Troll, Fairy, and Half Dragon themed player races...


Homebrew and House Rules


Hey Everyone, I'm about to reveal some homebrew races for my next campaign and I wanted you guys to give them a review before I give them out as options to the players. (also quick side note, all my races only give a +2 to a single stat, so I guess ignore the stat increase...) Here is the first one:

Dracomorph Half-dragon (or maybe more "were-dragon?")

Fluff:
This race replaces gnome. they are the "half dragon" race in my world. they are much, much more human in appearance due to dragons taking human form in their conception, and this transmutation effect has much to do with their racial powers.

Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage.
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature.
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the
following: Celestial, Dwarven, Elven, Fae-ri, Goblin, Infernal, and Orc.
Skill Bonuses: +2 Bluff, and +2 Climb.
Racial Weapon Familiarity: Dracomorphs treat any weapon with the word “dragon” in its name as a martial weapon, such as the dragon hooked hammer.
Dracoform: Due to the transmutation magic involved in a dracomorph’s conception, they can take on a more draconic from. As a swift action, dracomorphs can shift into a humanoid shaped dragon, gaining special draconic traits. Dracomorphs can stay in their dracoform for 5 + constitution modifier rounds a day(minimum 1). A dracomorph chooses his dragon color, and gains the following racial traits chosen from the list below. These traits only apply when the Dracomoph is in Dracoform.

Dragon’s Breath: A dracomorph gains a breath weapon usable once per day based on the dragon variety (see below).
The breath weapon deals 1d4 hit points of damage per two character levels possessed by the dracomorph. (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).

Dragon Sense: The dracomorph gains darkvision 60 feet and lowlight vision.

Dragon Scales: The Dracomorph chooses one of the following two benefits: The Dracomorph’s Nat. armor improves by +1, or the dracomorph gains energy resistance 5 versus the same energy of his breath weapon.

Dragon Ferocity: A dracomorph chooses one of the following two choices of natural attacks: The Dracomorph gain’s two claw attacks or a single bite attack. The dracomorph can use manufactured weapons while in dracoform. The claw attacks deal 1d4 damage while the bite attack deals 1d6 damage and always adds 1½ strength mod to the damage. These natural attacks are considered primary attacks. If a Dracomorph uses a weapon while in dracoform, his natural attacks become secondary attacks and he loses a claw if it is holding a weapon. (see “Natural Attacks” on pages 301–302 for more info).

Dragon Variety Breath Weapon
Black or copper 30-foot line of acid
Brass 30-foot line of fire
Blue or bronze 30-foot line of electricity
Gold or red 15-foot cone of fire
Green 15-foot cone of acid
Silver or white 15-foot cone of cold

Racial Trait:
Strong Dracoform: Your Dracoform is much stronger than the average. When making a choice for either dragon scales or dragon ferocity, you may take both instead.
Special: If you take the extra traits feat, you make take this trait again, allowing you to take all of the available options dracoform allows. This is an exception to the rule that you can only take one trait from each category.


Though you seem to be making races here, you may want to consider that there's already a half-dragon template in the Bestiary?


Fae'ri Fairy Race

Fluff:
Fae'ri replace halflings in this game. They will be able to gain the ability to fly through feat(s) later in the game, but the ability to fly is obviously too powerful at early stages of the game.

