Thoughts on a race builder campaign, Players build up their races instead of level up


Pathfinder First Edition General Discussion


I looked at the race builder rules and thought of a possible campaign. What if the players made a deal with a devil or a crazy mad scientist or something gave them a sort of mutation ability. Instead of the typical leveling up in a class they level up by mutating, and add abilities to their character using race builder rules. Perhaps they start off with a normal race and every level they gain like 5 points to spend on "mutating" their race. I think story line this could be fun if they met an alchemist that gave them an experimental potion. The storyline way that they gain the abilities they want could be that they have to visit this alchemist and he could brew up something to "keep their mutations in check". This alchemist could be their main quest giver as he sends them for supplies to try and fix them. Perhaps maybe they can have the choice of level up in class or monster. Any thoughts on this?


Make sure they get hitdice either way, otherwise they'll wind up real squish.

If it sounds fun, go for it! That's what the game's all about.


LOL i forgot about health, that would have became obvious once they leveled up. Perhaps basing the hit dice off their current Con would be interesting. Or they could gain HP equal to half their Con score.


That sounds like fun, but how would you handle things like spell casting and other abilities?

Scarab Sages

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This sounds like a perfect opportunity to bust out the NPC classes for player use. With their features being primarily determined by the Race Builder rules, it would be relatively simple to develop a universal progression system for NPC classes. Something like +1 RP/Level, with a +2 or +3 every 3-4 levels (to make big milestones where they get access to cool new abilities). Could work.


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It sounds interesting to add on to leveling, but not INSTEAD of leveling.

Dark Archive

Synthesis summoners?


Valandil Ancalime wrote:
It sounds interesting to add on to leveling, but not INSTEAD of leveling.

Adding this to normal leveling would grant players lots of power very quickly. Unless

Davor wrote:
This sounds like a perfect opportunity to bust out the NPC classes for player use. With their features being primarily determined by the Race Builder rules, it would be relatively simple to develop a universal progression system for NPC classes. Something like +1 RP/Level, with a +2 or +3 every 3-4 levels (to make big milestones where they get access to cool new abilities). Could work.

This could be interesting. They would not get stupid powerful really fast with an NPC class.


Monte Cook published a setting called Arcana Evolved a long time ago. One of the supplements, I think 'The Dragon's Return' allowed players to take levels in these prestige classes to 'evolve' their character's race or perhaps an ability score focused prestige class. might be inspirational to look at those old books.


You could also expand on the alchemist/patron idea and keep things in check by having their mutations provide benefits and drawbacks. Maybe they get 5 points to spend and you assign a drawback. You might have to invent a few. The PCs will be motivated to work with the alchemist to remove the drawbacks and their powers are kept in check by the drawbacks, somewhat.

No matter what, you’ll be tossing out the CR system entirely. Game balance will be tricky to maintain.

Dark Archive

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Rite Publishing do a selection of Racial Paragon classes which are 1-20 level progressions which increase as a class would but instead of 'class features' they unlock 'racial features'.

The ones I am aware of are:

Draconic Exemplar

Jotun Paragon

Rakshasa Paragon

Hishoken (Tengu)


I'd say offer three options:
Full BAB, d10 hd, 6 skills per level, +x rp
3/4 BAB, d8 hd, 4 skills per level, +2x rp
1/2 BAB, d6 hd, 2 skills per level, +3x rp

X being a number you balance power scaling around, if you want to say x is two then it's 2/4/6 rp per level depending on the chassis. Either way they also pick a good save, and can drop something else (Bab rate, hit die, 2 skills, 1x RP) for a second good save.

This marks a very basic progression of abilities that your rp modify with more unique talents and fun stuff.


The problem I see with the Race Builder is that there is a limitation built into those rules. That limitation is having three items for each racial trait category: Defense, Feat and Skill, Offense, and Other. It is rather easy to fill up most of that at Level 1, with the only limit being the GM. So even limiting a score of 10 at Level 1 might not be enough.

I would suggest you also read up on the D&D 3.5 Savage Species book for monster race trait progression to give you more ideas.

Also, the D&D 3.5 Unearthed Arcana book had Racial Paragon Classes.

I would also throw in "Heroic Paths" from the Midnight Campaign Setting to provide an additional way of ability progression from Level 1 to 20.

I second Davor's vote on sticking to NPC classes as the basis.

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