Jane_Smith
2009-06-17, 04:59 PM
I just recently got the pathfinder campaign setting book and the free-pdf they give out on the paizo site for the new races/classes/feats/spells/skills/etc. I think I had a joygasim. :smallbiggrin: But, one thing that bugs me is they haven't made a monster manual yet. Which is fine, i understand a lot of dnd critters are trademarked and all that crap (I think even Oots had a mention about a mind flayer... -gets slapped by briefcase-). So, been working on my own homebrewed versions, using the pathfinder core races as my foundation. Take a peek and tell me what you think;
~~~~~~~~~~Pathfinder Races~~~~~~~~~~
~~~~~~~~~~Changelings~~~~~~~~~~
Changeling Racial Traits
- +2 to one ability score: Changeling characters get a bonus on one ability of their choice at 1st level, to represent their varied nature. Once made, this choice cannot be changed.
- Medium: Changelings are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Changelings have a base speed of 30 feet.
- Change Shape: As a free action, changeling can alter their physical form to take on the appearance of any medium sized humanoid, including a unique individual they have seen in person. This ability works like the Disguise Self spell, except all changes are nonmagical and last until the changeling dismisses the ability or changes to a new form.
- Changeling Magic: Changelings gain a +1 bonus to their caster level when using any spell that changes or alters their appearance or physical body. Changelings gain a +2 racial bonus on all saving throws against spells or effects that physically change or alter its body in any way. A result of a natural 1 on any saving throw against any such effect is not considered an automatic failure.
- Changeling Skills: Changelings gain a +2 racial bonus to Bluff and Sense Motive skills.
- Weapon Training: Changelings are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must by chosen at 1st level and cannot be changed.
- Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can chose any languages they want (except secret languages, such as Druidic).
- Favored Class: Changelings can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
~~~~~~~~~~Orcs~~~~~~~~~~
Orc Racial Traits
- +2 Strength, +2 Constitution, -2 Intelligence: Orcs are physically strong and tough, but are bestial in thought and hold little value on education.
- Medium: Orcs are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Orcs have a base speed of 30 feet.
- Darkvision 60 feet: Orcs can see in the dark up to 60 feet.
- Orc Ferocity: When a orc is brought below 0 hit points, but not killed, he can fight on for one 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 as normal. A orc only dies when his hit points are brought to a negative total equal to his constitution score, or -10, whichever is lower.
- Orcish Survival: Orcs receive a +2 bonus on all Survival checks to find food and water, and gain a +2 bonus on all constitution checks and fortitude saves against hazardous environmental conditions. Orcs can live in some of the most harsh conditions in the world without difficulty.
- Weapon Familiarity: Ocs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
- Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: The favored class of half-orcs is barbarian or fighter. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Aasimar~~~~~~~~~~
Edit: You may notice my Planetouched are no longer extraplanar outsiders. They are normal humanoids with the good and evil subtype. An aasimar = Humanoid (Human, Good). Thus they show up as good to detect good, etc spells even if they are pure evil, and are subject to effects that can target normal humans. This also removes the annoying weaknesses of banishment, dismissal, etc. My theory is, they are -distant- children of the outer planes, not half-bloods, not grandchildren, but their bloodline has a 'tint' of it. Their more human then outsiders, so why should they be labeled outsiders if the influence is minor?
Aasimar Racial Traits
- +2 to one ability score: Aasimar characters get a bonus on one ability of their choice at 1st level, to represent their varied nature. Once made, this choice cannot be changed.
- Medium: Aasimar are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Aasimar have a base speed of 30 feet.
- Darkvision 60 feet: Aasimars can see in the dark up to 60 feet.
- Divine Magnetism: Aasimar gain a +2 racial bonus on all Diplomacy checks.
- Divine Insight: Aasimar gain a +2 racial bonus on all Sense Motive checks.
- Aasimar Magic: Aasimar with a Charisma of 11 or higher gain the following spell-like abilities: 1/day- Stabilize, Guidance, Light, Bless. The caster level for these effects is equal to the aasimar's level. The DC for these spells is equal to 10 + the spell's level + the aasimar's Charisma modifier.
- Weapon Training: Aasimars are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must by chosen at 1st level and cannot be changed.