Ability Score Bonus: +2 Dexterity; Fae-ri are the swiftest of the civilized races. (Again, all my races gain a +2 only)
Small Size: Fae-ri 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.
Slow Speed: 20 ft (4 Squares); Fae-ri have slow speed due to being small size.
Vision: Low-light vision; Fae-ri can see twice as far as humans in conditions of dim light.
Languages: Fae-ri begin play speaking Common and Fae. Fae-ri with high Intelligence scores can choose from the following: Celestial, Draconic, Goblin, Orc, Sylvan, and Troll.
Skill Bonuses: +2 Fly, +2 Knowledge (Planes). Even though a Fae’ri does not have a fly speed, a faeri can put skill points into the fly skill.
Racial Weapon Familiarity: Fae-ri treat any weapon with the word “Fae-ri” in its name as a martial weapon, such as fae-ri sling-staff.
Guided Jump: A fae’ri may use their fly skill instead of acrobatics to make a jump check. When making a "flying" jump check, Fae’ri treat their check as if they have a running start. If a fae’ri performs a running start on a "flying" jump check, they do not take the normal penalty due to their speed (Normally a -4).
Guided Fall: A Fae’ri may use their fly skill instead of their acrobatics skill to lower falling damage (See Acrobatics skill). In addition, when using the fly skill with this check, for every 10 they beat this check by, they can subtract an additional 10 ft from a fall.
Wings: If a fae-ri’s wings are bound up, damaged, removed, or prevented from functioning, they lose their guided fall and guided jump abilities until their wings are in proper working condition again. A DC 15 heal check or any form of magical healing returns damaged wings back into working condition. Any healing spell can regenerate lost wings with a DC 15 caster level check.
Fade (Su): All Fae’ri have the ability to shift back to the Fey Realm, similar to the planeshift spell, however, they are instantly thrust back out. A seemingly useless power, they Fae’ri have learned to use it as a powerful defensive ability. A Fae’ri can use this ability to potentially avoid damage from an attack. Three times per day, as an immediate action, when the fae’ri would take damage from an attack (from a weapon or other blow, not a spell or special ability), the Fae’ri can attempt to fade out of harms way. When activated, the fae’ri gains 20% concealment against that attack. She must be aware of the attack and able to react to it in order to execute her fade—if she is denied her Dexterity bonus to AC, she can't use this ability. Unlike normal concealment, precision damage (Such as sneak attack) is applied, the concealment only comes into effect as the blow is being struck.


Troll Racial Traits

Fluff:
This race replaces half orc in my game. They are not as much related to the d&d/pathfinder idea of trolls. If anything, they are similar to "Shadowrun" trolls in design.

Ability Score Bonus: +2 Strength; Trolls are the largest of the medium sized races, granting them immense strength.
Medium Size: Trolls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Trolls have the average speed of a medium sized creature.
Languages: Trolls begin play speaking Common and Troll. Trolls with high Intelligence scores
can choose from the following: Draconic, Fae-ri, Goblin, Orc, and Terran.
Skill Bonuses: +2 Intimidate, and +2 Survival.
Racial Weapon Familiarity: Trolls treat any weapon with the word “Troll” in its name as a martial weapon, such as the troll
double axe.
Long Arms: Although troll’s arms are not long enough to grant them a natural reach, trolls gain the benefits of the lunge feat, even though they do not meet the prerequisites of the feat.
Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. As a swift action, a troll can heal himself 1 hp. He can use this ability 4 times a day, and an additional time per day per character level. Alternately, a troll can use two daily uses of his regeneration ability to end the bleed condition at the beginning of his turn.


Yucale wrote:
Though you seem to be making races here, you may want to consider that there's already a half-dragon template in the Bestiary?

Thanks for the quick feedback. I'm aware that their is a half dragon template in the bestairy, but Im trying to make the race in balance of power with the standard player races. In a jist, the race in alot of ways emulates a weaker version of that template in it's dracomorph ability.


Hmm, I like the flavor, but I've got a few initial qualms about each race.

Half-Dragons: they seem much more powerful than the other two races. The breath weapon alone is quite nice. Intelligence seems a very poor fit for this race, too. All the racial features are built towards making them powerful warrior, but they're smart? I'd swap it to strength.

Fae'ri: You mention that they can get flight "later on," but they're perhaps the weakest of the three currently. I'd make Guided Fall function as Feather Fall, but as an extraordinary ability. I'd also make Fade spell-like, and bump the miss chance to 50%. It's also worth noting that it shouldn't be a concealment bonus, since that can be overcome with blind fight and that doesn't make any sense. The Fae'ri just isn't here for a moment and has a chance to be missed. A flat miss percentage, no questions asked.

Troll: I like this race, but you've built them to be sturdy and then given them a bonus to strength (mixed signals). I'd give them a boost to constitution. Long arms should simply grant them the Lunge feat to reduce confusion. It'll also keep them from getting 15' reach by taking the lunge feat on top of it all. Regeneration is a very cool idea, but I don't think it's well implemented. I'd recommend the troll regain health at twice the normal rate, and once per day as a swift action the troll can grant himself fast healing 1 for a number of rounds equal to his character level. Or perhaps the fast healing only activates when the troll is reduced to negative hit points, granting fast healing 1 for 1d4+con modifier rounds. It auto-stabilizes them, but isn't really exploitable without the diehard feat.


