Mass Effect Pathfinder Conversion - Races


Homebrew and House Rules


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Ok, so I've been working on this wacky idea, a full conversion of the Mass Effect universe using the pathfinder system. I've gotten a good number of races worked out thus far, and have some layout plans for how the 'spellcasting' is going to work in this conversion.

First off, as some of the racial features refer to the 'spellcasting' system I'm using, it is similar to the magus's pool or ki pool to use various abilities, although these two pools are the biotic and tech pools for their corresponding 'spells'.

Leaving the background info of the races out of the post, but for the most part, its copy and paste from the Mass Effect Wiki. Now, onto the races. (Note, this is a lengthy post. Feel free to comment on just individual aspects and not the whole, although as much feedback as possible would be greatly helpful.)

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Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Spacer - Your childhood was spent on ships and stations, never staying at any one location for more than a few years. As a result, you’ve learned much about various features of spacecrafts, such as making repairs and various tools often used in them. Taking this racial trait allows you to add 1 additional skill point beyond the normal based on your level in Disable Device, Knowledge (Engineering), Ride, and Use Magic Device. This racial trait replaces skilled.

Earthborn - You were raised on the streets of the great megatropolises covering Earth. You escaped it by some method to live a greater purpose however. Using what you learned back then, you’ve become skilled in many kinds of skills. Taking this racial trait allows you to gain a skill focus bonus feat for Bluff, Climb, Disguise, Escape Artist, Intimidate, Knowledge (Local), Sleight of Hand, Stealth, or Survival at level 1, and an additional skill focus bonus feat at level 6 and 12. This racial trait replaces skilled.

Colonist - You were born and raised on a border colony. With the knowledge of adventuring to a distant world, you have a great understanding of how the outer rim worlds are, and how best to act in such circumstances. Taking this racial trait grants the character a +1 bonus in three of these options: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes), Perception, Ride, and Survival. In addition, if the character has already been to the current planet that he or she is on, the chosen bonuses are +3 instead. This racial trait replaces skilled.

The typical human format from pathfinder, although the alternate racial traits are different.

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Turian Racial Traits

+1 Strength, +1 Constitution, +2 Dexterity, -2 Charisma
Medium: Turians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Turians have a base speed of 30 feet.
Honorable Alignment: Turians must be one step from Lawful Neutral. Due to how they are raised from childhood, Turians have a strict sense of honor and dignity in their duties. In addition, they gain +2 intimidation against those who are not lawful.
Low-Light Vision: Turians can see twice as far as humans in conditions of dim light.
Military Tactics: Turians gain a natural +1 AC against ranged attacks. Having a better understanding of how most combat works, they are able to anticipate various attack patterns.
Academic Training: Turians, regardless of class, are proficient in Perception and Survival.
Languages: Turians begin play speaking Common and Turian. Turians with high Intelligence scores can choose Quarian, Salarian, Batarian, Asari, and Drell.

Alternate Racial Traits
Drop Out Turian - For possibly a number of reasons, the Turian was able to forego his standard military status, although possibly still having some military expertise. Having such an opportunity, he has had the ability to taste many other perspectives and ideals than the usual turian. This character is able to choose any alignment, and people who attempt to do a sense motive check on this character gets a -3 on their check. This trait replaces Honorable Alignment.

Questionable Ferocity - While most turians tend to lean towards a more calm and cultivated method of attacking their foes, this character has tossed aside any such tactics, seeing them more of a way to drag the fight on longer rather than ending it swiftly. This character gets -1 Dexterity, +1 Strength, and gains +2 intimidation. This trait replaces Military Tactics.

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Quarian Racial Traits

+3 Intelligence, +2 Dexterity, -2 Constitution
Medium: Quarians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Quarians have a base speed of 30 feet.
Weak Immune Systems: Quarians must make an additional saving throw against poisons, diseases, and the like.
Immune System Precautions: When attempting to initially resist an affliction of some sort, the Quarian may, as an immediate action, seal off a part of their suit, stopping the effects of it. While their suit is sealed, however, they take a -2 to dexterity. When unsealed, the effects of the affliction continues. This only prevents one affliction, and the quarian can only seal up to three parts of their suit at any given time.
Pilgrimage Search: Add +4 to Perception and Appraise checks on technological items. In addition, if able to properly identify the value of the item, gains a +6 on Use Device with it if applicable.
Darkvision: Quarians are able to see in the dark up to 60 feet. This is due to their visor’s innate enhancements.
Languages: Quarians begin play speaking Common and quarian. Quarians with high Intelligence scores can choose Turian, Salarian, Batarian, Asari, and Drell.

