughly equal. How about we all just sit back and let the guy do what he wants, eh?

I agree. Thank you David Fryer for converting over the races from 4E. I been looking around for a good conversion of 4E items to PFRPG for a while. I like the 4E explanation of Aasimars now as Devas and Dragonborn as a race not as a calling to become one. It leaves room for evil dragonborn and all. I really like PFRPG and 4E does have some good concepts...but it's...4E. To me 4E feels like another game line and PFRPG feels like D&D. If you continue down the line on things and decide to do classes, I'd be interested in seeing your take on Warlocks and their pacts.

One things to note. The Longtooth Shifter...

David Fryer wrote:

Shifter, Longtooth

+2 Strength, +2 Wisdom, -2 Charisma: Longtooth shifters are strong and alert, but their presence is unsettling.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a Longtooth Shifter is 30 feet.
Low-light Vision: Longtooth shifters can see twice as far in poor lighting as humans can.
Athletic: Climb and Run are always class skills for a longtooth shifter.
Shifting: Three times per day as a minor action a longtooth shifter gains a +2 bonus to attack rolls and Fast Healing 2 for a number of rounds equal to 3 plus his Constitution modifier.
Languages: Longtooth shifters begin play speaking Common. Longtooth shifters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

Under the "Athletic" race ability has Climb and Run listed as skills. Did you mean "Climb" the Skill and gain "Run" the Feat?

Dark Archive

Aries_Omega wrote:


One things to note. The Longtooth Shifter...
David Fryer wrote:

Shifter, Longtooth

+2 Strength, +2 Wisdom, -2 Charisma: Longtooth shifters are strong and alert, but their presence is unsettling.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a Longtooth Shifter is 30 feet.
Low-light Vision: Longtooth shifters can see twice as far in poor lighting as humans can.
Athletic: Climb and Run are always class skills for a longtooth shifter.
Shifting: Three times per day as a minor action a longtooth shifter gains a +2 bonus to attack rolls and Fast Healing 2 for a number of rounds equal to 3 plus his Constitution modifier.
Languages: Longtooth shifters begin play speaking Common. Longtooth shifters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.
Under the "Athletic" race ability has Climb and Run listed as skills. Did you mean "Climb" the Skill and gain "Run" the Feat?

Yeah, I had forgotten when I was typing this up that Run is no longer a skill in Pathfinder. Go ahead and swap out Run with swim.


David Fryer wrote:

Shifter, Longtooth

+2 Strength, +2 Wisdom, -2 Charisma: Longtooth shifters are strong and alert, but their presence is unsettling.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a Longtooth Shifter is 30 feet.
Low-light Vision: Longtooth shifters can see twice as far in poor lighting as humans can.
Athletic: Climb and Run are always class skills for a longtooth shifter.
Shifting: Three times per day as a minor action a longtooth shifter gains a +2 bonus to attack rolls and Fast Healing 2 for a number of rounds equal to 3 plus his Constitution modifier.
Languages: Longtooth shifters begin play speaking Common. Longtooth shifters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

Just what I was hoping for ; )

Liberty's Edge

I am running a game Sunday and one character is playing a shifter. I'll keep you updated on how the conversion works. I also love the gnome conversion and plan to use them for "forest gnomes" keeping regular vanilla gnomes from the PFRPG book as "rock gnomes".

Dark Archive

Good deal. I'll get some more up next week.


Ok another request...Changelings? I've looked at the straight conversion from Eberron but something seemed missing.


Ronin84 wrote:
Ok another request...Changelings? I've looked at the straight conversion from Eberron but something seemed missing.

I use them straight with the proviso they have a floating bonus that allows them to 'boost' any Stat a Race has a fixed bonus in. Maybe a second feat or so to simulate another Stat. I'm planning feats to allow the simulation of racial features...to a point, not spell like abilities. Hmmmm..., well maybe to similar casters.

Liberty's Edge

Patrick Curtin wrote:
Looks good David, but are you going to classify these races as 'Deva' or 'Dragonborn' or will you make new monikers for them, like 'Celestial scions' or 'Dragon decended'? You could get some confused people if you keep the names the same.

The French name for "Dragonborn" is "Drakeides", which I rather prefer, myself. Just anglicize it to "Drakeids" and you're set.

As for the Devas, I'd just change the spelling to "Daevas", but I'm open to suggestions.


Looking forward to see the Goliath.


