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Now that the APG has come out with Favored Class Options for the base races, I was wondering if anyone has come up with any for some of the not so standard races. Also while we're at it, Alternative traits would be nice touch as well.
Stuff I thought of for the Suli, after seeing the Council of Thieves Players Guide tiefling trait that made the race a little bit weaker to better play alongside humans, elves, etc.
Racial Traits
Sungazer (Suli): Your human blood has proven unable to maintain the delicate balance of all four elements in harmony that is the nature of the Janni. Your fiery blood has overpowered the other elements, and not only do you lack Acid, Cold or Electrical Resistance, but your Elemental Assault ability can only produce Fire damage. Your increased affinity with fire has made you immune to the dazzled condition, and you have a +2 to Fort saves to resist nonlethal damage from environmental heat (and even when you do take such damage, your Fire Resistance still applies). You otherwise have the usual Suli racial characteristics.
Child of the Pearl (Suli): Your human blood cannot balance the elemental forces innate to the Janni, and you are balanced towards the element of water. You do not have Acid, Electrical or Fire Resistance, and when you use your Elemental Assault ability, you only produce Cold damage. On the other hand, you also gain a +2 trait bonus to Swim checks, Fortitude checks to resist drowning and Fortitude checks to avoid nonlethal damage from dehydration. Your body draws sustenance from water, which permeates your being, and you can hold your breath underwater twice as long as others (4x Con score in rounds), and you can go three times as long without water before suffering the effects of dehydration (3 days + 3 hours / point of Con). Children of the Pearl are more varied than other Suli, and you may choose a +2 bonus to Strength, Dexterity *or* Constitution at 1st level, but do not gain a bonus to Charisma.
Stone for Bones (Suli): You lack the inner balance between the four elements that characterizes the Janni, and most Suli, being strongly attuned to the element of earth. You do not have Cold, Electrical or Fire Resistance, and when you use your Elemental Assault ability, you can only choose to inflict Acid damage. You also ignore difficult terrain modifiers in areas of broken earth or sand, but are still penalized by mud, ice, foliage, etc. You replace the Suli racial adjustment to Strength for a +2 to Constitution instead, while retaining the usual +2 to Charisma.
Skybearer (Suli): Your Janni blood has been thinned by your human heritage, and you can only balance the properties of a single element within yourself, that of air. As a result, you lack Acid, Cold and Fire Resistance, and when you use your Elemental Assault property, you can only channel Electrical damage. You get a +2 trait bonus to Jump checks and to Acrobatic checks to mitigate falling damage, and ignore the first 10 ft. of any fall for calculating falling damage. You replace the usual Suli racial adjustment to Strength with a +2 racial bonus to Dexterity, while retaining the usual +2 racial bonus to Charisma.
Reading over the race also made me want to add this Feat;
Extra Assault
Benefit: You gain an additional two uses of your Elemental Assault racial ability per day.
Prerequisite: Elemental Assault racial ability

