Demihuman Subraces


Homebrew and House Rules


Hi there. This is my first post. Please be gentle. -_-'

Paizo's official position on demihuman subraces in the Pathfinder Chronicles campaign setting is that there aren't any, or else they're so different that they're almost different races (drow, duergar, svirfneblin, spriggans). I'm cool with that. One look at Forgotten Realms can show that too many races and subraces can lead to a crowded setting and a bloated list of character options.

But... I like them anyway. Some of the first D&D books I read were the AD&D Complete Guides, and all the different variations on a theme fired up my imagination. So, to recapture that feeling, I've gone ahead and house-ruled a bunch of (very optional) demihuman subraces for use in the PFCS.

For the most part, I've approached subraces as "packages" of alternate racial traits - in fact, I've appropriated several traits from from the Advanced Player's Guide. In some cases, though, I've also gone the 3.5 route of assigning different ability score modifiers. With this in mind, if you use this rules variant, I'd recommend sticking to the standard traits for the common subraces in the Core Rulebook so as not to step on the new subraces' toes (except for the gnomes, but I'll get to that). I've also changes some language lists to include human languages.

So, with introductions out of the way, let's get on to business. First up: the dwarves.


HILL DWARF CHARACTERS
As standard dwarves.

DEEP DWARF CHARACTERS
As hill dwarves, except as follows:
Alignment: Lawful neutral
Does Not Gain: Defensive training.
Darkvision: Deep dwarves can see in the dark up to 120 feet.
Deep Warrior: Deep dwarves receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).
Light Sensitivity: Deep dwarves are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Languages: Deep dwarves begin play speaking Dwarven and Undercommon. Deep dwarves with high Intelligence scores can choose from the following: Common, Elven, Gnome, Goblin, Orc, Terran.

Note: As written, deep dwarves just don't exist in the PFCS. In my game, I use them to represent dwarves who remained in the Darklands but did not become twisted and evil like the duergar. In essence, they're how I imagine the original dwarves before the Quest for Sky, before they adapted to surface life. Without the great numbers necessary to maintain their great cities, the deep dwarves have scattered across Nar-Voth (and possibly Sekamina) in isolated communities. They want to be left alone and react violently to trespassers.

DESERT DWARF CHARACTERS
As hill dwarves, except as follows:
Does Not Gain: Stonecunning.
Waterwise: Desert dwarves receive a +2 racial bonus on Survival checks to find water, and a +2 racial bonus on Perception checks to locate architectural and natural features that involve water, such as pipes, sluices, traps that use water or other liquids, or hazards involving water. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Languages: Desert dwarves begin play speaking Common and Dwarven. Desert dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Osiriani, Terran, and Undercommon.

Note: These are the Pahmat dwarves of the Shattered Range in eastern Garund. I based them on the badlands dwarves from Sandstorm (3.5).

FROST DWARF CHARACTERS
As hill dwarves, except as follows:
Alignment: Neutral good.
+2 Constitution, +2 Charisma, -2 Wisdom
Does Not Gain: Greed, stability.
Icecrafter: Frost dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from ice or snow.
Relentless: Frost dwarves receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Languages: Frost dwarves begin play speaking Common and Dwarven. Frost dwarves with high Intelligence scores can choose from the following: Giant, Goblin, Orc, Terran, Ulfen, and Undercommon.

Note: The warrior-skalds from the Land of the Linnorm Kings. I admit I got a little weird with this one, what with the bonus to Charisma, meant to represent their status as the diplomats of the dwarven world as well as their tendency to become bards (skalds). I gave them the relentless ability to encourage barbarians.

MOUNTAIN DWARF CHARACTERS
As hill dwarves, except as follows:
Does Not Gain: Greed.
Craftsman: Mountain dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Note: Traditionally, mountain dwarves have been identical to hill dwarves. I decided to switch out the greed ability for craftsman as a handy way of making them different but still close to the dwarven archetype. In the PFCS, mountain dwarves don't exist; in my game, they are the dwarves of eastern Avistan (centered in Highhelm), while hill dwarves are the dwarves of western Avistan (centered in Janderhoff).

