I created a race for pathfinder.


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Hey i'm a big fan of the zelda series and wonted to play a skull kid, but I could not find a race that fit what I was after so I made one, I worked on this for about 3 months so here it is.

Woodling race Rp20

The Woodling is a strange small race of fey creatures blessed by the fey that reside in forests.
Some sages believes that the Woodlings are a result of great magical energies that are imbued into the children, some fey take pity on while lost in the woods.

Physical Description: Woodlings are a small playful race only coming about 3ft in height. They have bark-like skin to help them protect themselves from the many predators that would eat them, they also have small thorns on there hands to help them when climbing, although some spend more time in water they always look similar to the plant life where they live.

Society: Rather than living in cities woodlings prefer to live in forest like areas were they were born, although not unheard of some woodlings live with the elf’s protecting their homeland, alongside the elves from creatures that would destroy them.

Relations: Woodling get along with almost any race although races like drow’s that are mostly evil, they tend to be wary of because of the destructive nature.

Alignment and Religion: Woodling tend to be neutral of some kind because of their lack of understanding of the world, most Woodlings don't follow gods instead following aspects of nature itself although the ones that do tend to follow gods of nature or fey greater than themselves.

Adventurers: Woodlings with their natural curiosity tend to become bards and tend to travel because of trying to find out more about the world.

Random Starting Ages
Adulthood: 5 years.
Intuitive:+2d4 years (7 - 13 years)
Self-Taught:+4d4 years (13 – 21 years)
Trained:+6d4 years (17 – 29 years)

Random Starting Height and Weight
Male
Height
2 ft. 8 in. +2d4 in.(2 ft. 10 in. – 3 ft. 4 in.)
Weight
30 lbs. +(2d4 lbs.) (32 – 38 lbs.)

Female
Height
2 ft. 6 in +2d4 in.(2 ft. 8 in. – 3 ft. 2 in.)
Weight
25 lbs.+(2d4 lbs.)(27 – 33 lbs.)

Racial traits.
Ability score modifiers:-2str, con+2, cha+2
Type:Fey with the plant subtype.
Size:Small +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.
Speed:30ft.,20ft. Climb.
Low-light vision: You can see twice as far as humans in conditions of dim light.
Languages:Sylvan with a high Intelligence score can choose from the following languages Common, elvan, halfling or gnome.

Other Traits
Bark skin: +1 natural armor.
Camouflage: +4 on stealth checks in a forest.
Spell-like abilities:1/d- Ghost sound, pass without trace, ventriloquism.

Alternate traits
Webbed feet:Gain a swim speed of 30ft. This replaces the climb speed.
Barbed hands:Gain two primary claw attacks at 1d3. This replaces the natural armor.
Nature speech:You can speak to plants as per speak with plants. This replaces the spell like abilities.
Fey resistance:Gain a DR of 5/cold iron. This replaces the Spell-like abilities and camouflage.
Fey spell resistance:Gain a SR of 6+ your level.This replaces the spell-like abilities.

Non-human Woodlings

Wood Imp
Ancestry:Elf
Ability modifiers:-2str,+2dex,+2int
Immunities:Wood Imp are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. This replaces the spell-like abilities.
Keen senses:A Wood imp receive a +2 racial bonus on Perception checks.

Joy Bringer
Ancestry:Gnome
Ability modifiers:-2str,+2con,+2cha
Illusion resistance: A Joy bringer gain a +2 racial saving throw bonus against illusion spells and effects.This replaces the camouflage trait.
Obsessive:A Joy bringer receive a +2 racial bonus on a Craft or Profession skill of their choice.

Mountain Born
Ancestry:Dwarf
Ability modifiers:-2str,+2con,+2wis
Darkvision:60ft.
Greed: A Mountain born gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. This replaces the natural armor.

Trickster
Ancestry:Halfling
Ability modifiers:-2str,+2dex,+2cha
Fearless: A Trickster receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Lucky.
Lucky:A Trickster receive a +1 racial bonus on all saving throws. This replaces the natural armor.