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So, random thoughts, after considering the notion;
Favored Class bonuses
Aasimar Paladin
Font of Healing
+1/2 damage healed (or inflicted) via Lay on Hands or Channel Energy
Aasimar Cleric
Lightbringer
+1 CL to determine the duration of any [light] spell that does not inflict damage. For every four times this bonus is chosen, +1 CL to determine the effects of searing light, sunbeam or sunburst spells.
Aasimar Bard
Heavenly Choir
+1/2 effective Bard level to determine the effects of Inspire Courage, Inspire Greatness or Inspire Heroics, each time this bonus is chosen.
Alternate (fiddly-er, more complicated) Heavenly Choir
+1 effective Bard level to determine the effects of Inspire Courage, to a maximum of nine times (which gives the maximum effect, as if from a 17th level Bard). Every time this bonus is chosen after the ninth time, any use of Inspire Greatness can be enhanced by two levels of Inspire Courage (at the cost of two rounds of bardic performance per round, if this option is taken). At 18th level, the Bard can produce the full effects of Inspire Greatness and Inspire Courage, for the cost of 2 rounds of bardic performance per round of use.
Tiefling Rogue
Shadowspawn
-5% to the chance of missing a target due to concealment resulting from darkness or dim lighting, if this reduces the percentage to 0%, the target is not treated as having any concealment against you.
Tiefling Witch
Whispers from the Dark
+1 spell level of spell from the Witch (or Shadow pact patron, even if that is not the Witches selected patron) list added to the witches familiar each time this bonus is selected. Bonuses do not need to be spent immediately, and can be saved up for a more expensive selection, so long as the Witch can cast the spell learned at the level where she selects it.
Tiefling Wizard
Shadowcaster
+1 CL to the effects of any non-damaging spells with the [darkness] descriptor for each time this bonus is selected. For every five times this bonus is selected, spells with the [shadow] descriptor are 5% more ‘real’ for the purposes of damage and effect.
Suli Monk
Elemental Fist
Every time this bonus is selected, the Suli can charge his unarmed attacks with the flaming property (or an identical property that instead inflicts acid, cold or electrical damage, chosen at the time of activation) for 1 round as a swift action, at the expense of 1 ki point, once / day. If he chooses this bonus five times, the duration remains 1 round, and the cost remains 1 ki point, but he can activate the property as a swift action up to five times per day. During any round in which this property is active, his energy resistance versus that energy type increases by 5.
Suli Ranger
Desert Creature
+1 ranger level for determining when one would be eligible to increase the favored terrain bonus for desert terrain. Desert terrain, once chosen, advances automatically at this advanced rate, and does not count as a ‘choice’ to be upgraded at 8th, 13th or 18th level. (So, if desert terrain is chosen at 3rd level, and the Suli ranger has taken all three levels in this bonus, he will be treated as a sixth level ranger for the purposes of advancing FT: desert. When he attains 4th level, if he again chooses this FC bonus, he will be treated as 8th level, and his FT: desert will automatically increase by another +2. When he attains 7th level, FT: terrain upgrades again, if he has continued to select this FC bonus, and 8th level, he gains the normal option to upgrade a pre-selected FT (desert, in this case) , or choose a new FT.) He can never exceed +10 to his favored terrain bonus to FT desert in this manner.
Suli Paladin
Elemental Smite
Each time this bonus is chosen, the Suli can choose to substitute one point of bonus damage from his Smite Evil bonus for Acid, Cold, Electrical or Fire damage, chosen at the time the Smite is declared. Whether this damage is elemental or remains untyped, it is still doubled against appropriate targets (undead, evil outsiders, evil dragons).
Other options for the Suli Paladin;
Elemental Bond – mount
The summoned mount of a suli gains 1 pt of energy resistance to acid, cold, electricity and fire each time she selects this bonus. This energy resistance does not stack with any that would be gained by the addition of the celestial template at 11th level (use the higher value). For every three times this bonus is taken, the summoned mounts natural attacks inflict +1 hit point of damage of an elemental type (acid, cold, electricity or fire) chosen when the steed is called upon (the choice can change each time the mount is summoned).
or
Elemental Bond – weapon
When a divine bond is used to empower a weapon, the weapon gains a single +1 bonus to damage of any elemental type chosen when the weapon is empowered (acid, cold, electricity or fire) for each time this bonus is chosen. Each +1 to damage can only be used once during the duration of the weapon’s empowerment, and no more than one +1 can be used in a single attack. A suli who has chosen this bonus eight times can grant a weapon the flaming weapon property normally, or modify it to produce acid, cold or electricity damage, chosen at the time the weapon is called (which must be the same bonus chosen for the above damage). A suli who has chosen this bonus eleven times can alter the flaming burst property granted through the divine bond to inflict acid, cold or electrical damage, chosen at the time the weapon is called (which must be the same element as the above damage bonus).