- Divine Blood: Aasimar gain a +2 racial bonus on saving throws against poison. Aasimar's are considered Humanoids (Humans) with the good subtype.
- Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can chose any languages they want (except secret languages, such as Druidic).
- Favored Class: Aasimar can choose cleric or paladin as their favored class at 1st level. Once made, this choice cannot be changed.
~~~~~~~~~~Tieflings~~~~~~~~~~
Same as above, but considered Humanoids (Humans, Evil). Also note that Dim Light is the opposite of light and lowers the light conditions of its radius around a touched object by 1 category. Its not a full blown darkness.
Tiefling Racial Traits
- +2 to one ability score: Tiefling characters get a bonus on one ability of their choice at 1st level, to represent their varied nature. Once made, this choice cannot be changed.
- Medium: Tieflings are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Tieflings have a base speed of 30 feet.
- Darkvision 60 ft.: Tieflings can see in the dark up to 60 feet.
- Devil's Guile: Tieflings gain a +2 racial bonus on all Bluff checks.
- Devil's Touch: Tieflings gain a +2 racial bonus on all Sleight of Hand checks.
- Tiefling Magic: Tieflings with a Charisma of 11 or higher gain the following spell-like abilities: 1/day- Bleed, Dim Light, Touch of Fatigue, Bane. The caster level for these effects is equal to the tiefling's level. The DC for these spells is equal to 10 + the spell's level + the tiefling's Charisma modifier.
- Weapon Training: Tieflings are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must by chosen at 1st level and cannot be changed.
- Tainted Blood: Tieflings gain a +2 racial bonus on saving throws against poison. Tieflings are considered Humanoids (Human) with the evil subtype.
- Languages: Tieflings begin play speaking Common. Tieflings with high Intelligence scores can chose any languages they want (except secret languages, such as Druidic).
- Favored Class: Tieflings can choose rogue or sorcerer as their favored class at 1st level. Once made, this choice cannot be chang
~~~~~~~~~~Goblins~~~~~~~~~~
Goblin Racial Traits
- +2 Dexterity, +2 Wisdom, -2 Strength.
- Small: Goblins are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
- Normal Speed: Goblins have a base speed of 30 feet.
- Darkvision 60 ft.: Goblins can see in the dark up to a range of 60 feet.
- Keen Senses: Goblins receive a +2 racial bonus on all scent-, sound- and taste-based Perception checks.
- Quick-Footed: Goblins receive a +2 dodge bonus to Armor Class against attacks of opportunity made from moving in or out of areas their opponent threatens. In addition, as a swift action a goblin may move 5 feet in any direction after making a attack. This movement is considered a defensive retreat, and does not provoke attacks of opportunity.
- Goblin Endurance: Goblins receive a +1 racial bonus on all Fortitude saving throws.
- Craven: Goblins receive a +1 racial bonus on all attack and damage rolls made when below half health.
- Weapon Familiarity: Goblins are proficient with daggers and javelins and treat any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Goblins begin play speaking Common and Goblin. Goblins with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of goblins is rogue or sorcerer. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Hobgoblins~~~~~~~~~~
Hobgoblins Racial Traits
- +2 Constitution, +2 Intelligence, -2 Wisdom.
- Medium: Hobgoblins are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Hobgoblins have a base speed of 30 feet.
- Darkvision 60 ft.: Hobgoblins can see in the dark up to a range of 60 feet.
- Keen Senses: Hobgoblins receive a +2 racial bonus on all sound-based Perception checks.
- Resilience: Whenever a hobgoblin makes a Fortitude saving throw against any spell or effect that has a partial effect even on a successful save, the hobgoblin completely ignores the effect on a successful save.
- Goblin Endurance: Hobgoblins receive a +1 racial bonus on all Fortitude saving throws.
- Fearless: Hobgoblins receive a +2 racial bonus on all saving throws against fear.
- Battle Ready: Hobgoblins receive a +2 bonus to all initiative checks.
- Weapon Familiarity: Hobgoblins are proficient with all simple weapons, any single martial weapon of their choice and treat any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of hobgoblins is fighter or rogue. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Bugbears~~~~~~~~~~
Bugbear Racial Traits
- +2 Strength, +2 Dexterity, -2 Charisma.
