Race Redesign


Homebrew and House Rules


Ok so it is late, I don't feel like sleeping, Pepe Le'Boom isn't quite ready for Lemmy's build thread yet, and I am bored. So, I have decided to tinker with races in Pathfinder (and by tinker I mean redesign). I have gone through 27(?) races already extant in pathfinder so far and decided to post them hear to see what people think. Some where balanced up while others where balanced down, but overall the strength of races has gone up (just saying as a heads up that it was an intentional design decision on my part). Also, I do use the optional hero point system as well.

I'll go ahead and post my changes to the core races. I'll post the rest later.

Spoiler:
Humans
+2 to any ability score
Type: Humanoid (human)
Size: Medium
Base Speed: 30 ft.
Vision: Normal Vision
Languages: Common plus their regional language. Furthermore, Humans with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Heroic: Some humans are born heroes. Each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2.

Dwarves
+2 Con and +2 Wis
Type: Humanoid (dwarf)
Size: Medium
Base Speed: 20ft, but don't take and armor class or encumbrance penalty to speed.
Vision: Dwarves gaint Darkvision 60 ft.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Elves receive a +2 racial bonus on Perception checks.
Natural Architect: Dwarves get a +2 racial bonus on all Knowledge (Engineering) checks.
Cave Dweller: Dwarves get a +2 bonus on all Knowledge (Dungeoneering) checks.
Tenacious Worker:Dwarves gain a +1 bonus on any craft and profession checks.
Hatred: Dwarves gain a +1 bonus to attack agains humanoids with the Giant, Orc, or Goblin subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Elves
+2 Dex and +2 Int
Type: Humanoid (Elf)
Size: Medium
Base Speed: 30 ft.
Vision: Low-Light Vision
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on concentration checks made to cast arcane spells defensively. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Gnomes
+2 Con and +2 Cha
Type: Humanoid (Gnome)
Size: Small
Base Speed: 20 ft.
Vision: Darkvision 60 ft.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Explorers: Gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice.
Gift of Tongues: Gnomes gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Magical Linguist: Gnomes add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level.
Eternal Hope: Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.

Halflings
+2 Dex and +2 Cha
Type: Humanoid (Halfling)
Size: Small
Speed: 30 ft.
Vision: Normal Vision
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
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. Also, three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus.

Half-Elves
+2 to any ability score
Type: Humanoid (Elf, Human)
Size: Medium
Base Speed: 30 ft.
Vision:Low-Light Vision
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Integrated:Half-elves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Sociable: If a half-elf attempts to change a creature's attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Dual Minded: Half-elves gain a +2 bonus on all Will saving throws.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elf-Blood: Half-elves count as both elves and humans for any effect related to race.
Multi-Talented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Half-Orcs
+2 to any ability score
Type: Humanoid (Human, Orc)
Size: Medium
Base Speed: 30 ft.
Vision: Darkvision 60 ft.
Fringe Survivor: Half-Orcs gain Endurance as a Bonus Feat.
Orc Senses: Half-Orcs gain a +2 bonus to perception and the scent ability.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.


Removing the ability penalty was a particularly interesting move. one that i don't necessarily believe to be a bad one, though it's probably worth a discussion.


I removed the ability penalties from my game a couple years back (with no detrimental effects). When I post races here, I throw them in (the penalties) just to get a critique without folks acting like it is the end of the world or otherwise derailing a thread (many act like you're changing the rules at their gaming table with some new ideas and get all silly).

For humans, I gave mine Eternal Hope (2 RP) vs Heroic (4 RP).

We don't use gnomes; halflings are more like the Dark Sun version (wild forest dwellers, canabalistic, tribal) and dwarves are very similar to what you present here.

Regarding elves, my version deviates significantly: elves have a 40 speed, and no weapon familiarity or elven magic. The weapon familiarity always seemed out of place as a racial trait (more like a filler). This sort of thing should be reflected in the feat choices and class choices a character makes, in my opinion (same with elven magic, it's an alternate trait in my campaign). For abilities, I also went the route of elves get "+2 Dexterity; +2 Intelligence or +2 Wisdom" and received the "Lifebound" trait. Additionally, I also returned the elves old "secret doors" trait to my campaign.

I think, for half-orcs, I gave them "Ferocity" instead of "Orc Ferocity".

Overall, I really like what you did with the core races.