SAND DWARF CHARACTERS
As hill dwarves, except as follows:
Alignment: Lawful neutral
Does Not Gain: Greed.
Lorekeeper: Sand dwarves receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Languages: Sand dwarves begin play speaking Common and Dwarven. Sand dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Orc, Osiriani, Terran, and Undercommon.

Note: These are the ruin-dwelling dwarves of Osirion. I suppose you could use them for the bald Ouat dwarves of the cities, but I know next to nothing about them. Another simple change of abilities to represent a minor difference in culture.

Next: The elves.


HIGH ELF CHARACTERS
As standard elves.

DESERT ELF CHARACTERS
As high elves, except as follows:
Does Not Gain: Elven magic
Desert Runner: Desert elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Languages: Desert elves begin play speaking Common and Elven. Desert elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, Osiriani, and Sylvan.

Note: Briefly mentioned in Elves of Golarion. Not much to say about them.

GRAY ELF CHARACTERS
As high elves, except as follows:
Alignment: Neutral
Does Not Gain: Standard weapon familiarity
+2 Dexterity, +2 Intelligence, -2 Charisma
Weapon Familiarity: Gray elves are proficient with longspears, tridents, and nets.
Languages: Gray elves begin play speaking Azlanti and Elven. Gray elves with high Intelligence scores can choose from the following: Aklo, Aquan, Celestial, Common, Draconic, and Sylvan.

Note: These are the isolationist elves of Mordant Spire. I bucked tradition by replacing their Strength penalty with a penalty to Charisma, since they're noted for being gruff and rude to outsiders. I gave them one-half of the "spirit of the waters" trait from Advanced Player's Guide to play up their role as island-dwellers without sacrificing their proficiency with magic (with the unexpected side-effect of raising their Constitution, but whatcha gonna do).

SNOW ELF CHARACTERS
As high elves, except as follows:
Alignment: Chaotic neutral
+2 Dexterity, +2 Intelligence, -2 Charisma
Languages: Snow elves begin play speaking Common and Elven. Snow elves with high Intelligence scores can choose from the following: Celestial, Draconic, Giant, Orc, Sylvan, Tien, and Ulfen.

Note: Also mentioned in passing by Elves of Golarion; they also make a cameo appearance in PF17: A Memory of Darkness as obstructive jerks. I replaced their Constitution penalty with a Charisma penalty to make them more hardy and accentuate their standoffishness.

WILD ELF CHARACTERS
As high elves, except as follows:
Alignment: Chaotic neutral
Does Not Gain: Elven magic
+2 Dexterity, +2 Wisdom, -2 Constitution
Silent Hunter: Wild elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).
Languages: Wild elves begin play speaking Common and Elven. Wild elves with high Intelligence scores can choose from the following: Gnoll, Gnome, Goblin, Orc, Polyglot, and Sylvan.

Note: The Ekujae elves of the northern Mwangi Expanse. Again, I changed their traditional ability score modifiers. Mwangi humans don't get a penalty to Intelligence, so why should they?

WOOD ELF CHARACTERS
As high elves, except as follows:
Does Not Gain: Elven magic
+2 Dexterity, +2 Wisdom, -2 Constitution
Woodcraft: Wood elves gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
Languages: Wood elves begin play speaking Common and Elven. Wood elves with high Intelligence scores can choose from the following: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, and Varisian.

Note: Wood elves are the only elf subrace not represented in the PFCS. I haven't settled on a role for them. I'm tempted to place them in northern Casmaron, in or around Iobaria. Their traditional penalty to Intelligence made even less sense than the wild elves, while their bonus to Strength didn't feel right to me either, so I switched out high elves' Intelligence bonus for a Wisdom bonus to make them better druids than wizards.

Next: The gnomes.


I hesitate to call the standard gnome "rock gnomes" these days because they've lost their old connection to burrows and warrens.