David Fryer wrote:
For the sme reason that I back converted the dwarf, and will beong all the othe races as well. Because the Dragonborn in 4E, while similar to the Races ofthe Dragin version, is not thesame beast.

they are the same, just WotC gave them some thing new so that their new system would work if you want to give them that ability just make a feat,

recreating races that already exist just makes for redundancy, work on the races that don't exist and create racial feats to add the new abilities of the original races.

Dark Archive

I do like your version of the Dragonborn, I got a player that wants to play one, don't know if its a bit overpowered or something but I came up with this to solve it:

+2 Consitution, +2 Charisma, -2 Dexterity. Dragonborn are physically hearty and strong-willed, but are not as nimble as other races.
Medium: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dragonborn have a base land speed of 30 feet.
Draconic Heritage: Dragonborn receive a +2 racial bonus on Knowledge (History) and Intimidate.
Dragon Blood: Dragonborn count as dragons for any effect related to race.
Keen Senses: Dragonborn receive a +2 racial bonus on Perception skill checks.
Dragon Breath: Dragonborn have retained the dragon breath of their draconic heritage, manifesting itself in the form of a 30-foot cone length and a 5-foot high. The type of energy breath weapon is determined by choosing one of the following: Acid, Lightning, Fire or Cold. A Dragonborn breath weapon deals 1d6 points of damage for every three character levels. A successful Reflex save (DC 10 + ½ Dragonborn’s Hit Die + Dragonborn Consitution modifier) reduces damage in half. Dragonborn can use their breath weapon three times per day.
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

The other race I'm looking for a conversion is the Dragonlance Minotaurs, tho I'm not sure I will allow it, but if I allow the dragonborn, I might have to allow the minotaur also.

I hope this was the right place to post this.

Silver Crusade

The breath weapon is really hard to manage/balance at starting levels, I've found (yes, I've playtested the version posted at the top of this thread already). I think being conservative with the breath weapon is a must, but not to the degree that it becomes worthless.

At any rate, I think really only Humans and their 'half' counterparts should have the ability to learn any language from high intelligence at level 1. Dragonborn would probably be able to learn the languages of their allies and enemies, so the list given at the top of this thread is pretty good in my opinion.


Morgen wrote:

Is there a reason your back converted Dragonborn instead of looking at their 3.5 edition selves?

They were in Races of the Dragon if you haven't seen them.

I am pretty sure those Dragonborn arn't the same as 4E dragonborn. A better question is why back convert classes that already exist in Pathfinder...

Liberty's Edge

The Dragonborn in 4E are not the same as the Dragonborn in 3E. The 3E version I like to think of as a "prestige race" in that you have to go through this big deal to become one. You start off as a....I dunno...Elf...you quest, quest and quest some more and after you are inspired by Bahmut you go through a ritual and are reborn as a dragonborn. You maintain most of your old racial abilities and gain new dragon ones. If you turn evil, like say you are a human paladin that became a dragonborn and later fall from grace to become a blackguard, you revert back to your old race.

IMHO I like the new dragonborn as a full on race. I could do w/o the reptilian mammarys, but I guess from an artistic view it makes them seem more human and heroic rathern then something alien to the reader/players psyche. I also like the new Aasimar aka the Deva. I always found it hard work one into a game, especially where they came from. Having a village of the Deva blacksmith, deva nanny and some deva children playing didn't feel right. It felt odd to even have a small village of them anywhere. The new info on the Deva and how they are with the "reborn again" works better for me. I may even use a similar explaination for Tieflings.


I am pretty sure the 4E Dragonborn are just toned down Half-Dragons.

Liberty's Edge

Cartigan wrote:
I am pretty sure the 4E Dragonborn are just toned down Half-Dragons.

Thats the feel I got with 3E Dragonborn. It's a way to be half-dragon without being born one or taking levels of the Dragon Disciple prestige class. 4E Dragonborn feel a bit different to me. I like them execpt for two things...predator style dreds for hair and dragon boobies.


Deiros wrote:

The other race I'm looking for a conversion is the Dragonlance Minotaurs, tho I'm not sure I will allow it, but if I allow the dragonborn, I might have to allow the minotaur also.

I hope this was the right place to post this.

It's not, but who cares. Post and be darned! he he...

Actually, I really do want to see your thoughts on a playable Minotaur.

Dark Archive

Aries_Omega wrote:
I like them execpt for two things...predator style dreds for hair and dragon boobies.

