"Balancing" the Races


Homebrew and House Rules


I have this idea for a while to make the races a little more "balanced" with each other so as to allow more powerful races and more variety in there abilities. This may not work for everyone and is designed for fun.

All abilities, traits, etc. listed are in addition to what the race has unless noted otherwise.

Aassimar- Celestial traits(2)
Android- +2Str
Catfolk- +2Dex, 2 Claws(1d4), Scent, +2 Acrobatics
Changeling- Hag Trait(1), +2 Bluff, +2 Sense Motive
Dhampir- Vampire traits(2)
Dwarf- +2Con, +1 natural armor, +2 any one Craft skill
Drow- +2Dex
Duergar- +1 natural armor, +2 Disable Device
Elf- +2Dex, Bond of the Land(forest), pass without trace
Fetchling -+2 Disguise
Ghoran- N/A
Gillmen- Loose Water Dependacy, Blind-sense 30' radius(under water), +2 Knowledge(Arcana), +2 Knowledge(History)
Gnome- +2Dex, Improved Gnome Magic, +2 Knowledge(Nature)
Goblin- Scent, W.F.(short sword, short bow), Weapon Finesse, +2 Disable Device
Goblin, Monkey- Scent, W.F.(Kukri, Throwing Axe), Weapon Finesse, +2 Survival
Grippli- +2Dex, Tongue, Jumper, Weapon Finesse, +4 Jump
Half-Elf- +2 Any, W.F.(pic 2 elf or one martial/exotic), Skilled or Bond of the Land(Forest)
Half-Orc- +2 Any, Scent, Stubborn, +2 Climb
Halfling- +2Dex, Weapon Finesse, +2 Escape Artist, +2 Linguistics
Hobgoblin- Scent, W.F.(Long Sword, Long Bow), +2 Climb, +2 Sense Motive
Human- +2 Any, W.P.(one martial/exotic), 1 class skill, 1 free language, +2 to any one skill
Ifrit- +2Str, Fire Res. 10, Fire Traits(2)
Kitsune- +2Int, Change Shape(Fox), Scent
Kobold- New Racial Mods(+2Dex -2Str), Energy Res. 10, Dragon Traits(3)
Lashunta(F)- +2Con, Low-light Vision, W.F.(Scimitar, Trident), +2Diplomacy
Lashunta(M)- +2Con, Low-light Vision, W.F.(Battle Axe, War Hammer), +2 Intimidate
Merfolk- Land Legs(Su), Sea Singer, Knowledge(Nature) and Perform are class skills, +2 Bluff
Nagaji- +2Con, Hold Breath, Bite(1d4), Poison Bite(con mod +level/day), Naga Trait(1)
Orc- +2 Wis, Scent, +2 Climb, +2 Intimidate
Oread- +2Con, Acid Res. 10, Earth Traits(2)
Ratfolk- +2Dex, scent, Bite(1d3), +2 Stealth
Samsaran- +2Cha, Improved Samsaran Magic, Skilled
Strix- +2Cha, +2 Intimidate
Suli- +2Int, Improved Energy Strike
Sylph- +2Dex, Elec. Res. 10, Air Traits(2)
Syrinx- +2Dex
Tengu- +2Dex, Change Shape(Raven)
Tiefling- +2Cha, Fiendish Traits(2)
Undine- +2Str, Cold Res. 10, Water Traits(2)
Vanara- +2Dex, Scent, Bite(1d4), +4 Jump
Vishkanya- +2Wis, Hypnosis(1/day)
Wayang- +2Dex, Low-light Vision, Weapon Finesse, Improved Shadow Magic

W.F.-Weapon Familiarity


Celestial Traits
1)Halo-see advanced races
2)Speak with Animals-constant super natural ability
3)Holy Blood-blood like holy water
4)DR2/evil-improves to 5/evil at lv 7 and 10/evil at level 15
5)Wings-fly 60ft(good) cost two traits
6)SR-gain Spell Resistance of 6+level
7)Imp. Energy Res.
8)Spell Powers
9)Protective Aura-10'radius aura gain +1 to ac/saves vs evil
10)Immunity- gain immunity to disease or petrification