Favored class bonus
Druid:Gain a +¼ dr/cold iron.
Fighter:Add a +½ circumstance bonus on critical hit confirmation rolls with a weapon of the fighters choice (maximum bonus +4). This bonus does not stack with Critical focus.
Cleric:Gain a +½ bonus to to domain spell dc’s (max 4). This does not stack with Spell focus or Greater spell focus.
Wizard:Gain one spell below the highest spell level you can cast of the shadow subschool.
Bard:Gain a +½ bonus to the rounds you can use bardic performance.
Sorcerer:Choose a bloodline power from the fey or verdant bloodline that the sorcerer can use.
The sorcerer treats her/his class level as though it were ½ higher (to a max of 4)
When determining the effects of the power.
Ranger:Add a ½ bonus to perception and survival in forest.
Paladin:Gain a +¼ bonus to knowledge nature.
Monk:Add a +¼ bonus to ki pool.
Barbarian:Gain a +1 resistance bonus to cold or electricity (up to a max of 15 for either types).
Rogue:Gain a +½ bonus on stealth and slight of hand in dim or darker light.

Racial feats

Wooden Defence
Woodlings with this feat grow thicker bark than normal.
Prerequisites:Woodling, natural armor trait.
Benefit:Gain a +1 to natural armor.
Special:You can take this feat multiple times the effect stacks.

Woodling Flight
Woodlings with this feat learn to use their natural fey magic to fly.
Prerequisites:Woodling,10th level.
Benefit:You gain a supernatural fly speed of 30 feet with perfect maneuverability.

Thorny Hands
Woodlings with this feat grow thicker thorns on the tips of their fingers.
Prerequisites:Woodling, Wooden defence.
Benefit:Gain two claw primary attacks at 1d3 damage.
Special:If you have the barbed hands trait the damage increases to 1d4.

Fey of Land and Sea
Woodlings that have this feat grow gills to help them live better in water.
Prerequisites:Woodling,1st level only, Webbed feet trait.
Benefit:Your type changes to fey with the amphibious subtype and you gain a +4 to swim.


By official rules "plant" can't be a subtype. It would need to be something like "plantkin" to show that they aren't getting all the immunities of the Plant creature type.


SilvercatMoonpaw wrote:
By official rules "plant" can't be a subtype. It would need to be something like "plantkin" to show that they aren't getting all the immunities of the Plant creature type.

Thanks for telling me this is my first custom race so i'm going to make some mistakes

and i will change it to fey with the plantkin subtype but thanks again.


So this should be better if anybody thinks something needs to be changed please let me know.

Woodling race Rp20

The Woodling is a strange small race of fey creatures blessed by the fey that reside in forests.
Some sages believes that the Woodlings are a result of great magical energies that are imbued into the children, some fey take pity on while lost in the woods.

Physical Description: Woodlings are a small playful race only coming about 3ft in height. They have bark-like skin to help them protect themselves from the many predators that would eat them, they also have small thorns on there hands to help them when climbing, although some spend more time in water they always look similar to the plant life where they live.

Society: Rather than living in cities woodlings prefer to live in forest like areas were they were born, although not unheard of some woodlings live with the elf’s protecting their homeland, alongside the elves from creatures that would destroy them.

Relations: Woodling get along with almost any race although races like drow’s that are mostly evil, they tend to be wary of because of the destructive nature.

Alignment and Religion: Woodling tend to be neutral of some kind because of their lack of understanding of the world, most Woodlings don't follow gods instead following aspects of nature itself although the ones that do tend to follow gods of nature or fey greater than themselves.

Adventurers: Woodlings with their natural curiosity tend to become bards and tend to travel because of trying to find out more about the world.

Random Starting Ages
Adulthood: 5 years.
Intuitive:+2d4 years (7 - 13 years)
Self-Taught:+4d4 years (13 – 21 years)
Trained:+6d4 years (17 – 29 years)

Random Starting Height and Weight
Male
Height
2 ft. 8 in. +2d4 in.(2 ft. 10 in. – 3 ft. 4 in.)
Weight
30 lbs. +(2d4 lbs.) (32 – 38 lbs.)

Female
Height
2 ft. 6 in +2d4 in.(2 ft. 8 in. – 3 ft. 2 in.)
Weight
25 lbs.+(2d4 lbs.)(27 – 33 lbs.)