The Dracomorph have a very short window of time to use most of their racial abilities since they have to transform. Do you think they need to be weakened and maybe the amount of time they can change should be longer?

Funny thing about the Fae'ri is that they did have feather fall, but in another thread it was talked down to the current version. Lots to think about on this class.

Originally, the troll had a once per day fast healing ability, but it always seemed to be forgotten about. I though giving them something like a paladin's lay on hands but only usable on themselves was an interesting idea, still, worth thinking about...

The reason for Str for trolls, is they are the largest of the medium sized races (in fact, I organizationally thought to make them large but it was just too powerful)

The reason for the dracomorphs is that dragons in my game are super intelligent, and even use intelligence as their casting stat, so it seemed logical. Each race has a specific attribute attached to them as below:

Dwarf=Con
Elf=Wis
Human=Choice
Troll=Str
Half-Elf=Cha
Fae'ri=Dex
Dracomorph=Int


jlord wrote:

The Dracomorph have a very short window of time to use most of their racial abilities since they have to transform. Do you think they need to be weakened and maybe the amount of time they can change should be longer?

Funny thing about the Fae'ri is that they did have feather fall, but in another thread it was talked down to the current version. Lots to think about on this class.

Originally, the troll had a once per day fast healing ability, but it always seemed to be forgotten about. I though giving them something like a paladin's lay on hands but only usable on themselves was an interesting idea, still, worth thinking about...

The reason for Str for trolls, is they are the largest of the medium sized races (in fact, I organizationally thought to make them large but it was just too powerful)

The reason for the dracomorphs is that dragons in my game are super intelligent, and even use intelligence as their casting stat, so it seemed logical. Each race has a specific attribute attached to them as below:

Dwarf=Con
Elf=Wis
Human=Choice
Troll=Str
Half-Elf=Cha
Fae'ri=Dex
Dracomorph=Int

Where are the gnomes and halflings?


I´m unsure about that Race = one specific Attribute thing - usually, when you minmax, you go for the main attribute. If you minmax a little bit, you´d still want a bonus you can use - your elves will be Druids or Clerics most of the time. If they don´t have some other bonus in archery, the iconic elven archer will be inferior to most human archers.

Kierato wrote:


Where are the gnomes and halflings?

He wrote that he replaced the halflings with the fae'ri, guess he took gnomes as halflings

RPG Superstar 2015 Top 8

How does the dracomorph's abilities stack with abilities in the draconic sorcerer bloodline and/or Dragon Disciple PrC (or are you not using these)?

Do/should the faeri and the dracomorph get any bonuses for taking the fey or draconic sorcerer bloodlines, respectively (in the way that, say, Tieflings treat their Charisma as 2 higher for Infernal or Abyssal bloodlines)?

I would rename the troll healing ability something like "troll healing" so as not to confuse it with the Universal Monster Rule called Regeneration.

At first glance all look okay; I particularly like the idea of the fey blooded race, as I haven't seen something like that in a long time.

But the dracomorph doesn't sit right with me---that kind of shifting as a basic racial ability seems like it's too much, even as limited per day as it might be---and a lot to track on top of any class abilities. Personally, were I to build a "draconian" sort of race, I'd probably just make a slightly scaly humanoid with 1 elemental resistance 5, +1 natural armor bonus, and a claw attack, and give them bonuses for the sorcerer bloodline but leave it there. However, it seems like the shapeshifting is very much part of your vision, so I'm not sure how to work with it.

Also... "dragon hooked hammer"? Why would dragons make weapons? If it's a dracomorph only weapon, that's one thing, but it struck me as odd.


Halflings and gnomes don't exist in my game, that's why they are missing.

I haven't thought to much about the sorcerer's abilities stacking with the races yet, I will look into that. I haven't gotten to the point of making alterations to the classes yet. Sorcerer's class abilities were severely altered in my last campaign with these races, but I'm readjusting the magic system back to the normal pathfinder one, so I'm not sure if sorcerer's are going to revert back to bloodlines or If I'm going to so something else. (If I don't do bloodline, it will be a very similar format if not the exact same format...) For the dracomorphs as draconic bloodline sorcerer's I would say that the abilities would not stack, you'd get the better of the two bonuses. But that's just after a quick look.