spalding |

Assimar:
Paladin -- +1 smite / 4 levels
Cleric -- +1 dice on channeling positive energy / 4 levels
Oracle -- the gnomes
Witch -- +1 spell per level
Bard -- +1 on bardic knowledge per 3 levels
Summoner -- +1 HP or SP per level for eidolon
Tiefling:
Barbarian -- +1 round of rage (or +1 rage power / 4 levels)
Witch -- +1 hex / 6 levels
Oracle -- as dwarves
Alchemist -- +1 bomb / 2 levels
Fighter -- +1 to one of his energy resistances (maximum of +5 to any one energy type)
Rogue -- +1 sneak attack dice / 6 levels
Dhampir:
Cleric -- +1 channel negative energy / 3 levels
Fighter -- +1 resistance on energy drain, ability drain, ability damage / 3 levels
Monk -- +1 on wholeness of body
Rogue -- +1 rogue talent / 6 levels
Alchemist -- +1 discovery / 4 levels

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This is what I came up with for Aasimar, take a look and critique.
Cleric: Add +1/2 to the cleric’s effective caster level when determining the effects of her Channel Positive Energy ability (both damage and healing).
Druid: Each time the druid selects this reward, increase her resistance to one of her racial energy resistances (acid, cold or electricity) by 1 (maximum 10 for any one type).
Inquisitor: Add 1/2 to the aasimar’s total number of bane rounds per day.
Oracle: Add +1/2 to the oracle’s effective caster level when determining the effects of any spell (or spell-like ability) she casts with the [light] descriptor.
Paladin: Add +1/2 to the paladin’s effective Charisma when determining the effects (or number of uses) of any paladin class abilities.
Summoner: Add +1/2 to the summoner’s effective caster level when determining the effects of summoning a celestial creature.
Sorcerer: Add +1/2 to the sorcerer’s effective caster level when determining the effects of any spell (or spell-like ability) she casts with the [light] descriptor.

Abraham spalding |

Delabarre the Paladin one is hideously overpowered:
At level 20 I would gain:
+10 to all my save throws,
+10 deflection bonus when smiting evil
+10 to hit when smiting evil
+10 uses of lay on hands
+10 to the DC of my lay on hands
And spells (with DCs too) as if my Charisma was 10 points higher.
Just a way bit too much.

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Delabarre the Paladin one is hideously overpowered:
At level 20 I would gain:
+10 to all my save throws,
+10 deflection bonus when smiting evil
+10 to hit when smiting evil
+10 uses of lay on hands
+10 to the DC of my lay on handsAnd spells (with DCs too) as if my Charisma was 10 points higher.
Just a way bit too much.
+5, not +10...the +1/2 is to Cha, not Cha Mod.

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After consideration I changed the wording on the Aasimar Paladin to:
Paladin: Add 1/4 to the paladin’s total number of uses of lay on hands.
I was happy with the numbers but it was clear that it was too comprehensive a benefit applying to all the class abilities.

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Suli! (I love these guys)
Bard: Add +1/2 to the suli’s effective Charisma when determining the Will saving throw DCs of her bardic performances.
Druid: Each time the druid selects this reward, increase her resistance to one of her racial energy resistances (acid, cold electricity or fire) by 1 (maximum 10 for any one type).
Monk: Add 1/2 round to the suli’s elemental assault duration.
Ranger: Add resistance 1 to one energy type (acid, cold, electricity or fire) to the ranger’s animal companion. Each time the ranger selects this benefit, the resistance increases by 1 (maximum 5 for any energy type). If the suli ever replaces his animal companion, the new companion gains these resistances.
Sorcerer: Add +1/2 to the sorcerer’s effective caster level when determining the effects of any spell (or spell-like ability) she casts with one energy descriptor (acid, cold, electricity or fire). Each time the suli selects this benefit, it may be applied to any one of the four energy types.
Summoner: Add +1/2 to the summoner’s effective caster level when determining the effects of summoning an elemental creature.
Wizard:Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at most the same level as the highest level spell that the wizard can cast, and must have at least one of the following subtypes: acid, air, cold, earth, electricity, fire, or water.