- Medium: Bugbears are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Bugbears have a base speed of 30 feet.
- Darkvision 60 ft.: Bugbears can see in the dark up to a range of 60 feet.
- Keen Senses: Bugbears receive a +2 racial bonus on all sound-based Perception checks.
- Oversized: Bugbears can use weapons one size larger than themselves without penalty for the increased size.
- Goblin Endurance: Bugbears receive a +1 racial bonus on all Fortitude saving throws.
- Predatory: Bugbears receive a +2 racial bonus on Intimidate checks, and can use Intimidate in battle to demoralize enemy's as a move action instead of a standard action.
- Weapon Familiarity: Bugbears are proficient with clubs, dire flails, flails, greatclubs, light flails, morningstars and treat any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of bugbears is fighter or rogue. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Varags~~~~~~~~~~
Varag Racial Traits
- +2 Dexterity, +2 Wisdom, -2 Intelligence.
- Medium: Varag are Medium creatures, and have no bonuses or penalties due to their size.
- Fast Speed: Varags have a base speed of 50 feet.
- Darkvision 60 ft.: Varags can see in the dark up to a range of 60 feet.
- Keen Senses: Varags receive a +2 racial bonus on all Perception checks.
- Goblin Endurance: Varags receive a +1 racial bonus on all Fortitude saving throws.
- Swift Trackers: Varags can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
- Run: Varags receive the Run feat as a bonus feat at 1st level.
- Weapon Familiarity: Varags are proficient with any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Varags begin play speaking Common and Goblin. Goblins with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of varags is barbarian or ranger. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Drow~~~~~~~~~~
Drow Racial Traits
- +2 Dexterity, +2 Charisma, -2 Constitution. Drow are nimble, both in body and tongue, but their form is frail.
- Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Drow have a base speed of 30 feet.
- Darkvision 60 ft.: Drow can see clearly in darkness up to 60 feet.
- Keen Senses: Drow receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed object if they pass within 10 feet of it, regardless of whether or not they are actively looking.
- Drow Immunities: Drow are immune to magical sleep effects and get a +2 racial saving throw bonus against all spells and spell-like abilities.
- Drow Magic: Drow with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day- Darkness, Dancing Lights, Faerie Fire. The caster level for these effects is equal to the drow's level. The DC for these spells is equal to 10 + the spell's level + the drow's Charisma modifier.
- Weapon Familiarity: Drow are proficient with daggers, hand crossbows, light crossbows, rapiers, shortswords, whips, and treat any wapon with the word "drow" in its name as a martial weapon.
- Languages: Drow begin play speaking Undercommon and Elven. Drow with high Intelligence scores can choose any of the following: Common, Abyssal, Draconic, Dwarven, Gnome, Goblin, and Orc.
- Favored Class: The favored class of drow is rogue or wizard. This choice
~~~~~~~~~~Trolls~~~~~~~~~~
Troll Racial Traits;
- +2 Strength, +2 Wisdom, -2 Charisma. Strolls are strong, and have a predatory sense of perception of their surroundings, but are cruel and foul to everyone around them.
- Large: Trolls, as large sized creatures, gain a -1 size penalty on attack rolls, armor class, and take a -4 size penalty to Stealth checks.
- Normal Speed: Trolls have a base speed of 30 feet.
- Darkvision 60 ft.: Trolls can see in the dark up to a range of 60 feet.
- Natural Weapons: Trolls gain a bite attack as a natural weapon that deals 1d4 + 1/2 their strength modifier in piercing damage, and a pair of claws that deal 1d6 + their strength modifier in slashing damage.
- Fast Healing: Trolls with at least 1 or more hit points regain a number of hit points each round equal to their Constitution modifier (if positive), to a minimum of 1 hit point. Damage taken by acid or fire sources cannot be recovered by this ability. A troll can use a full round action to reattached a severed limb, and this healing allows a troll to regrow a severed limb after a full 8 hours of rest. This time resting does not have to be consecutive.
- Troll Vulnerabilities:Trolls take +50% damage from all sources of acid or fire damage.
- Weapon Training: Trolls are proficient with battleaxes, greataxes, javelins, spears and treat any weapon with the word "troll" in its name as a martial weapon.