Thanks for the responses so far.

+5 Toaster-The main reason I went with dropping the penalty was that it was the easiest way to balance the races against themselves (and the easiest way to balance them up). So, it was less philosophical soul searching and more pure laziness on my part.

Da'arth-I went with dropping the ability score penalty as it was an easy point to balance and give most of the races a boost.

Humans-I gave them heroic simply because I didn't really know what else to give them to bring them up, and since I was already using the hero points system it seemed like the easiest fix.

Gnomes-I tend to have a soft spot for the smaller races so I decided to keep gnomes. I treat them as the new arrivals to the world and therefore, tend to be natural explorers in the world and try to gather as much knowledge as they can (I decided this meant they had a gift for gab instead of an obsessive mindset).

Haflings-In my games Haflings are the favored of the fates (as the fates created them to be their emissaries to the world) hence the halfling luck. Also, they know they are favored by fate (hence the fearless).

Dwarves-The main reason for the changes to Dwarves was to limit the "fiddly" bonuses as much as possible and give them something players (and me) don't have to spend as much time thinking about during the game.

Elves-Elves were already more or less where I wanted them mechanically and I simply was to lazy to go through the effort of a complete re-work of the fluff (even though I feel they would be better served acting as you described them).

Half-Orcs-Eh, whats in a name?

Thank you for the feedback I'll go ahead and see if I can get some of the rest up later today.


I'll go ahead and post the next batch of races. These are my conversions of the native outsiders including:Aasamar, Teiflings, Fetchlings, Suli, Ifrits, Oreads, Sylphs, and Udines.

Spoiler:
Aasimar
+2 Wis and +2 Cha
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 60 ft.
Languages:Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Unforced Honesty:Aasamars gain a +4 bonus on all Diplomacy checks.
Spell-like Ability:Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance:Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Celestial Blood:Aasimars count as both Native Outsiders and Humans for any effects related to race.

Tieflings
+2 Int and +2 Cha
Type:Outsider (native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 60 ft.
Languages:Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Beguiling Liar:Tieflings gain a +4 bonus on all bluff checks.
Spell-like AbilityTieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance:Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Blood:Teiflings count as both Native Outsiders and Humans for any effects related to race.

Fetchlings
+2 Dex and +2 Cha
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision and Darkvision 30 ft.
Languages:Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
Shadowed Studies:+2 Bonus on Knowledge (Planes) and stealth checks.
Shadowy Resistance:Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Ability:A fetchling can use disguise self once per day as a spell-like ability. They can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice.
Shadow Blood:Fetchlings count as both Native Outsiders and Humans for any effects related to race.

Suli
+2 Str and +2 Cha
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 30 ft.
Languages:Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.
Elemental Resistance:Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Elemental Assault:Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Elemental Blood:Suli count as both Native Outsiders and Humans for any effects related to race.

Ifrit
+2 Dex and +2 Cha
Type:Outsider (native) and Humanoid (human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 60 ft.
Language:Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Fire Resistance:Ifrit gain Fire Resistance 5
Pyromaniac:Ifrit with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Ifrit with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, and produce flame. The caster level for these effects is equal to the Ifrit's level; the DCs are Charisma-based.
Fire Breather:Once per day, as a standard action, Ifrit can make a supernatural breath weapon attack that deals 1d6 points of fire damage in a 15 ft. cone. This damage increases by 1d6 for every 4 character levels the Ifrit gains. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the Ifrit's character level + the Ifrit's Charisma modifier. Those that succeed on the save still take half famage from the attack.
Elemental Blood:Ifrit count as both Native Outsiders and Humans for any effects related to race.

Oread
+2 Str and +2 Wis
Type:Outsider (native) and Humanoid (human)
Size:Medium
Base Speed:20 ft. and 20 ft. burrow speed
Vision:Darkvision 60 ft.
Languages:Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.
Acid Resistance:Oreads have acid resistance 5.
Granite Skin:Oreads gain a +1 racial bonus to natural armor.
Stoneseer:Oreads add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user's character level):Constant—nondetection;1/day—magic stone, stone shape, and stone tell
Elemental Blood:Oreads count as both Native Outsiders and Humans for any effects related to race.

Sylph
+2 Dex and +2 Int
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:40 ft.
Vision:Darkvision 60 ft.
Languages:Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Energy Resistance:Sylphs have electricity resistance 5.
Spell-like Ability:Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Whispering Wind:Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. Also, Sylphs reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Elemental Blood:Sylph count as both Native Outsiders and Humans for any effects related to race.