Troll regeneration will be renamed, I might use troll healing, I'm gonna mull it over...

The Dracomorph race is modeled slightly after the shifter race. the dracomorphs get a little bit more during their shift, but have less racial abilities while not shifted.

I don't know what I was thinking about the hooked hammer, maybe I'll adjust it to a fae-ri hooked hammer? or just leave it as a regular hooked hammer. Anyway, thanks for all the advice everyone.

I might make a few adjustments after hearing some of these replies, I'll post them up here once I do...


This is going to sound really dumb, and it probably is, but it's a pet peeve, so take it for what it's worth. I do like the idea of making "playable" (i.e., non-level-adjustment-crippled) races. What I don't like are "cutesy" spellings for the names. "Fae-ri" just makes me want to scream and rip my hair out, like when parents name their daughter "Geniffur."


Kirth Gersen wrote:
This is going to sound really dumb, and it probably is, but it's a pet peeve, so take it for what it's worth. I do like the idea of making "playable" (i.e., non-level-adjustment-crippled) races. What I don't like are "cutesy" spellings for the names. "Fae-ri" just makes me want to scream and rip my hair out, like when parents name their daughter "Geniffur."

umm... sor-ri?

Seriously though, I can understand. It may seem like it is a joke name, but it was not meant as one. I've already used them for a campaign before, so the name is gonna stay. If it makes you feel any better though, Fae'ri is pronounced "Fey ri" not "Fair ri."


Troll Racial Traits

Reword...
Long Arms: Trolls gain the lunge feat as a bonus feat, even though they do not meet the prerequisites of the feat.

Addition:
Troll Healing: Trolls naturally heal twice the normal amount of hit points when resting.

One of the following replaces regeneration...

1) Rapid Recovery (Su): As an immediate action, trolls can change some of the physical damage they take into nonlethal damage. When using this ability, a troll converts an amount of damage equal to their constitution modifier into nonlethal damage (minimum 1). a Troll can use this ability a number of times per day equal to their constitution modifier (minimum 1).

Or:

2) Rapid Recovery (Su): Once per day, as a swift action, a troll can grant himself fast healing 1, for 5 rounds, plus an additional round per two character levels, to a maximum of 10 rounds.

I'm leaning towards #1 because it it different and simple. It is something they can use in reaction to taking damage to soften the blow.

Let me know what you think...


Fae'ri

Replace:
Racial Weapon Familiarity: Fae-ri treat any weapon with the word “Fae-ri” in its name as a martial weapon, such as Fae'ri hooked hammer or the fae'ri sling-staff.
Guided Jump: A fae’ri may use their fly skill instead of acrobatics to make a jump check. When making a "flying" jump check, Fae’ri treat their check as if they have a running start. If a fae’ri performs a running start on a "flying" jump check, they gain a +4 racial bonus to their check, in addition to their normal racial bonus. A Fae'ri is not limited by their height when jumping.
Guided Fall: Fae'ri can choose to slow down their decent while falling by using their wings. As an immediate action, Fae'ri may treat themselves as if under the effects of a feather fall spell.
Fade (Su): As an immediate action, Fae'ri can "blink" out of harms way when they are about to get hit by a physical attack. When using this ability, a fae'ri can grant himself a 50% miss chance on any single attack that would have otherwise hit. A Fae'ri can use this ability a number of times per day equal to their Dexterity modifier (minimum 1).

Alternatively, Wisdom could be the stat that grants the extra uses of fade. thoughts?


Dracomorph
Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage.
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature.
Low-light vision: Dracomorphs can see twice as far as humans in conditions of dim light.
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the
following: Celestial, Dwarven, Elven, Fae-ri, Goblin, Infernal, and Orc.
Skill Bonuses: +2 Bluff, and +2 Climb.
Dracoform: As a Standard action, dracomorphs can shift into a humanoid shaped dragon, gaining special draconic traits. Dracomorphs can stay in their dracoform for up to 1 hour. A dracomorph must wait and equal amount of time they spent in their dracoform, before they can enter their dracoform again. A dracomorph chooses his dragon color, and gains 2 of the following racial traits of their choice from the list below. These traits only apply when the Dracomoph is in Dracoform.