- Languages: Trolls begin play speaking Common and Giant. Trolls with high intelligence scores can choose any of the following: Draconic, Dwarven, Elemental, Giant, Gnoll, Orcish.
- Favored Class: The favored class of trolls is barbarian or ranger. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Racial Feats~~~~~~~~~~
This is my attempt to make 3 racial feats for every pathfinder race that amplifies their racial treats or gives them new abilities. My aim is to make a offensive, defensive, and utility feat of these three, and im going to attempt to make the feats be both useful for casters, skill monkeys and warriors, if possible. Wish me luck. :smalleek:
Humans~~~~
Swift Adaptation [Racial]
Prerequisites: Human only, Wis 13+.
Benefit: Whenever you make a successful saving throw or skill check, you gain a +1 bonus to that save or skill until the end of the encounter, or until 5 minutes have passed, whichever happens first. This bonus stacks with itself, up to a maximum bonus of +3.
Quick Learner [Racial]
Prerequisites: Human only, Int 13+.
Benefit: Choose two skills that are not a class skills to you. These skills become class skills for you, and you gain all normal benefits for having ranks in these skills. In addition, you gain an additional 2 skill points to spend upon taking this feat.
Multicultural [Racial]
Prerequisites: Human only, Cha 13+, must be able to speak, read and write the selected races language.
Benefit: Choose another race other then your own. When dealing with that race, you gain a +2 bonus to Bluff, Diplomacy, Intimidate and Sense Motive skill checks, and you gain a +2 bonus on all Knowledge checks related to that race.
Dwarves~~~~
Iron Blooded [Racial]
Prerequisites: Dwarf only, Con 13+.
Benefit: You gain a +1 racial bonus on saving throws against poison, spells, and spell-like abilities. This stacks with your Hearty ability's bonus to saving throws.
Grizzled Veteran [Racial]
Prerequisites: Dwarf only, Wis 13+.
Benefit: You may use your Wisdom bonus for your Intimidate checks instead of your Charisma bonus, if higher. In addition, you gain a +4 bonus on saving throws against fear spells and effects.
Born of the Forge [Racial]
Prerequisites: Dwarf only, Int 13+.
Benefit: When making craft checks you have ranks in, your progress by the week advances by platinum, and your progress by the day progresses by gold. In addition, you gain a +2 bonus to all such craft checks.
~~~~~~~~~~Pathfinder Races~~~~~~~~~~
~~~~~~~~~~Changelings~~~~~~~~~~
Changeling Racial Traits
- +2 to one ability score: Changeling characters get a bonus on one ability of their choice at 1st level, to represent their varied nature. Once made, this choice cannot be changed.
- Medium: Changelings are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Changelings have a base speed of 30 feet.
- Change Shape: As a free action, changeling can alter their physical form to take on the appearance of any medium sized humanoid, including a unique individual they have seen in person. This ability works like the Disguise Self spell, except all changes are nonmagical and last until the changeling dismisses the ability or changes to a new form.
- Changeling Magic: Changelings gain a +1 bonus to their caster level when using any spell that changes or alters their appearance or physical body. Changelings gain a +2 racial bonus on all saving throws against spells or effects that physically change or alter its body in any way. A result of a natural 1 on any saving throw against any such effect is not considered an automatic failure.
- Changeling Skills: Changelings gain a +2 racial bonus to Bluff and Sense Motive skills.
- Weapon Training: Changelings are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must by chosen at 1st level and cannot be changed.
- Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can chose any languages they want (except secret languages, such as Druidic).
- Favored Class: Changelings can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
~~~~~~~~~~Orcs~~~~~~~~~~
Orc Racial Traits
- +2 Strength, +2 Constitution, -2 Intelligence: Orcs are physically strong and tough, but are bestial in thought and hold little value on education.
- Medium: Orcs are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Orcs have a base speed of 30 feet.
- Darkvision 60 feet: Orcs can see in the dark up to 60 feet.
- Orc Ferocity: When a orc is brought below 0 hit points, but not killed, he can fight on for one 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 as normal. A orc only dies when his hit points are brought to a negative total equal to his constitution score, or -10, whichever is lower.
- Orcish Survival: Orcs receive a +2 bonus on all Survival checks to find food and water, and gain a +2 bonus on all constitution checks and fortitude saves against hazardous environmental conditions. Orcs can live in some of the most harsh conditions in the world without difficulty.