Udines
+2 Dex and +2 Wis
Type:Outsider (native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft. and they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Vision:Darkvision 60 ft.
Languages:Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Amphibious:Undines with this racial trait gain the aquatic subtype and amphibious special quality.
Cold Resistance:Undines have cold resistance 5.
Suspicious:Udines gain a +2 bonus on all Sense Motive and Perception checks.
Water Sense:Undines can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water
Elemental Blood:Udines count as both Native Outsiders and Humans for any effects related to race.


Dot.


Ok here are the Anthropomorphic Races: Catfolk, Ratfolk, Lizardfolk, Tengu, Grippli, and Vanara

Spoiler:
Tengu
+2 Dex and +2 Wis
Type:Humanoid (Tengu)
Base Speed:30 ft.
Size:Medium
Vision:Low-Light Vision
Languages:Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
Sneaky:Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist:Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained:Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Long-Nose Form:Once per day, Tengues can assume the form of a human whose nose is the length of your beak. This spell-like ability functions like Alter Self with a caster level equal to your character level.

Catfolk
+2 Dex and +2 Cha
Type:Humanoid (Catfolk)
Base Speed:30 ft.
Size:Medium
Vision:Low-Light Vision
Languages:Catfolk begin play speaking Common and Catfolk. catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat's Luck:Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Clever Cat:Catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
Curiosity:catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. These bonuses stack with the bonuses granted by Clever Cat.

Ratfolk
+2 Con and +2 Wis
Type:Humanoid (Ratfolk)
Base Speed:20 ft.
Size:Small
Vision:Darkvision 60 ft.
Languages:Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
Silent Stalker:Ratfolk gain a +2 racial bonus on Perception and Stealth checks and perception and Stealth are always class skills for them.
Disease Resistance:Ratfolk gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Home Among Shadows:Whenever a Ratfolk has concealment or total concealment, the miss chance of attacks against it increases by 5%.
Fell Magic:Ratfolk gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell's level + the user's Wisdom modifier.

Vanara
+2 Dex and +2 Wis
Type:Humanoid (Vanara)
Base Speed:30 ft. and 30 ft. Climb speed
Size:Medium
Vision:Low-Light Vision
Languages:Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.
Nimble: Vanaras have a +4 racial bonus on Acrobatics checks.
Expert Climber:Vanaras can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, Vanaras are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus), and allows Vanara to always treat climb as a class skill.
Prehensile Tail:A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Grippli
+2 Con and +2 Cha
Type:Humanoid (grippli)
Base Speed:30 ft. and 20 ft. Climb Speed
Size:[b]Small
[b]Vision:
Darkvision 60 ft.
Languages:Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Camouflage:Gripplis receive a +4 racial bonus on Stealth checks.
Swamp Stride:A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Terrifying Croak: Grippli gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Toxic:Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Grippli can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action with the following effect: Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the Grippli's Hit Dice + the Grippli's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save.

Lidzardfolk
+2 Str and +2 Con
Type:Humanoid (Reptilian)
Base Speed: 30 ft. and 30 ft. Swim Speed
Size:Medium
Languages:Lizardfolk begin play speaking Common and Draconic. Lizardfolk with high Intelligence scores can choose Aquan, Boggard, Grippli, Gnoll, Orc, and Sylvan.
Keen Senses:Lizardfolk gain a +2 bonus to Perception checks.
Natural Swimmers:Lizard folk gain a +4 bonus on swim checks (this bonus stacks with the bonus from their swim speed) and they can always take 10 while swimming.
Natural Armor:Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Natural Attacks:Lizardfolk gain a 1d3 bite attack and 2 1d4 claw attacks as natural attacks.


using the vishkanya's venom for the grippli is interesting.


IMO the gnome's mental stat bonus should be to INT instead of CHA, though you seem to have gotten rid of their craftyness and also I don't see where they get the bonuses to the DCs of illusion spells.
I also feel like it would balance better if humans and their halves got to choose one mental and one physical stat, to match everyone else.


ok so this should be the last batch of races. These basically represent the "other" races created and re-balanced at player request, and usually come from those that are simply not that populous to begin with or from societies that rarely create those with the temperament to be heroes. These races include the following: Dhampir, Changelings, Drow, Androids, Kitsune, and Seedlings.