Racial traits.
Ability score modifiers:-2str, con+2, cha+2
Type:Fey with the plantkin subtype.
Size:Small +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.
Speed:30ft.,20ft. Climb.
Low-light vision: You can see twice as far as humans in conditions of dim light.
Languages:Sylvan with a high Intelligence score can choose from the following languages Common, elvan, halfling or gnome.

Other Traits
Bark skin: +1 natural armor.
Camouflage: +4 on stealth checks in a forest.
Spell-like abilities:1/d- Ghost sound, pass without trace, ventriloquism.

Alternate traits
Webbed feet:Gain a swim speed of 30ft. This replaces the climb speed.
Barbed hands:Gain two primary claw attacks at 1d3. This replaces the natural armor.
Nature speech:You can speak to plants as per speak with plants. This replaces the spell like abilities.
Fey resistance:Gain a DR of 5/cold iron. This replaces the Spell-like abilities and camouflage.
Fey spell resistance:Gain a SR of 6+ your level.This replaces the spell-like abilities.

Non-human Woodlings

Wood Imp
Ancestry:Elf
Ability modifiers:-2str,+2dex,+2int
Immunities:Wood Imp are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. This replaces the spell-like abilities.
Keen senses:A Wood imp receive a +2 racial bonus on Perception checks.

Joy Bringer
Ancestry:Gnome
Ability modifiers:-2str,+2con,+2cha
Illusion resistance: A Joy bringer gain a +2 racial saving throw bonus against illusion spells and effects.This replaces the camouflage trait.
Obsessive:A Joy bringer receive a +2 racial bonus on a Craft or Profession skill of their choice.

Mountain Born
Ancestry:Dwarf
Ability modifiers:-2str,+2con,+2wis
Darkvision:60ft.
Greed: A Mountain born gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. This replaces the natural armor.

Trickster
Ancestry:Halfling
Ability modifiers:-2str,+2dex,+2cha
Fearless: A Trickster receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Lucky.
Lucky:A Trickster receive a +1 racial bonus on all saving throws. This replaces the natural armor.

Favored class bonus
Druid:Gain a +¼ dr/cold iron.
Fighter:Add a +½ circumstance bonus on critical hit confirmation rolls with a weapon of the fighters choice (maximum bonus +4). This bonus does not stack with Critical focus.
Cleric:Gain a +½ bonus to to domain spell dc’s (max 4). This does not stack with Spell focus or Greater spell focus.
Wizard:Gain one spell below the highest spell level you can cast of the shadow subschool.
Bard:Gain a +½ bonus to the rounds you can use bardic performance.
Sorcerer:Choose a bloodline power from the fey or verdant bloodline that the sorcerer can use.
The sorcerer treats her/his class level as though it were ½ higher (to a max of 4)
When determining the effects of the power.
Ranger:Add a ½ bonus to perception and survival in forest.
Paladin:Gain a +¼ bonus to knowledge nature.
Monk:Add a +¼ bonus to ki pool.
Barbarian:Gain a +1 resistance bonus to cold or electricity (up to a max of 15 for either types).
Rogue:Gain a +½ bonus on stealth and slight of hand in dim or darker light.

Racial feats

Wooden Defence
Woodlings with this feat grow thicker bark than normal.
Prerequisites:Woodling, natural armor trait.
Benefit:Gain a +1 to natural armor.
Special:You can take this feat multiple times the effect stacks.

Woodling Flight
Woodlings with this feat learn to use their natural fey magic to fly.
Prerequisites:Woodling,10th level.
Benefit:You gain a supernatural fly speed of 30 feet with perfect maneuverability.

Thorny Hands
Woodlings with this feat grow thicker thorns on the tips of their fingers.
Prerequisites:Woodling, Wooden defence.
Benefit:Gain two claw primary attacks at 1d3 damage.
Special:If you have the barbed hands trait the damage increases to 1d4.

Fey of Land and Sea
Woodlings that have this feat grow gills to help them live better in water.
Prerequisites:Woodling,1st level only, Webbed feet trait.
Benefit:Your type changes to fey with the amphibious subtype and you gain a +4 to swim.

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