Alternate Racial Traits
Automation Researcher - Carrying on the weight of their lost home world, this quarian has become profound in knowing how to defeat automated enemies swiftly. As a standard action, when flanking an automated enemy or catching an automated enemy flat-footed, the quarian may attempt a Disable Device on it. If the roll surpasses the enemies CMD, the automated foe is disabled and turned off. The player may also attempt to gather data or cause a self destruct mechanism to occur a few seconds after, but doing so increases the requirements of bypassing the CMD by +5. This trait replaces Pilgrimage Search.

Combat Scanner Integration - Integrated into your visor instead of the normal capabilities of seeing further out into darkness, you instead have a sensor able to detect nearby foes, even if you cannot see them. You are able to detect all life forms within 30 feet (6 squares) even if they are through obstructions such as walls. This, however, is unable to detect cold life forms, automated beings that aren‘t producing higher amounts of heat, and can also have problems functioning in hazardous weather. This trait replaces Darkvision.

Anti-biotic Injectors - To adapt to various environments can be hazardous to quarians, and potentially life threatening due to their weak immune systems. To counter act such an infection, many quarians will use anti-biotic injectors. Once per day, the quarian may craft an anti-biotic injector, maximum of three injectors at any given time. Crafting one takes one hour, and does not require a skill check. These injectors cannot be traded, but can be used on others. Using an injector will cure any two of the following: Bleed, Nauseated, Paralyzed, Petrified, Sickened, and many kinds of poisons and diseases. This trait replaces Immune System Precautions.

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Krogan Racial Traits

+3 Strength, +2 Constitution, -2 Charisma, -2 Intelligence
Medium: Krogan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Krogan have a base speed of 30 feet.
Krogan Hide: Due to their strong hide, they gain +1 to their natural armor.
Wide-Set Eyes: With an eye set that have a 240-degree sight range, krogan are always proficient in Perception, regardless of class.
Brutal Demeanor: Krogan are known for their raw power when it comes to “negotiations”. Krogan may use their Strength modifier rather than their charisma for intimidation bonuses.
Low-light vision: Krogan can see twice as far as humans in conditions of dim light.
Languages: Krogan begin play speaking Common and krogan. Krogan with high Intelligence scores can choose Turian, Batarian, and Asari.

Alternate Racial Traits
Tank Bred - Tank Bred krogan’s often have more manipulation done to them to produce a certain feature compared to the normal krogan. While often looked down upon by other krogan, the tank bred often have a specific duty that they feel they must attend to. This is not always the case, however. Tank Bred krogan get -1 to strength and -2 to constitution, but may add +1 to dexterity, +1 to Wisdom, +2 to Charisma, or +2 to Intelligence. Once chosen, the decision cannot be reversed. In addition, when creating a tank bred krogan you may choose a favored enemy. The krogan gains a +2 bonus on bluff, knowledge, perception, sense motive, and survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A krogan may make knowledge skill checks untrained when attempting to identify these creatures. This trait replaces Brutal Demeanor.

Big Game Hunter - Prepared to prove his worth, this krogan often sets out to fight against foes stronger than himself from the average beings standpoint. To him, however, there is no greater honor than fighting strong foes, and slaying them or being slain by it. Whenever the krogan kills a non-humanoid enemy that has more than +2 CR than himself, he gains a survival point. He may spend these survival points to add +2 to any saving roll after the dice has already been rolled, or +1 to his AC, but before the attack or effect has been noted as being successful or not. This bonus can stack up to five times, lasts until the end of the round, and may be done as a free action. This trait replaces Krogan Hide.

Adjusted Dark-sight - Being adept to dark locations, the Krogan has adapted to seeing in the dark as though the krogan had Darkvision. However, being in darkness for so long has affected his innate senses to light, being dazzled in areas of bright sunlight. (Similar to Light Sensitivity). This racial trait replaces low-light vision.

