Some sugguestions for my homebrew races


Homebrew and House Rules


granted all these are just stat blocks. i used the racial playtest and gave each of them roughly 13-15RP. SO THEY ARE STRONGER THEN BASE CLASSES

The Sylvari

Fey (lowlight vision)

Medium

Normal Speed

Standard Modifier

+2 Dex, +2 Wis, -2 STR

Xenophobic array of Speech

They Start with only their language and must use a bonus language to speak anything else, or have points in linguistics

Eternal Hope

Members of this race gain a +2 racial bonus on saving

throws against fear and despair effects. Also, once per

day, after a natural roll of 1 on a d20, members of this

race may reroll and use the second result

Natural Armor

Members of this race gain a +1 natural armor bonus

Spell like Ablity - Barkskin (2)/1day

Climb Speed

20ft Climb Speed. +8 to climb checks

Dream Speaker

Members of this race gain a +1 bonus to the saving throw

DCs of divine spells and spells that produce sleep effects

that they cast. In addition, if a member of this race has

a Charisma of 15 or higher, it may use dream once per

day as a spell-like ability

Camouflage

+4 Stealth while in forested areas

Skill Bonus Knowelge Nature +2

Skill Bonus Survival +1

Skill Bonus: Perform - Sing +1

Tree Speech

Under the effects of a constant speak with plants

Fire Weakness - Fire damage done to you is incresed by 1 per caster level of the person casting it (not halved by reflex)
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The Norn

Humaniod

Large

Normal Speed

Human Heritage Mods

+2 to choice

Standard Language Array

Norn can speak Common. Norn with high INT can choose any of these: Giant, Goblin, Orc, Sylvan, Akari.

Fearless

Members of this race gain a +2 racial bonus on all saving throws

against fear and may reroll one round later to end if effected by fear based spells or effects

Stablitiy

Members of this race receive a +4 racial bonus to their Combat

Maneuver Defense when resisting a bull rush or trip

attempt while standing on the ground

Totem ( CHOOSE ONE, CANNOT BE CHANGED AFTER YOU MAKE THE CHARACTER)

Bear: +1 Attack and damage with Two handed Weapons

Wolf: +1 Attack and damage with one handed weapons

Raven: +1 attack and damage with ranged weapons (not thrown melee weapons)

Snow Lepord: +1 Attack and damage with double weapons

Thrill of the hunt The Norn cannot retreat from battle unless the odds are greater then 3 to 1, he is under 25% HP, or is facing a magic user

Reach

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The Darkhost (The Akari-spawn)

Half Undead (5)

• Half-undead have the darkvision 60 ft. racial ability.

• Half-undead gain a +2 racial bonus on saving throws

against disease and mind-affecting effects.

• Half-undead take no penalties from energy draining

effects, though they can still be killed if they accrue more

negative levels than they have Hit Dice. After 24 hours, any

negative levels they’ve gained are removed without any

additional saving throws.

• Half-undead creatures are harmed by positive energy

and healed by negative energy. A half-undead creature

with the fast healing special quality still benefits from

that quality

Medium

Normal Speed

Standard Mods

+2DEX, +2INT, -2CHA

Linguist Array

They start with Akari and Common, can learn any other language with high int besides secret ones

Cats Luck

Members of this race gain the following ability: Once per day, when you make a Ref lex

saving throw, you can roll the saving throw twice and

take the better result. You must decide to use this ability

before the saving throw is attempted

Dual-Minded

Members of this race gain a +2 bonus on

all Will saving throws

Shadow Resistence

Members of this race gain cold resistance 5 and electricity

resistance 5.

Shadow Blending

Attacks made against

members of this race while they are in dim light have a

50% miss chance instead of the normal 20% miss chance.

This ability does not grant total concealment; it just

increases the miss chance. This is a supernatural ability

Fast +10 movement speed

Night Stalker +4 stealth in darkness, -2 stealth in light

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The Commoners (AKA Humans)

Humaniod

Medium

Normal Speed

Human heritage

+2 to any

Lingust array

Stubborn

Members of this race gain a +2 racial bonus on Will saving throws to resist

spells and spell-like abilities of the enchantment (charm)

and enchantment (compulsion) subschools. In addition, if

a member of this race fails such a save, it receives another

save 1 round later to prematurely end the effect (assuming

the spell or spell-like ability has a duration greater than 1

round). This second save is made at the same DC as the f irst.

If the member of the race has a similar ability from another

source (such as a rogue’s slippery mind class feature), it can

only use one of these abilities per round, but can try one on

the second round it the f irst reroll ability fails

Ferocity

When a member of this race’s hit points fall below 0 but it is not

yet dead, it can continue to f ight. If it does, it is staggered,

and loses 1 hit point each round. Members of this race

still die when their hit points reach a negative amount

equal to their Constitution score

Weapon Familiarity - Longsword, Long Bow

Adaptablity

Members of this race receive Skill Focus as a bonus feat

at 1st level

Bonus Feat

Master Tinker

Member of this race gain +1 bonus on Disable Device and

Knowledge (engineering) checks. Members of this race

are also treated as proficient with any weapon you have

personally crafted

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The Crystal Hearts (The Yern)

Half Construct

• Half-constructs gain a +2 racial bonus on saving throws

against disease, mind-affecting effects, poison, and

effects that cause either exhaustion or fatigue.

• Constructs do not breathe, eat, or sleep, unless they want

to gain some beneficial effect from one of these activities.

This means that a construct can drink potions and can

sleep in order to regain spells, but neither is required to

survive or stay in good health

Medium

Slow and Steady speed

20ft movement speed, but cannot be dropped below 20ft by armor

Standard Mods

+2STR, +2CHA, -2CON

Lingust Array

Spell Resistence Lesser

Members of this race gain spell resistance equal

to 6 + its level

Spell-like Ablity - Charm Person

Gate Crasher

Members of this race gain a +2 bonus on Strength checks

to break objects and a +2 bonus on combat maneuver

checks to sunder

Sociable

When members of this race attempt to change a creature’s

attitude with a Diplomacy check and fail by 5 or more,

they can try to inf luence the creature a second time even

if 24 hours have not passed

Broken Body

If a Yern dies he suffers from a Broken Body. All healing effects on him are reduced to half and he looses his racial +2 str. A Yern can repair himself with a Knowledge (eng) DC of 5+ his level and 250 gold per level in gemstones. so a level 10 would have to make a DC 15 check and spend 2.5k to repair himself. He can also have someone else repair him, but the Knowledge check increases to 10 + the Yerns level. Once repaired he regains his +2STR and healing effects him normally

sorry if thats hard to read, i cant get it to paste any better. do any of them seem over powered in any way compared to the others?


Fluff?

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