Quandary |

I hope Suli and Tieflings are re-done / Errata`d in a new product, they both are somewhat over-powered IMHO. The Tiefling options help, but those aren`t the `standard` version, either. I`ve seen `houseruled` variants for Suli posted here that I`ve liked, essentially `focusing` in their elemental bonuses (also providing enhancement benefit/special effect for their chosen elemental affinity). At the least, if PFS mandated some of the `balancing` racial traits for races like Tieflings and Drow (along with currently non-existing balancing traits for Suli), they could be balanced PC classes... Mostly I just don`t understand why Paizo puts out this stuff that they themselves accept doesn`t stand up as balanced with other 0 HD races.
The Daivrait PrC in Qadira Companion is also pretty shaky IMHO (on the weak side), and could see a re-do in a World Guide to Casmaron or whatnot... While officially the first PRPG product, Qadira Companion was written while the Core Rules weren`t completely finished, and certainly nobody had a solid handle yet on how PRPG classes and PrC (or races) are supposed to be balanced.
Certainly compared to the Diabolist PrC, Daivrat looks somewhat weak IMHO... I think porting over the Diabolist`s Imp Companion rules (to apply to the Zhyen Familia) would help the Daivrat alot, and would actually make the class just about fine over-all - Part of the problem is the new Favored Class Bonuses gaining Spells Known really under-cuts alot of the benefit of Spell-Fetch, which is really the only substantial ability the PrC gains... The loss of Caster Level for it`s first level definitely doesn`t seem justified, and is the one part that DEFINITELY should be amended IMHO. IMHO LoF`s Genie Binder seemed alot tighter even though it doesn`t really do anything spectacular... helped in part by the fact it doesn`t lose a Caster Level.

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Tiefling favored class options. I mostly just inverted the aasimar options.
Cleric: Add +1/2 to the cleric’s effective caster level when determining the effects of her Channel Negative Energy ability (both damage and healing). A tiefling cleric who has chosen to channel positive energy does not benefit from this reward.
Druid: Each time the druid selects this reward, increase her resistance to one of her racial energy resistances (cold, electricity or fire) by 1 (maximum 10 for any one type).
Oracle: Add +1/2 to the oracle’s effective caster level when determining the effects of any spell (or spell-like ability) she casts with the [darkness] descriptor.
Rogue: Add +1/2 to the tiefling’s racial bonuses on Bluff and Stealth checks.
Summoner: Add +1/2 to the summoner’s effective caster level when determining the effects of summoning a fiendish creature.
Sorcerer: Add +1/2 to the sorcerer’s effective caster level when determining the effects of any spell (or spell-like ability) she casts with the [darkness] descriptor.
Witch: Add +1/4 to the save DCs of the witch’s hexes.

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Tiefling favored class options. I mostly just inverted the aasimar options.
** spoiler omitted **
I'm not a fan of the cleric option for either the Aasimar or the Tiefling. Adding 1d6 healing (or harming) for every 2 to 4 times you've selected this bonus (depending on whether you're at an even or odd level, at the time) seems klunky. Plus there's the question of what happens when you've chosen this twelve or thirteen times, and you reach 13th level. Do you now count as 19th (or 19.5) level, and get the full 10d6 channeling seven levels ahead of schedule?
What happens if you reach 14th level and choose it again? Do you go up to 11d6 (since you are now 21st level, for channeling purposes)? Does it stop at effective cleric level 29ish (chose it nineteen times over 20 levels) for 15d6 channeling at 20th level?
I'd prefer it was straight points. +1 hit point of channeled healing (or damage) each time the selection is made, so a 5th level Aasimar or Tiefling cleric who chose this option all five levels would channel for 3d6+5 damage.
Flat hit points may not be as sexy, but it's probably easier to deal with past a certain point.
.
In other news, I love the Witch option for Tieflings. +5 DC over 20 levels? Not a lot of Hexes even use saves, but that's pretty buff for those that do. A strong tweak might be to have the option only apply to a single Hex, but progress faster (1/3 levels), with the Witch choosing each level what Hex this particular FC bonus will apply towards...