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Asari Racial Traits

-2 Constitution, +2 Charisma, +1 Intelligence
Medium: Asari are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Asari have a base speed of 30 feet.
Mind Meld: As a full round action, the Asari may make an attempt to retrieve various pieces of knowledge from a target. If the target is willing, it requires a DC10. If the target is unwilling, it requires a DC20 plus whatever the targets will is instead. Add your will score to your roll to determine if you are successful. If unsuccessful, the Asari takes 1d4 points of damage to their intelligence for 1 hour per point of damage. Recover one point of intelligence for each hour that passes. You may only use this ability once per day.
Maiden: Young and adventurous, the Asari has a tendency for the new, and that which is interesting. Add +2 to perception and +1 in each skill the asari is proficient in that requires charisma.
Element Zero Exposure: Nearly all Asari are capable Biotic users. This is due to the abundant quantities of element zero located on Thessia. All Asari innately have 2 points in a biotic pool, and may innately know any one biotic ability that requires 1 point to cast. Caster level for this spell is equal to your primary class.
Languages: Asari begin play speaking Common and Asari. Asari with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Matron - Matrons have a strong tendency to settle into an individual place or planet. As a result, they gain +2 in knowledge (local) and +2 knowledge (plane) of that particular chosen planet. In addition, the asari has become experienced in Mind Melding, and adds +3 to any Mind Meld checks. This racial trait replaces Maiden.

Matriarch - Matriarch’s are wise, seeing most of what the galaxy has to offer. These Asari are highly respected among most races that know of their culture, and even without knowing command a strong presence. For such asari, add +2 to their Diplomacy, Intimidate, and Bluff skills. In addition, matriarch’s gain +2 on all saving throws against biotic powers. This racial trait replaces Maiden.

Nonexposed - Under normal circumstances the genes of an asari are passed from one to another, granting advancement and improvement in their evolution and knowledge. Somehow, this was not the case for this asari. Perhaps the line had become thinned from being so far from any strong traces of element zero, or perhaps a genetic experiment or genetic abnormality. Despite the case, this asari has had to live without the use of innate biotics from birth, and has learned to live life through a more rugged and unique experience compared to most. A nonexposed asari cannot take any class that normally uses a biotic pool. However, the Asari may add +1 to any two different abilities (dexterity, strength, ect.) This racial trait replaces Element Zero Exposure.

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Salarian Racial Traits

-2 Constitution, +2 Dexterity, +2 Intelligence
Medium: Salarians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Salarians have a base speed of 30 feet.
Fast Comprehension: Salarians are able to quickly think of solutions to things that they are knowledgeable in. Any knowledge checks may be done as a swift action instead of a standard action.
Crafty Crafter: When attempting to craft a weapon or armor that you are proficient in crafting, if your craft check is rolled +5 more than the required amount to craft the item, a bonus effect occurs. If it was a weapon or armor, it is considered masterwork. Additionally, when trying to craft a masterwork weapon from raw materials, add +5 to the DC.
Languages: Salarians begin play speaking Common and Salarian. Salarians with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Linguistic Genius - Any time the Salarian encounters a language that it is not familiar with, it may attempt to quickly decipher some of the aspects of the language through the movements, speech patterns, and the like from the thing that it is encountering. To decipher it, the Salarian must do a linguistics skill check. If a 20 or greater is rolled, you understand many aspects of the language, and are able to communicate sufficiently back. If the thing you are communicating with is capable of showing emotional reactions, lower the required DC check by 5. Additionally, if the thing you are communicating with shows movement through its actions while attempting to communicate, lower the required DC check by 5. This racial trait replaces Crafty Crafter.

Scientific Model - Specializing in the various sciences, you choose one of these sciences to specialize in: Biology, Nanotechnology, or Astrotechnology. If Biology is taken, if the Salarian has a Biotics Pool, add 2 points to its maximum. In addition, any occurring situations that require knowledge in the biological aspects gain +2 on their check. If Nanotechnology is taken, if the Salarian has a Tech Pool, add 2 points to its maximum. In addition, any occurring situations that require knowledge about smaller types of technology gain +2 on their check. If Astrotechnology is taken, Add +2 to the Salarian’s Ride skill and the Salarian‘s Knowledge Engineering. In addition, any occurring situations that require knowledge in regards to space ships that are not covered by knowledge engineering get a +2 on their check. This racial trait replaces Crafty Crafter.

