Refluffing / Reflavoring the common races and monsters


Homebrew and House Rules


I found a couple of ideas that I REALLY liked in [url="http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/campaignSetting/general/hotHalfOrcChick"THIS[/url] thread, and I was wondering what other ideas some of the folks on the forums had in the way of changing up the norm for the core races, or even the more "savage" ones.

I, personally, went the route of developing an entirely new race for my world instead of reflavoring one, and I completely did away with gnomes and half-elves/orcs (because the races are more secluded, and I figure if it comes up, then the child takes its race from the mother).

But I realized after reading the aforementioned thread just how much I relied on the stereotypical design of the races.

Inspire me, Paizonians! Or at least let me rip your original ideas off. ;D In exchange, I'll post my own homebrew race (with just a little bit of the fluff I wrote, since I suck).

Sidhe:

Sidhe (pronounced "Shee"; it's Irish - the spelling varies between sources)
Dex +2, Cha +2, Con -2
Medium - 30ft Speed

Slight Build: Sidhe are treated as small creatures whenever it would benefit them. They do not gain a size bonus to AC, attacks, or skills, nor do they recieve penalties to their CMB and CMD. They may squeeze through spaces as though they were small, may weild smaller weapons and wear smaller armor without penalty. A sidhe may ride creatures that are suitable for use as mounts as if he were small.

Low Light Vision: Sidhe can see twice as far as human in low light conditions.

Nature's Favor: Sidhe get a +2 racial bonus to Handle Animal and Perception.

Phantom Presence: Sidhe recieve a +2 racial bonus on Stealth checks.

Darkwood Familiarity: Sidhe get a +2 racial bonus to Appraise checks made on items crafted from darkwood. Sidhe can tell simply by handling a wooden object if it is made of darkwood, even if it is made of normal wood treated to look like darkwood (no check is required to simply identify darkwood).

Sylvan Descent: Sidhe are treated as elves and fey for any effect related to race (such as a ranger's favored enemy or feat selection). Though neither elves nor fey sleep, sidhe do. However, they require only two hours of undisturbed rest, and once a day they may reroll a saving throw to shake off the effects of magical sleep.

Cold Iron Anathema: Sidhe using cold iron weapons (or weapons with cold iron parts) take a -2 to attack rolls. Sidhe struck with cold iron weapons take one additional point of damage per die of damage dealt.

Languages: Common (though it is heavily accented and somewhat broken), and Elven or Sylvan (pick one). Bonus languages: Elven, Sylvan, Goblin, Draconic

Sidhe are similar in height to dwarves, but only weigh between 50 and 75 pounds - far more slender and frail. Their hair can be black, brown, or white of any shade (but never red or yellow blonde). Their eyes are black and piercing. They are the result of interbreeding between faeries or dryads and elves, which is made possible by the influence of the Ghost Stone's radiation. They live in the Darktimber Highlands, just inside the Frostwalk border, guarding the tree-line with constant vigilance. The darkwood forests there are cold and bleak, but teeming with life. The beasts that hunt there are large and vicious, and the Sidhe have adapted well. Despite the fact that the forest seeks to devour all that enter it, they have made it a spiritual struggle, and as such favor classes such as barbarian, druid, ranger, or rogue. Those classes offer the best skill sets for survival in such a harsh environment.

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