- Weapon Familiarity: Ocs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
- Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: The favored class of half-orcs is barbarian or fighter. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Aasimar~~~~~~~~~~
Edit: You may notice my Planetouched are no longer extraplanar outsiders. They are normal humanoids with the good and evil subtype. An aasimar = Humanoid (Human, Good). Thus they show up as good to detect good, etc spells even if they are pure evil, and are subject to effects that can target normal humans. This also removes the annoying weaknesses of banishment, dismissal, etc. My theory is, they are -distant- children of the outer planes, not half-bloods, not grandchildren, but their bloodline has a 'tint' of it. Their more human then outsiders, so why should they be labeled outsiders if the influence is minor?
Aasimar Racial Traits
- +2 to one ability score: Aasimar characters get a bonus on one ability of their choice at 1st level, to represent their varied nature. Once made, this choice cannot be changed.
- Medium: Aasimar are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Aasimar have a base speed of 30 feet.
- Darkvision 60 feet: Aasimars can see in the dark up to 60 feet.
- Divine Magnetism: Aasimar gain a +2 racial bonus on all Diplomacy checks.
- Divine Insight: Aasimar gain a +2 racial bonus on all Sense Motive checks.
- Aasimar Magic: Aasimar with a Charisma of 11 or higher gain the following spell-like abilities: 1/day- Stabilize, Guidance, Light, Bless. The caster level for these effects is equal to the aasimar's level. The DC for these spells is equal to 10 + the spell's level + the aasimar's Charisma modifier.
- Weapon Training: Aasimars are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must by chosen at 1st level and cannot be changed.
- Divine Blood: Aasimar gain a +2 racial bonus on saving throws against poison. Aasimar's are considered Humanoids (Humans) with the good subtype.
- Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can chose any languages they want (except secret languages, such as Druidic).
- Favored Class: Aasimar can choose cleric or paladin as their favored class at 1st level. Once made, this choice cannot be changed.
~~~~~~~~~~Tieflings~~~~~~~~~~
Same as above, but considered Humanoids (Humans, Evil). Also note that Dim Light is the opposite of light and lowers the light conditions of its radius around a touched object by 1 category. Its not a full blown darkness.
Tiefling Racial Traits
- +2 to one ability score: Tiefling characters get a bonus on one ability of their choice at 1st level, to represent their varied nature. Once made, this choice cannot be changed.
- Medium: Tieflings are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Tieflings have a base speed of 30 feet.
- Darkvision 60 ft.: Tieflings can see in the dark up to 60 feet.
- Devil's Guile: Tieflings gain a +2 racial bonus on all Bluff checks.
- Devil's Touch: Tieflings gain a +2 racial bonus on all Sleight of Hand checks.
- Tiefling Magic: Tieflings with a Charisma of 11 or higher gain the following spell-like abilities: 1/day- Bleed, Dim Light, Touch of Fatigue, Bane. The caster level for these effects is equal to the tiefling's level. The DC for these spells is equal to 10 + the spell's level + the tiefling's Charisma modifier.
- Weapon Training: Tieflings are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must by chosen at 1st level and cannot be changed.
- Tainted Blood: Tieflings gain a +2 racial bonus on saving throws against poison. Tieflings are considered Humanoids (Human) with the evil subtype.
- Languages: Tieflings begin play speaking Common. Tieflings with high Intelligence scores can chose any languages they want (except secret languages, such as Druidic).
- Favored Class: Tieflings can choose rogue or sorcerer as their favored class at 1st level. Once made, this choice cannot be chang
~~~~~~~~~~Goblins~~~~~~~~~~
Goblin Racial Traits
- +2 Dexterity, +2 Wisdom, -2 Strength.
- Small: Goblins are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
- Normal Speed: Goblins have a base speed of 30 feet.
- Darkvision 60 ft.: Goblins can see in the dark up to a range of 60 feet.
- Keen Senses: Goblins receive a +2 racial bonus on all scent-, sound- and taste-based Perception checks.
- Quick-Footed: Goblins receive a +2 dodge bonus to Armor Class against attacks of opportunity made from moving in or out of areas their opponent threatens. In addition, as a swift action a goblin may move 5 feet in any direction after making a attack. This movement is considered a defensive retreat, and does not provoke attacks of opportunity.