Dragon’s Breath: A dracomorph gains a breath weapon usable once per day based on the dragon variety. The breath weapon deals 1d4 hit points of damage per two character levels possessed by the dracomorph (Minimum 1d4). (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).

Dragon Sense: The dracomorph gains darkvision 60 feet and can see 4 times the distance in shadowy illumination.

Dragon Scales: The Dracomorph’s Natural armor improves by +1

Dragon Resistance: The dracomorph gains energy resistance 5 versus the energy related to his color.

Dragon Bite: The dracomorph gains a single bite attack that deals 1d6 damage and adds 1½ strength mod to the damage. This natural attack is considered a primary attack. If a Dracomorph uses a weapon while in dracoform, his bite attacks become secondary attack and deals 1d6 damage and only adds strength mod to the damage. (see “Natural Attacks” on pages 301–302 for more info). If the Dracomorph chooses both Dragon claws and dragon bite, he can attack with all three attacks, treating his bite as the primary attack, and his claws as secondary attacks.

Dragon claws: The Dracomorph gain’s two claw attacks that deal 1d4 damage. These natural attacks are considered primary attacks. If a Dracomorph uses a weapon while in dracoform, his natural attacks become secondary attacks and he loses a claw attack if it is holding a weapon. (see “Natural Attacks” on pages 301–302 for more info).If the Dracomorph chooses both Dragon claws and dragon bite, he can attack with all three attacks, treating his bite as the primary attack, and his claws as secondary attacks.

Thoughts?


Ok, I Think I'm pretty close to done. One last final check over.
Let me know what you guys think. Again I want to remind anyone who wants to give me input that all 7 of my races get a +2 to a single stat, with humans geting the choice of stat.

Main focus's are the Dracomorph's Dracoform, the Troll's Troll regeneration times per day and the Fae'ri's "return" ability times per day. The Fae'ri also seemed to be over my 10 point scale goal, but I just don't feel that it really is that powerful. Anyway let me know what you guys think.

Dracomorph:

Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage. (+0)
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size. (+0)
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature. (+0)
Low-light vision: Dracomorphs can see twice as far as humans in conditions of dim light. (+1)
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Fae’ri, Goblin, Infernal, and Orc. (+0)
Skill Bonuses: +2 Bluff, and +2 Climb. (+2)
Dracoform: Due to the transmutation magic involved in a dracomorph’s conception, they can take on a more draconic from. As a
Standard action, dracomorphs can shift into a humanoid shaped dragon, gaining special draconic traits. Dracomorphs can stay in their dracoform for 1 minute. When the dracomorph returns to its original form, it is fatigued for 1 minute. Receiving the fatigued, exhausted, or unconscious conditions cause the dracoform to immediately end, and a Dracomorph cannot enter Dracoform while under the effects of these conditions. Dracoform may be ended early as a swift action. A dracomorph chooses his dragon color, and gains two of the following racial traits chosen from the list below. These traits only apply when the Dracomoph is in Dracoform. (-1, +4, +4)

  • Dragon’s Breath: A dracomorph gains a breath weapon usable once per day based on the dragon color (see below).
    The breath weapon deals 1d4 hit points of damage plus and additional 1d4 hit points of damage per two racial HD possessed by the half-dragon. (Reflex half; DC 10 + 1/2 character level + creature’s Con modifier).
  • Dragon Scales: The The Dracomorph’s Natural armor improves by +1.
  • Dragon Energy Resistance: The dracomorph gains energy resistance 10 versus the same energy of his dragon color.
  • Dragon Bite: The Dracomorph gain’s a single bite attack. The bite attack deals 1d6 plus 1½ strength mod damage. This attack is considered a primary attack. If a Dracomorph uses a weapon while in dracoform, his Bite attack becomes a secondary attack. (see “Natural Attacks” on pages 301–302 for more info).
  • Dragon Claws: The Dracomorph gain’s two claw attacks. The claw attacks each deal 1d4 plus str mod damage. These attacks are considered primary attacks. If a Dracomorph uses a weapon while in dracoform, his natural attacks become secondary attacks and he loses a claw if it is holding a weapon. (see “Natural Attacks” on pages 301–302 for more info).
  • Draconic Presence: On the round that the Dracomorph uses his Dracoform ability, opponents within 15 ft of the dracomorph whom witness the transformation may become shaken for 1d4 rounds. This ability affects only opponents with fewer Hit Dice than the dracomorph has (minimum of 1 hit dice). An opponent can resist the effects with a successful Will save (DC 10 + 1/2 character level + Cha modifier). On a failed save, the opponent is shaken. An opponent that succeeds on the saving throw is immune to that same dracomorph’s draconic presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  • Draconic Spell Resistance: The Dracomorph gains spell resistance equal to 5 + their character level. This resistance cannot be lowered, except by returning to their original form.
  • Draconic Magic: The Dracomorph adds +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type matching your dragon heritage.