Among the common races, I see gnomes as simultaneously the most homogenous and the most varied. All gnomes (bar svirfneblin and spriggans) see themselves as part of the same subrace, but different gnomes in the same community (or even the same family) may have wildly different racial traits (see Advanced Player's Guide).

Even so, I wanted to represent the forest gnomes. Like standard gnomes, I see them as being scattered across the world; what defines them as a race is their closer connection to the First World and isolationist nature.

FOREST GNOME CHARACTERS
As standard gnomes, except as follows:
Alignment: Neutral
+2 Constitution, +2 Wisdom, -2 Strength
Does Not Gain: Obsessive, standard gnome magic ability
Gnome Magic: Forest gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Forest gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - ghost sound, pass without trace, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Furtive: Forest gnomes receive a +2 racial bonus on Stealth checks. This bonus improves to +4 in forest terrain.

Note: For the forest gnomes' SLAs, I replaced two of their cantrips with one 1st-level spell, and pared down their bonus on Stealth checks to keep them on the same tier as other gnomes. I replaced their bonus to Charisma to one to Wisdom because they're much more shy yet also more "in-tune" than other gnomes.

Next and last: The halflings.


Like wood elves and forest gnomes, tallfellows and stouts aren't canonically part of the campaign setting. I recommend placing them in the areas surrounding Kyonin and the Five Kings Mountains, respectively - still within human lands, but close enough to elves and dwarves to pick up on some of their cultural traits.

HAIRFOOT CHARACTERS
As standard halflings.

Note: Yes, "hairfoots", like in 2E. I never liked 3E's "lightfoots".

STOUT CHARACTERS
As hairfoots, except as follows:
+2 Dexterity, +2 Wisdom, -2 Strength
Does Not Gain: Fearless, sure-footed
Craftsman: Stouts receive a +2 racial bonus on all Craft or Profession saving throws that create objects from metal or stone.
Stonecunning: Stouts 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.

Note: I'm going by their 1E/2E name rather than 3E's "deep halflings", since nothing in their description implied that they lived underground. I also removed their traditional darkvision, since I felt it made them too "dwarfy".

TALLFELLOW CHARACTERS
As hairfoots, except as follows:
Does Not Gain: Sure-footed
Woodcraft: Tallfellows receive a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

Note: Originally, the tallfellows' "elven" ability was the power to detect secret doors, but that's been removed from elves in Pathfinder. So with that in mind, I gave them the woodcraft ability instead.

And that does it! Please share your thoughts. :)


I've always considered High Elves to be a bit different from the standard PF Elves or Low Elves.

Here are some possible High Elf alternative racial traits:

True Heart – High Elves are immune to magical fear effects and get a +2 racial saving throw bonus against mind-effecting spells and effects. (Replaces the Elven Immunities racial trait)

Elven Intuition – Receive a +2 racial bonus on Sense Motive skill checks. (Replaces the Keen Senses racial trait)


I like that idea. In fact, if I ever send my PCs to Sovyrian, I'd consider using that for the native elves.


Filby Pott wrote:
I like that idea. In fact, if I ever send my PCs to Sovyrian, I'd consider using that for the native elves.

You should consider developing mix-breed stats. Why is Half-Elf the only common mix breed? A Tallfellow might be a Human-Halfling mix and a Stout might be a Dwarf-Halfling mix. :)

I would love to see a Half-Janni.


Half-janni are already published in Qadira: Gateway to the East.

As for other halfbreeds... Green Ronin's Advanced Player's Manual has rules for homebrewing halfbreeds, while several of them are presented in Races of Ansalon for Dragonlance. I can see what I can do about updating them for Pathfinder...


Where are the GULLY DWARVES?!


DrDew wrote:
Where are the GULLY DWARVES?!

I left out the gully dwarves because they're almost exclusively associated with Dragonlance, and I personally wouldn't use them in Golarion. But since you requested it, I don't mind converting them to Pathfinder rules.

Gully dwarves/Aghar presented a challenge for a few reasons. For starters, they're dwarves almost in name only - the only thing they have in common with hill dwarves is Darkvision and the Hardy racial trait. Another is that Dragonlance 3E cared more about story than game balance, so the Aghar were deliberately underpowered.

