My Alternate Races


Homebrew and House Rules

Sovereign Court

Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Greetings, all! I'm working on a very slow, long-term homebrew project for my home campaign setting. I've developed some alternate race stats for the setting. The setting is based on the ancient Mediterranean and is decidedly low-magic. I'll be using E6 for this setting, and I'm working on switching some classes around and adding some of my own.

I've only included those races that have changed, so no humans here. I have not used Paizo's new race-building system, I used VoodooMike's system here along with some renamed alternate traits from the APG. I'd like to know if the community thinks they're balanced and see if you guys can catch anything I missed. Here they are:

Dwarves:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves 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.
Suspicion: Dwarves receive a +2 bonus on Sense Motive skill checks.

Elves:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Extremopile: 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.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Lithe: Elves receive a +2 racial bonus on Acrobatics skill checks.

Halflings:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings 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: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Hill and Wagon Folk: Halflings receive a +2 racial bonus on Handle Animal and Climb skill checks, and receive a +4 racial bonus on Survival checks to avoid getting lost.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Half-Elves:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Extremopile: Half-elves receive a +2 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.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Skilled: Half-Elves gain an additional skill rank at first level and one additional rank whenever they gain a level.

Half-Orcs:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Skilled: Half-Orcs gain an additional skill rank at first level and one additional rank whenever they gain a level.

Orcs:
+2 Strength, +2 Wisdom, -2 Intelligence: Orcs are strong and possess a type of animal cunning, but are otherwise rather stupid.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 120 feet.
Goblinoid Resilience: Orcs receive a +2 bonus on saving throws against poison and disease.
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.
Resourceful: Orcs receive a +2 racial bonus on Survival checks.

Goblins:
+2 Dexterity, +2 Intelligence, -2 Wisdom: Goblins are strong for their size and quick in both mind and body, but are skittish and rash.
Small: Goblins 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.
Fast: Goblins are fast for their size and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 120 feet.
Animal Affinity: Goblins receive a +2 racial bonus on Handle Animal checks.
Goblinoid Resilience: Goblins receive a +2 bonus on saving throws against poison and disease.
Light Sensitivity: Goblins are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Scent: Goblins have incredibly keen noses and receive the scent special quality.
Sneaky: Goblins receive a +2 racial bonus on Stealth checks.


Looks balanced to me,but I'm not a licensed balance expert :P

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