Floating racial ability modifiers


Homebrew and House Rules

Grand Lodge

Hail Pathfinder players!

I recently jumped back into the Fantasy RPG hobby after far too many years away. I have been playing DND Encounters and although I enjoy 4th ed. it is not the game that I have fond memories of playing back in my youth when AD&D 2nd ed. was the king of the rpg world.

I recently learned about Pathfinder and the forthcoming (at that time) Beginner Box so I bided my time and now I have it in my grubby little paws and I was blown away! It is very much the spiritual successor to the game that I loved back in the day. I also picked up the Core Rulebook and Beastiary, and I am planning a campagn to start in January.

My question here is about character creation, and I aplogize if this sort of thing has been hashed out here before but I am a newbie to these forums.

In 4th ed DND, the new race rules allow for a fixed +2 bonus to one ability score and then a choice between 2 other abilities for a second +2. Has this sort of thing ever been used or considered as a house rule for Pathfinder campaigns? Good or bad results?

To my thinking, it would look something like this:

Dwarf: +2 Constitution, +2 Wisdom or Strength, -2 Charisma

Elf: +2 Dexterity, +2 Intelligence or Wisdom, -2 Constitution

Gnome: +2 Charisma, +2 Constitution or Intelligence, -2 Strength

Half-Elf: +2 to One Ability Score

Half-Orc: +2 to One Ability Score

Halfling: +2 to Dexterity, +2 to Charisma or Con. -2 to Strength

Human: +2 to One Ability Score

All other racial traits would remain the same.

Questions, comments, etc. ?

Dark Archive

Well, it would break the cardinal rule of strength + constitution, but other than that it seems like an okay houserule. I'm predicting a lot of dwarf barbarians at your table.


In my home games, the following racial ability modifiers are used:

- Human: +2 to One Ability Score.
- Dwarf: +2 Strength OR Constitution, +2 Wisdom, and –2 Dexterity OR Charisma.
- Elf: +2 Dexterity, +2 to One Mental Ability Score.
- Halfling: +2 Constitution OR Dexterity, +2 Wisdom OR Charisma, and –2 Strength

Don't really use gnomes or half-races.

Dark Archive

Detect Magic wrote:

In my home games, the following racial ability modifiers are used:

- Human: +2 to One Ability Score.
- Dwarf: +2 Strength OR Constitution, +2 Wisdom, and –2 Dexterity OR Charisma.
- Elf: +2 Dexterity, +2 to One Mental Ability Score.
- Halfling: +2 Constitution OR Dexterity, +2 Wisdom OR Charisma, and –2 Strength

Don't really use gnomes or half-races.

Do your elves still get a -2 to Con, or have you removed that?


Removed the penalty to Constitution. Seems strange for a race known for its longevity to have inferior Fortitude.

In that respect, these elves are more akin to Tolkien's.

Regarding balance, I don't think it is too overpowering. My players favor humans, still.


JSollars wrote:
In 4th ed DND, the new race rules allow for a fixed +2 bonus to one ability score and then a choice between 2 other abilities for a second +2. Has this sort of thing ever been used or considered as a house rule for Pathfinder campaigns? Good or bad results?

'Floating' ability modifiers allow for players to create characters which exemplify different aspects of the iconic races. To that end, I think it is a wonderful implement.

Dark Archive

Detect Magic wrote:
JSollars wrote:
In 4th ed DND, the new race rules allow for a fixed +2 bonus to one ability score and then a choice between 2 other abilities for a second +2. Has this sort of thing ever been used or considered as a house rule for Pathfinder campaigns? Good or bad results?

'Floating' ability modifiers allow for players to create characters which exemplify different aspects of the iconic races. To that end, I think it is a wonderful implement.

...so long as your players aren't looking to always optimize stats. Starting off a fighter or barbarian with an 18 in strength and constitution is powerful. The same with a paladin with an 18 in strength and charisma.


I like it Detect Magic's way, but I leave in the elf's -2 con and I keep the dwarf locked to +2 Con, no strength option. I let gnomes take +2 Int or +2 Cha. Half races still work as humans.

To stick with the spirit of pathfinder race design, you should probably keep a tight rein on ability score options to keep one bonus mental and one bonus physical. It's designed that way so your race doesn't make you extremely good at any one thing.

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