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Volus Racial Traits

-2 Strength, +2 Wisdom, +2 Intelligence
Medium: Volus are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Volus have a base speed of 20 feet.
Logical Reasoning: While they may not have the savvy of other races, their logic behind their words usually is remarkable. Volus may use their Wisdom modifier rather than their Charisma for Diplomacy and Bluff.
Economical Tactician: When crafting or purchasing weapons, the Volus may craft or buy a fragile variant of the weapon. The fragile variant costs 1/3rd of the normal price of the normal variant rounded up, however has the fragile quality (if you roll a natural 1, the weapon becomes broken until repaired. If a natural 1 is rolled when it is already broken, the item is destroyed).
Languages: Volus begin play speaking Common and Volus. Volus with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Data Manipulator - A master of manipulating how information is distributed, once per day, the Volus may perform a disable device followed by a use magical device check from a personal data pad if he has one with a +10 on each roll. If successful, the Volus has performed a number of actions to change up much of the information that others nearby gain from various technological instruments to make anything the Volus says more creditable with various degrees of how much information. This racial trait replaces Economical Tactician.

Clanship - Among the volus, this one has a remarkable position within its tribe. As a result, it has had to learn some of the finer qualities to discuss matters with others. This volus has -1 intelligence, but +2 charisma. This racial feat replaces Logical Reasoning.

Technological Savior - Whenever a piece of armor, a weapon, or the ship you are in is about to be destroyed, either due to damage, an ability, or from the broken condition, you may do a knowledge engineering check. If you score higher or equal to 20, you prevent the object from being destroyed, being left at 1 hp. This character may use this ability once per day, plus an additional time for every five levels the volus is. (example, at level 5 you’ll be able to use it twice a day, at level 10 three times.) This racial feat replaces Logical Reasoning.

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Hanar Racial Traits

+2 Wisdom, -2 to One Ability Score, +1 to One ability Score.
Small: Hanar are small creatures, although with their tentacles fully extended, can actually be taller than most humans. They gain +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Hanar have a base speed of 20 feet.
Swift Swim: Although slow on land, in aquatic environments hanar are extremely agile, and have a movement of 60 in water. In addition, hanar are able to ignore any required swim checks unless the liquid is thicker than the normal water, such as types of gel.
Relentless Grapple: Hanar gain a +4 on all grapple checks. In addition, each consecutive turn that the grappled target remains grappled by the hanar, it may deal 1 damage to constitution, intelligence, or accuracy due to the excreted poisons from the hanar’s tentacles. The person inflicted with this damage recovers one point of damage for each hour that passes. This damage cannot effect cybernetic enemies.
Enkindler Knowledge: Most hanar have studied the ‘enkindlers’, and thus have a +8 knowledge religion and +8 knowledge history when it comes to the enkindlers. In addition, this hanar must be lawful.
Languages: Hanar begin play speaking Common and hanar. Hanar with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni), although their wording in various languages other than hanar may surprise those who have not met hanar before.

Alternate Racial Traits
Enkindle This - Although most of the hanar have studied rigorously about the enkindlers, some have simply taken that knowledge as a guideline, rather than to heart. As a result, the hanar has put its studies elsewhere, and gains a skill focus bonus feat of their choice. This hanar gains an additional skill focus bonus feat at level 8. This racial trait replaces Enkindler Knowledge.

Peaceful Negotiator - A common trait among the hanar, this one has decided to make it a priority to attempt for nonviolence in any given situation if able. Whenever a battle would start from an intimidation, bluff, or diplomacy check, the hanar must immediately roll their own intimidation, bluff, or diplomacy check to attempt to counteract the current situation. If unsuccessful, the hanar becomes displeased, and is sad for the state of affairs, getting -1 on any attack rolls for the remainder of the battle. This racial trait replaces Relentless Grapple.

At a later date, I am planning on including Drell, Elcor, Batarian, Vorcha, and Geth.


Racial ability score modifiers should be always even numbers. No exceptions. Period.


I'm a great fan of Mass Effect, lets see.

I agree with Drejk, ability modifiers in general are always even numbers the only exception is the increase every four levels, also I recommend you to check the Race builder from ARG.

Also I'm not sure about Honorable Alignment for Turians, I have never seen a race give alignment restrictions and I don't believe all the Turians are Lawful.


Tyrantherus, I like it. Krogan have a backup set of organs, I would consider giving Krogans the ferocity feat and a feat that heals 10 points of damage the first time a Krogan drops below 0 hit points.


Or crit immunity for krogans and leave it at that.

The races seem a bit OP, racial tendencies don't need to be reflected in game by innate modifiers or bonuses.

I'm curious what your rules for power point regeneration is, considering biotics and tech were used constantly in combat. For what little bit of OP the races are underpowering their powers would make them really unfun to play it seems to me.

I wonder if you made biotic, tech and combat powers work like class skills instead of spells. . .