    Dragon Variety | Breath Weapon
    Black or copper | 30-foot line of acid
    Brass | 30-foot line of fire
    Blue or bronze | 30-foot line of electricity
    Gold or red | 15-foot cone of fire
    Green | 15-foot cone of acid
    Silver or white | 15-foot cone of cold

    (10 points total)

  • Troll:

    Ability Score Bonus: +2 Strength; Trolls are the largest of the medium sized races, granting them immense strength. (+0)
    Medium Size: Trolls are Medium creatures and have no bonuses or penalties due to their size. (+0)
    Normal Speed: 30 ft (6 Squares); Trolls have the average speed of a medium sized creature. (+0)
    Languages: Trolls begin play speaking Common and Troll. Trolls with high Intelligence scores can choose from the following: Draconic, Fae-ri, Goblin, Orc, and Terran. (+0)
    Skill Bonuses: +2 Intimidate, and +2 Survival. (+2)
    Racial Weapon Familiarity: Trolls treat any weapon with the word “Troll” in its name as a martial weapon, such as the troll double axe. (+0)
    Long Arms: Trolls gain the lunge feat as a bonus feat, even though they do not meet the prerequisites of the feat. (+4)
    Troll Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. A troll can instantly heal 2 points of damage he has just taken as an immediate action. The Troll can use this ability once a day, and an additional time per day per two character levels. The troll cannot use this ability to heal damage from fire or acid attacks, and any damage from such attacks prevent the troll from using this ability until the beginning of his next turn. (+4)

    (10 points total)

    Fae’ri:

    Ability Score Bonus: +2 Dexterity; Fae’ri are the swiftest of the civilized races. (+0)
    Small Size: Fae’ri 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. (+0)
    Slow Speed: 20 ft (4 Squares); Fae’ri have slow speed due to being small size. (-4)
    Low-light vision: Fae-ri can see twice as far as humans in conditions of dim light. (+1)
    Languages: Fae’ri begin play speaking Common and Fae. Fae’ri with high Intelligence scores can choose from the following: Celestial, Draconic, Goblin, Orc, Sylvan, and Troll. (+0)
    Skill Bonuses: +2 Fly, +2 Knowledge (Planes). Even though a Fae’ri does not have a fly speed, a Fae’ri can put skill points into the fly skill. (+2)
    Racial Weapon Familiarity: Fae-ri treat any weapon with the word “Fae-ri” in its name as a martial weapon, such as fae-ri sling-staff. (+0)
    Wings Fae’ri have wings that aid them in a number of different ways. Sadly, Fae’ri have lost their home plane, where they were able to fly with their wings. (+0)
    Guided Jump: A Fae’ri can use their wings to aid them in jumping. Fae’ri treat all their jump checks as if they have a running start, and do not take the -4 penalty due to their speed (normally -4). If a fae’ri performs a running start on a jump check, they get a +4 circumstance bonus to the check. A fae’ri may use their fly skill instead of acrobatics to make jump checks. (+4)
    Guided Fall: A Fae’ri can use their wings to slow their descent. Fae’ri takes damage as if any fall were 30 feet shorter than it actually is. (+4)
    Return: The Fae’ri all have the ability to instantly return to the Fayrealm, their home plane. Due to the Fae-realm being destroyed, they are immediately trust back to where they were. All Fae’ri have evolved this into a defensive ability. As an immediate action, a Fae'ri can attempt to instantly "blink" out of harm’s way when they are attacked by a physical attack. This grants the fae’ri a 20% chance to avoid the blow. The Fae’ri can use this ability once a day, and an additional time per day per two character levels. The Fae’ri cannot use this ability more than once in one round. (+4)

    (11 points total)

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