Spoiler:
Dhampir
+2 Str and +2 Cha
Type:Humanoid (Dhamphir)
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision and Darkvision 60 ft.
Languages:Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
Undead Resistance:Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain:A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative:Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Spell-like Abilities:A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
Negative Energy Affinity:Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Seedlings
+2 Con and +2 Cha
Type:Plant
Size:Small
Base Speed:20 ft.
Vision:Low-Light Vision
Languages:Seedling begin play speaking Sylvan and Common. Seedlings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Natural Armor:Seedlings have tough, rugged skin, granting them a +2 natural armor bonus.
Natural Magic:Seedlings with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day–detect poison, goodberry (created berries bud from the Seedling's body), and purify food and drink. The caster level is equal to the Seedling's level. The DC for these spells is equal to 10 + the spell's level + the Seedling's Charisma bonus.
Light Dependent:Seedlings take 1d4 points of Constitution damage each day they go without exposure to sunlight.

Android
+2 Str and +2 Int
Type:Humanoid (Human) and Construct
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision and Darkvision 60 ft.
Languages:ndroids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Constructed:For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
HUD:Internal Displays and sensors give Androids a +2 bonus on all perception checks.
Emotionless:Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Changelings
+2 to charisma
Type:Humanoid (Changling)
Size:See Ancestry
Base Speed:See Ancestry
Vision:Darkvision 60 ft.
Languages:Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Supernatural Grace:Changelings gain a +2 dodge bonus to AC.
Ancestry:A changeling inherits one of the following racial traits, depending on her mother's hag type:
Annis Hag:Your mother is one of the hulking Annis Hags. As such, you are considered a Large size creature and have a 20 ft. movement speed.
Green Hag:Your mother is one of the deceptive Green Hags. As such, you are a medium sized creature with a 30 ft. movement speed. You recieve a +2 racial bonus to Intelligence, a +4 bonus on all Bluff checks, and can use Alter self as a spell like ability once per day.
Sea Hags:Your mother is one of the terrifying Sea Hags. As such, you are a Medium creature with a 30 ft. movement speed and a 30 ft. swim speed. You receive a +2 bonus to Constitution, +4 bonus on intimidate checks, and are considered an Aquatic creature with the Amphibious subtype.

Drow
+2 Dex and +2 Cha
Type:Humanoid (elf)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 90 ft; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Elven Immunities:Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses:Drow gain a +2 racial bonus on Perception checks.
Spell-like Abilities: Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Kitsune
+2 Dex and +2 Cha
Type:Humanoid (shapechanger) and Humanoid (Kitsune)
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision
Languages:Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.
Change Shape:A kitsune can assume the appearance of a specific single human form of the same sex or take the form of a small sized Fox. The kitsune always takes this specific form when she uses this ability whether she is turning into a fox or human. A kitsune in her altered form gains a +10 racial bonus on Disguise checks made to appear human or as a fox. Changing shape is a standard action. This ability otherwise functions as alter self if used to turn into a human or Beast Shape I if used to turn into a fox, except that the kitsune does not adjust her ability scores or gain any natural armor bonus from the form.
Kitsune Magic:Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 1/day Dancing lights, Disguise Self, and Charm Person


master_marshmallow wrote:

IMO the gnome's mental stat bonus should be to INT instead of CHA, though you seem to have gotten rid of their craftyness and also I don't see where they get the bonuses to the DCs of illusion spells.

I also feel like it would balance better if humans and their halves got to choose one mental and one physical stat, to match everyone else.

Well, in my game I did make them a little more on the bright and optimistic side (if anything to balance out the fact that I have at least 5 darker races) but to each his own. Also, the reason I think they get bonuses to illusion spells in core Pathfinder is that Paizo wanted to add some of that mischievousness flair while sticking to something charisma based, and I would guess that illusion fit that bill for them. I am by no means an expert designer so I could be way off, but that would be my best guess.

As far as the humans and their halves some other possibilities to their ability score could be:
Half-Orcs:+2 Str and +2 Wis
Half-Elves:+2 Con and +2 Cha
Humans:This ends up being the problem for me as I would think allowing the a +2 to any physical and a +2 to any mental would end up being two powerful of an ability. Maybe give them a +2 Con and +2 ability score of their choice in order to reflect their hardy and adaptable nature might be better?

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