I actually like the Predator dreads. And who says dragons and dragonborns aren't an undiscovered species of monotreme? :)

Dark Archive

Goliath Racial Trits
+2 Strength, +2 Constitution, -2 Charisma: Goliaths are strong and tough, but standoffish.
Medium : Goliaths are medium creatures and have no bonuses or penlties because of their size.
Normal Speed: Base speed for a goliath is 30 ft.
Mountain Folk: Goliaths recieve a +2 bonus on Climb and Knowledge (Nature) checks.
Stone's Endurance: Goliaths recieve a +1 natural armor bonus to Armor Class.
Tenacity: Goliaths recieve a +2 bonus to Willpower saves.
Languages: Goliaths begin play seaking Common and Giant. Goliaths wth high Inteligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling, Orc, and Terran.

Liberty's Edge Contributor, RPG Superstar 2012

David Fryer wrote:

Goliath Racial Trits

+2 Strength, +2 Constitution, -2 Charisma: Goliaths are strong ad tough, but standoffish.
Medium : Goliaths are medium creatures and have no bonuses or penlties because of their size.
Normal Speed: Base speed for a goliath is 30 ft.
Mountain Folk: Goliaths recieve a +2 bonus on Climb and Knowledge (Nature) checks.
Stone's Endurance: Goliaths rcieve a +1 naturarmor bonus to Armor Class.
Tenacity: Goliaths recieve a +2 bonus to Willpower checks.
Languages: Goliaths begin play seaking Common and Giant. Goliaths wth high Itelliegence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling, Orc, and Terran.

Cool. I can't remember if 3.5 Goliaths had the "Large when it's advantageous" racial ability, but I thought they did. I guess they did away with that in 4e?

Willpower check == Will Save?

Dark Archive

taig wrote:


Cool. I can't remember if 3.5 Goliaths had the "Large when it's advantageous" racial ability, but I thought they did. I guess they did away with that in 4e?

They did have it in 3.5 and yes, it went away in 4E. Personally as DM I shed no tears over that either, since it really seems just to have existed to give optimizers a way to break characters damagewise at 1st level.

Liberty's Edge Contributor, RPG Superstar 2012

David Fryer wrote:
taig wrote:


Cool. I can't remember if 3.5 Goliaths had the "Large when it's advantageous" racial ability, but I thought they did. I guess they did away with that in 4e?

They did have it in 3.5 and yes, it went away in 4E. Personally as DM I shed no tears over that either, since it really just existed to give optimizers a way to break characters damagewise at 1st level.

Oh, yes. Monkey Grip was one of the worst things I allowed in my games. :)

Dark Archive

Minotaur Racial Traits
+2 Strength, 2 Constitution, -2 Inteligence: Minotaur ar powerful and hearty, but uneducated.
Medium: Minotaur are medium sized creatures and have no bonuses or penalties due to size.
Normal Speed: Base speed for a minotaur is 30 ft.
Ferocity: Once per day, if a minotaur ight below 0 hit points it may continue to act for one more round before falling unconcious. If it is not brought back to above 0 hit points by that time it falls unconcious.
Horns: Minotaur have horns which can be used as natural weapons. he horns inflict 1d6+ their strength modifier damge and do not provoke attacksof opportunity.
Languages: Minotaur begin play speaking Common. Minotaur with high Intelligence scores can choose from the following: Drconic, Dwarven, Elven, Goblin, Gnome, Hafling, and Orc.

Dark Archive

Revenent Racial Traits
+2 Dexterity, +2 Constitution, -2 Charisma: Revnents are quick and tough but have an unaturl air to them.
Medium Size: Revenants are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base speed for a revenant is 30 feet.
Low-light Vision: Revenent can see twice as far in poor lighting as a human can.
Past Life: Select another race, you count as this race for all mechanical purposes.
Raven Queen's Blessing: Revenant sorcerers with the Undead bloodline treat their Charisma scores as 2 points higher for all sorcerer class abilities.
Unatural Vitality Revenents may say active even after they drop below 0 hit points. One the round after a revenant drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconcious.
Langues: Revenants begin play speaking Common. Revenents with high Intelligence scores can choose from any languge except secret languages.


I know that's the way they are stated in 4th edition, but considering undead have no Constitution score, I find non consistent to give Revenants a Con bonus.

I am not really fond of the Raven's Queen blessing, as it cheats on the Cha penalty.

What about this ?

Revenant
Str +2, Dex +2, Cha -2
Medium Size
Speed 30
Die Hard (as the feat)
Low-Light Vision
Past Life: Select another race, you count as this race for all mechanical purposes
Intimidate +2
Languages: Common

Maybe also Iron Will to reflect the undead immunity to mental effects...

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