- Goblin Endurance: Goblins receive a +1 racial bonus on all Fortitude saving throws.
- Craven: Goblins receive a +1 racial bonus on all attack and damage rolls made when below half health.
- Weapon Familiarity: Goblins are proficient with daggers and javelins and treat any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Goblins begin play speaking Common and Goblin. Goblins with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of goblins is rogue or sorcerer. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Hobgoblins~~~~~~~~~~
Hobgoblins Racial Traits
- +2 Constitution, +2 Intelligence, -2 Wisdom.
- Medium: Hobgoblins are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Hobgoblins have a base speed of 30 feet.
- Darkvision 60 ft.: Hobgoblins can see in the dark up to a range of 60 feet.
- Keen Senses: Hobgoblins receive a +2 racial bonus on all sound-based Perception checks.
- Resilience: Whenever a hobgoblin makes a Fortitude saving throw against any spell or effect that has a partial effect even on a successful save, the hobgoblin completely ignores the effect on a successful save.
- Goblin Endurance: Hobgoblins receive a +1 racial bonus on all Fortitude saving throws.
- Fearless: Hobgoblins receive a +2 racial bonus on all saving throws against fear.
- Battle Ready: Hobgoblins receive a +2 bonus to all initiative checks.
- Weapon Familiarity: Hobgoblins are proficient with all simple weapons, any single martial weapon of their choice and treat any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of hobgoblins is fighter or rogue. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Bugbears~~~~~~~~~~
Bugbear Racial Traits
- +2 Strength, +2 Dexterity, -2 Charisma.
- Medium: Bugbears are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Bugbears have a base speed of 30 feet.
- Darkvision 60 ft.: Bugbears can see in the dark up to a range of 60 feet.
- Keen Senses: Bugbears receive a +2 racial bonus on all sound-based Perception checks.
- Oversized: Bugbears can use weapons one size larger than themselves without penalty for the increased size.
- Goblin Endurance: Bugbears receive a +1 racial bonus on all Fortitude saving throws.
- Predatory: Bugbears receive a +2 racial bonus on Intimidate checks, and can use Intimidate in battle to demoralize enemy's as a move action instead of a standard action.
- Weapon Familiarity: Bugbears are proficient with clubs, dire flails, flails, greatclubs, light flails, morningstars and treat any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of bugbears is fighter or rogue. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Varags~~~~~~~~~~
Varag Racial Traits
- +2 Dexterity, +2 Wisdom, -2 Intelligence.
- Medium: Varag are Medium creatures, and have no bonuses or penalties due to their size.
- Fast Speed: Varags have a base speed of 50 feet.
- Darkvision 60 ft.: Varags can see in the dark up to a range of 60 feet.
- Keen Senses: Varags receive a +2 racial bonus on all Perception checks.
- Goblin Endurance: Varags receive a +1 racial bonus on all Fortitude saving throws.
- Swift Trackers: Varags can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
- Run: Varags receive the Run feat as a bonus feat at 1st level.
- Weapon Familiarity: Varags are proficient with any weapon with the word "goblin" in its name as a martial weapon.
- Languages: Varags begin play speaking Common and Goblin. Goblins with high intelligence scores can choose any of the following: Abyssal, Dwarven, Elemental, Giant, Gnome, Orcish.
- Favored Class: The favored class of varags is barbarian or ranger. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Drow~~~~~~~~~~
Drow Racial Traits
- +2 Dexterity, +2 Charisma, -2 Constitution. Drow are nimble, both in body and tongue, but their form is frail.
- Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Drow have a base speed of 30 feet.
- Darkvision 60 ft.: Drow can see clearly in darkness up to 60 feet.
- Keen Senses: Drow receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed object if they pass within 10 feet of it, regardless of whether or not they are actively looking.
- Drow Immunities: Drow are immune to magical sleep effects and get a +2 racial saving throw bonus against all spells and spell-like abilities.
- Drow Magic: Drow with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day- Darkness, Dancing Lights, Faerie Fire. The caster level for these effects is equal to the drow's level. The DC for these spells is equal to 10 + the spell's level + the drow's Charisma modifier.