Fiendish Traits
1)Claws-gain two claw attacks for 1d4
2)Gore/Bite-gain a gore or bite attack for 1d6
3)Prehensile Tail-as Vanara
4)DR2/good
5)Wings
6)Spell Powers
7)SR-
8)Imp. Energy Res.
9)Limited Telepathy-as Lashunta
10)Immunity-gain immunity to diseas or poison

Dragonic Traits
1)Breath Weapon-gain powerful limited use or weak every 1d4 rounds version.
2)Wings-as celestial trait
3)Bite
4)Claws
5)Loose Light Sensitivity
6)Paralysis/Sleep Res.
7)SR
8)Imp. Energy Res.
9)Tail slap-tail 1d4+1 1/2 str
10)Immunity-gain immunity to sleep or paralysis

Vampire Traits
1)Bat Form-at will
2)Wolf Form-at will
3)Fast Healing-1hp, 3hp lv5, 5hp lv10, 7hp lv15, 10hp lv20
4)DR2/silver
5)Spider Climb
6)Gaseous Form- 1minute per level can used in 1 minute increments
7)Blood Drain+ Blood Healing-can store blood points based on con score, use to heal self for 1d8 for each point used
8)Claws
9)Telekinesis- as spell, 1 round per level, I round increments.
10)Immunity-gain immunity to charm, sleep, death effects, energy drain, stun, paralysis, disease, or poison

Air Traits
1)Feather Fall
2)Cloudsight
3)Hold Breath
4)Gaseous Form
5)Imp. Cold Res.
6)Spell Powers
7)Cloudwalk
8)Flight
9)Wind Healing-fast healing but must be in areas of high wind, storms, high elevation, or flying.
10)immunity-(*, Deafness)

Earth Traits
1)+1 Natural Armor
2)Tremor Sense-15'radius
3)Slam- 1d6
4)Burrow- 10ft
5)Imp. Acid Res.
6)Spell Powers
7)Climb- 20ft
8)Stability
9)Earth Healing-must be on natural ground like soil, sand, stone, etc.
10)Immunity-(*, Petrification)

Fire Traits
1)Breath Weapon
2)Fast Movement- +10 land speed
3)Smoke Sight
4)Fire Aura- fire damage 10' radius, 1 round level, 1 round increments, damage 1d4+1d4 for every odd level, reflex 1/2, no SR.
5)Imp. Fire Res.
6)Spell Powers
7)Burning Gaze- 1 target 30ft range takes 1d4+level damage + reflex save or catch fire, 1/use per level.
8)Boiling Blood-blood does 1d4 fire damage vs natural or non-reach weapons.
9)Fire Healing-must be in hot temp or near large or bigger fire.
10)Immunity-(*, Blindness)

Water Traits
1)Blind-sense(30' underwater)
2)Amphibous/Aquatic
3)Waterwalking- 1 minute/level use in I minute increments
4)Drowning Kiss- 1/day
5)Imp. Cold Res.
6)Spell Powers
7)Aquatic Glamor- can become invisible(as spell) while under water can be used 1 minute/level and 1 minute increments.
8)Flowing Form- 1/day become water to avoid 1 physical attack or to escape bonds.
9)Water Healing-must be in contact with water.
10)Immunity(*, Bleed)

*Can choose paralysis, poison, sleep, or stunning.

Naga Traits
1)Dark- Detect Thoughts(1/day)
2)Guardian- Spit Poison(uses two uses of poison)
3)Spirit- Charm Gaze(1/day)
4)Water- Swim 30ft
5)Royal- Human Form
6)Lunar- Hypnosis(1/day)

Hag Traits
1)Annis- DR2/Bludgeoning
2)Annis- Alterself(1/day)
3)Green- Mimicry
4)Green- Disguise Self(2/day)
5)Sea- Swim 30ft
6)Sea- Water Breathing

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