To deal with the latter problem, I sort of piled appropriate racial traits on the Aghar without removing any (for instance, the Stubborn trait, as printed, is meant to replace Hardy, not stack with it). I also raised their Cha penalty from -4 to -2 to make them slightly less pathetic.

In the end, I think I came up with a decent compromise by giving gully dwarves numerous abilites, all of which are based on defense. A gully dwarf character won't hit any harder than a human, but can wriggle his way out of a lot of bad situations.

GULLY DWARF CHARACTERS
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma
Small: Gully dwarves 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.
Darkvision: Gully dwarves can see in the dark up to 60 feet.
Slow: Gully dwarves have a base land speed of 20 feet.
Hardy: Gully dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Pitiable: Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.
Stubborn: Gully dwarves receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools; this stacks with the bonus from the hardy racial trait. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the gully dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round (but can try one on the second round if the first reroll fails).
Survival Instinct: Gully dwarves receive a +2 racial bonus on Stealth and Survival checks. Gully dwarves may use Survival checks even in cities to forage for food and basic necessities.
Underfoot: Gully dwarves gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks.
Languages: Gully dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Gnome, Goblin, Halfling, and Orc.


I can still see the deep dwarves having their racial training against Orcs as they fought them in the deep earth and the orcs followed them to sky :)


Have you checked out the alternate racial traits in the APG? They're looser than the subraces but could easily be tied together.


Well done on the wood elf :) May I sugest Verduran forrest as its closest to Kyonin, and also some in the Shudderwood as its a nice remote and a good place for them to hide :)

Tallfellows and Stouts are more like groups that lived with and changed over time than people that interbread. I think they are too different a species to do that. Thas my take anyway :) As their perceptions are more learned than inbread.


stringburka wrote:
Have you checked out the alternate racial traits in the APG? They're looser than the subraces but could easily be tied together.

Yep - and that's what I've tried to do with these. My subraces are basically "packages" of alternate racial traits (most taken from the AGP), some of them with different ability score modifiers.


I think it is a good idea to expand on racial options; but I don't think it is the right approach to create these packages with new racial names in mind.

Instead, implement everything purely as a alternate racial trait. For example instead of calling something a hill dwarf, desert dwarf, mountain dwarf, etc - simply have dwarves, and create one alternate trait per type you wish to convey. It is the player's prerogative to claim that his dwarf is "Aye! I'mma frostskin fra' the naorth", eg:

Alternate dwarf traits:


  • Mountain dweller; replaces greed. You were born and raised in a desolate mountain clan. Gain +2 to craft or profession for stone and metal objects.
  • Frigid Hardships; replaces stability. Your youth spent in the frozen wastes have left you with an affinity for the ice. Gain frost resistance 2 and +1 to AC and CMD when in cold environments.
  • ..

This way it is possible for the player to create a dwarf type that comes from the frozen norths (frigid hardships) - or a dwarf from the frozen peaks of a mountain (frigid hardships & mountain dweller) - without the need to have a specific label for the racial subtype.

One more thing: I very strongly oppose varying the attribute bonuses for different racial subtypes. I find it just opens up a far too big can of munchkinism and suddenly you find that 90% of PC elves are "Wood Elfs". If you need to convey that Wood Elves are wiser than their tree-loving hippie relatives in Kyonin, then rather implement it along alternate traits, for example:

Elven Insights, replaces elven magic. Your nomadic upbringing fostered in you a reverence of the ancients and their knowledge. Use your wisdom modifier instead of your intelligence modifier for knowledge skills.


@LoreKeeper:

I understand your position. As I wrote in the opening post, I know that Paizo's official position is not to use subraces for many of the reasons you've cited. I'm cool with that.

But this is how I would prefer to do things in my campaign. I made this post in case anyone else felt the same way, not to replace Paizo's official system or to implore them to implement subraces.

In short, I'll play how I want to play, you can play how you want to play.

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