- Weapon Familiarity: Drow are proficient with daggers, hand crossbows, light crossbows, rapiers, shortswords, whips, and treat any wapon with the word "drow" in its name as a martial weapon.
- Languages: Drow begin play speaking Undercommon and Elven. Drow with high Intelligence scores can choose any of the following: Common, Abyssal, Draconic, Dwarven, Gnome, Goblin, and Orc.
- Favored Class: The favored class of drow is rogue or wizard. This choice
~~~~~~~~~~Trolls~~~~~~~~~~
Troll Racial Traits;
- +2 Strength, +2 Wisdom, -2 Charisma. Strolls are strong, and have a predatory sense of perception of their surroundings, but are cruel and foul to everyone around them.
- Large: Trolls, as large sized creatures, gain a -1 size penalty on attack rolls, armor class, and take a -4 size penalty to Stealth checks.
- Normal Speed: Trolls have a base speed of 30 feet.
- Darkvision 60 ft.: Trolls can see in the dark up to a range of 60 feet.
- Natural Weapons: Trolls gain a bite attack as a natural weapon that deals 1d4 + 1/2 their strength modifier in piercing damage, and a pair of claws that deal 1d6 + their strength modifier in slashing damage.
- Fast Healing: Trolls with at least 1 or more hit points regain a number of hit points each round equal to their Constitution modifier (if positive), to a minimum of 1 hit point. Damage taken by acid or fire sources cannot be recovered by this ability. A troll can use a full round action to reattached a severed limb, and this healing allows a troll to regrow a severed limb after a full 8 hours of rest. This time resting does not have to be consecutive.
- Troll Vulnerabilities:Trolls take +50% damage from all sources of acid or fire damage.
- Weapon Training: Trolls are proficient with battleaxes, greataxes, javelins, spears and treat any weapon with the word "troll" in its name as a martial weapon.
- Languages: Trolls begin play speaking Common and Giant. Trolls with high intelligence scores can choose any of the following: Draconic, Dwarven, Elemental, Giant, Gnoll, Orcish.
- Favored Class: The favored class of trolls is barbarian or ranger. This choice must be made at 1st level and cannot be changed.
~~~~~~~~~~Racial Feats~~~~~~~~~~
This is my attempt to make 3 racial feats for every pathfinder race that amplifies their racial treats or gives them new abilities. My aim is to make a offensive, defensive, and utility feat of these three, and im going to attempt to make the feats be both useful for casters, skill monkeys and warriors, if possible. Wish me luck. :smalleek:
Humans~~~~
Swift Adaptation [Racial]
Prerequisites: Human only, Wis 13+.
Benefit: Whenever you make a successful saving throw or skill check, you gain a +1 bonus to that save or skill until the end of the encounter, or until 5 minutes have passed, whichever happens first. This bonus stacks with itself, up to a maximum bonus of +3.
Quick Learner [Racial]
Prerequisites: Human only, Int 13+.
Benefit: Choose two skills that are not a class skills to you. These skills become class skills for you, and you gain all normal benefits for having ranks in these skills. In addition, you gain an additional 2 skill points to spend upon taking this feat.
Multicultural [Racial]
Prerequisites: Human only, Cha 13+, must be able to speak, read and write the selected races language.
Benefit: Choose another race other then your own. When dealing with that race, you gain a +2 bonus to Bluff, Diplomacy, Intimidate and Sense Motive skill checks, and you gain a +2 bonus on all Knowledge checks related to that race.
Dwarves~~~~
Iron Blooded [Racial]
Prerequisites: Dwarf only, Con 13+.
Benefit: You gain a +1 racial bonus on saving throws against poison, spells, and spell-like abilities. This stacks with your Hearty ability's bonus to saving throws.
Grizzled Veteran [Racial]
Prerequisites: Dwarf only, Wis 13+.
Benefit: You may use your Wisdom bonus for your Intimidate checks instead of your Charisma bonus, if higher. In addition, you gain a +4 bonus on saving throws against fear spells and effects.
Born of the Forge [Racial]
Prerequisites: Dwarf only, Int 13+.
Benefit: When making craft checks you have ranks in, your progress by the week advances by platinum, and your progress by the day progresses by gold. In addition, you gain a +2 bonus to all such craft checks.