Anyway, overall, you did a good job. Will be interesting to see where you take this.


Thanks for the feedback thus far guys.

Drejk wrote:
Racial ability score modifiers should be always even numbers. No exceptions. Period.

I did ponder about this, and you are probably right on this one. Will attempt to adjust in the near future.

edduardco wrote:

I'm a great fan of Mass Effect, lets see.

I agree with Drejk, ability modifiers in general are always even numbers the only exception is the increase every four levels, also I recommend you to check the Race builder from ARG.

Also I'm not sure about Honorable Alignment for Turians, I have never seen a race give alignment restrictions and I don't believe all the Turians are Lawful.

While most Turians are trained with a regiment that puts them usually under lawful, there is the alternate racial trait that gets rid of this limitation, Drop Out Turian. Despite this, a different name may be more suitable, as there are some that may have taken the proper training, and once acted lawful, but switched to a different route.

ParagonDireRaccoon wrote:
Tyrantherus, I like it. Krogan have a backup set of organs, I would consider giving Krogans the ferocity feat and a feat that heals 10 points of damage the first time a Krogan drops below 0 hit points.

Instead of having that innate, I may add that as an alternate racial feat. As is, the krogan race is already a tad strong in my opinion.

Belazoar wrote:

Or crit immunity for krogans and leave it at that.

The races seem a bit OP, racial tendencies don't need to be reflected in game by innate modifiers or bonuses.

I'm curious what your rules for power point regeneration is, considering biotics and tech were used constantly in combat. For what little bit of OP the races are underpowering their powers would make them really unfun to play it seems to me.

I wonder if you made biotic, tech and combat powers work like class skills instead of spells. . .

Anyway, overall, you did a good job. Will be interesting to see where you take this.

One thing that always got to me within my playgroup is that almost every time, people either played as humans or half-elves. This was mainly because of how open ended and powerful the classes were when most people compared them to others available. So far, I have yet to see a person play as a dwarf or even fathom playing as one. Simply put, I am trying to reflect the uniqueness of each race with its own varying potential benefits compared to an extremely flexible race such as human. they may be a tad on the OP side currently, but at the same time I am trying to emphasize more variety in the playgroup. I hope this gives some enlightenment as to why I am going with these tendencies for now.

As for the power pools, I'm still trying to work out the kinks myself, but right now I'm leaning towards maybe something along the lines of 1 point per minute, which may be long at lower levels in the classes that use biotics and tech. As the characters with those classes advance though, they'll gain additional pool points as they progress, leading to more consistent gameplay with biotics and tech. Despite this, being outside of constant combat, you'll most likely be recharging all your pool points fairly frequently.

I'll likely work on the adjustments on the racial ability scores tomorrow.


just so you guys know, this has been done...by paizo's editor in chief
link


Did not know that! Despite this, I'd still want to continue this personal project of mine... I'll wait on seeing the exact details of his version until I've completed mine and compare results. It'll be interesting to say the least how close or distant our ideas have formed! :)


Tyrantherus wrote:
Did not know that! Despite this, I'd still want to continue this personal project of mine... I'll wait on seeing the exact details of his version until I've completed mine and compare results. It'll be interesting to say the least how close or distant our ideas have formed! :)

can't wait either.


ok, update! Current changes!

Turian
racial trait modifiers changed to +2 con, +2 dex, -2 cha.
Alternate racial trait "drop out turian" renamed to "above the law".
Alternate racial trait "Questionable ferocity" changed modifiers to +2 str, -2 dex.

Quarian
racial trait modifiers changed to +2 int, +2 dex, -2 con.

Krogan
racial trait modifiers changed to +2 str, +2 con, -2 cha, -2 int.
Added racial trait "Critical Protection".

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Critical Protection: With additional organs and a strong hide, Krogan are able to withstand what would normally be fatal hits. All critical damage multipliers against the krogan are -1 of its standard critical hit multiplier. (Example, a weapon with a x3 critical hit multiplier is now a x2, a x2 is now just standard damage.)

Alternate racial trait "Tank Bred" now reduces only the con by -2, not the str.

Asari
racial trait modifiers changed to +2 cha, +2 int, -2 con.

Volus
Adjusted number of "Economical Tactician" to half instead of 1/3rd the normal buy/craft cost.

Hanar
racial modifiers changed to +2 wis, +2 int, -2 con.

While I managed to get some of this work done on Sunday, work kept me at bay from having the opportunity to double check and post the changes.

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