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View Full Version : [Pathfinder PEACH] Please look at my races.



Roxxy
2011-12-25, 05:47 PM
This is for a homebrew Pathfinder campaign setting. I'm really sorry about the massive amount of text here.

One thing you will notice is that races lack stat penalties. This is intentional. The only races that have them are aasimar and tieflings, who get to choose which stat to put the -2 penalty on. Aasimar and tieflings aren't listed here because choosing their penalty stat is the only change I made to them.

The lack of stat penalties makes characters in this setting a little more powerful, and it also increases versatility, as they can create any character type without having to worry about a penalty to an important stat. It also balances out the aasimar and tiefling by putting them on par with the core races instead of making them a little bit more powerful. Humans get a little something extra to compensate for having only one stat bonus while everybody else gets two.

You will notice that halflings and drow are not on this list. This is because neither exists in this campaign setting, though there are elves with drow coloring and there are elves who behave like drow (they just aren't drow, and don't live underground). Drow coloring holds no special meaning in this campaign setting.

Basic setting information:

Up until around eighty years ago in Thyressa, arcane magic took several times as long to cast as it now does. Do to this, arcane magic was a rarity, and most arcane spellcasters were witches. Due to the rarity of arcane magic it wasn't seen as trustworthy or moral to use, and witch hunts led by divine spellcasters were highly common. Around a hundred and twenty years ago this attitude towards arcane magic cooled a bit after the church started losing influence, and the study of arcane magic became a good deal more common. About eighty years ago new discoveries in casting methods increased the effectiveness of arcane magic, and the study of arcane magic really took off. Some still vehemently oppose it's use, but it's become fairly common, and doesn't have the stigma it once had. The increased practicality and commonality of arcane magic has led to a magical revolution that has changed Thyressa drastically.

Humans:

Humans are the most varied of all races, as well as they most common. They can be found living any kind of lifestyle in any area, they take on all careers, and they are the dominant race in most governments. Generalizing about humans is highly difficult, as they vary far too much for sweeping statements to bear any truth.

Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Tougher Than I Look: Humans gain a +2 racial bonus to one saving throw of their choice.
Flexible: Humans do not select favored classes. Instead, they get a favored class bonus at every level, regardless of what class they take a level in.

Favored Class Options

The human favored class options are those listed in the Advanced Player's Guide.

Gnomes:

Gnomes possess a deep thirst for knowledge that is surpassed by few. They love science and technology of all sorts, and are eager experimenters and inventors. They can most often be found in human or dwarven communities, and they usually work as scholars, teachers, scientists, engineers, architects, rangers, or in some other profession that allows them to learn, build, experiment, or explore. They are highly prone to wanderlust, and commonly adopt professions that allow them to indulge this wanderlust.

Gnomes possess surprisingly little culture of their own. Apart from their curiosity, they mostly act like either humans or dwarves. They produce a very large number of engineering types, wizards, alchemists, and bards. Though they were as active as most other races in the witch hunts of the past, they are eager converts to arcane magic in the present. They also produce a lot of druids and rangers do to their love of exploration and wandering. Gnomes very commonly take on classes or archetypes with very specialized roles.

Gnomes are the shortest race. On average they are about 7 to 8 inches shorter than a human, and slightly slimmer. They have about the same range of skin colors as a human, though bright hair and eye colors are somewhat common.

Racial Traits

+2 Constitution, +2 Charisma
Medium: Gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnomes have a base speed of 30 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Shorty: While gnomes are medium sized characters, they are still rather small. They may use a creature of the same size as themselves as a mount instead of using a creature one size category larger than them if they so wish. They are considered small sized for the purpose of feat and prestige class prerequisites.
Eternal Hope: Gnomes 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.
Wanderlust: Gnomes receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, gnomes treat their caster level as +1 higher than normal.

Favored Class Options

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Bard: Add 1 to the gnome’s total number of bardic performance rounds per day.
Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Ranger: Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR.
Rogue: Gnome rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue.
Wizard: Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.

Elves:

Elves are a race on the rise. Historically, elves have mostly been a primitive tribal people who lived on the fringes of the civilizations of other races, deep in the wilderness, or as nomads, depending on the tribe in question. They have always been skilled in the use of arcane magic, but until around eighty years ago, when the discovery of new spellcasting methods finally made casting spells quickly practical, this didn't mean much. Elves were mostly seen as barbarians with a penchant for witchcraft. Due to this penchant for witchcraft elves have historically had a lot of trouble with other races, which occasionally resulted in violence. Now that arcane magic is practical, however, they are quickly gaining in power and influence. A great many have left the backwoods and the wilderness they have so long called home for the cities of other races, where they hope they can write the next chapter of elven history with their newfound arcane might, while a large number of others choose to take modern civilization and technology and incorporate it into their wilderness lifestyle. Sill others vehemently oppose all modernization and cling desperately to the old ways.

They produce more sorcerers than anyone else, as well as a great many witches, and also have a fair number of bards, alchemists, maguses, and wizards. Elves have historically been more accepting of witches than other races, and elven communities are the only ones in which a witch would dare be open about it, but witches would often become scapegoats when something bad happen. Barbarians and rangers are the most common types of elven warrior, and druids are by far the most common divine spellcaster, taking up the traditional role of a cleric alongside their role as protectors of nature. Clerics are very rare, oracles slightly less so. Elven witch hunts did occur in the past, although they were less common that witch hunts by other races. These witch hunts were most often led by druids do to the lack of clerics and oracles.

Their ears are, on average, 1 1/2 to 2 inches long and mobile, showing emotion like a cat's. They have a very wide range of possible hair, eye, and skin colors (Many more than any other race. If you can think of a color, there is probably an elf that has it as a skin, hair, or eye color somewhere.), and stripes and spots are naturally occurring features (though not every elf has them). The average height of elves is about 2 or 3 inches less than that of humans, and they are usually slightly slimmer.

Racial Traits

+2 Dexterity, +2 Intelligence
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Resistances: Elves get a +2 racial saving throw bonus against enchantment spells and effects, any magical effects that impose the stunned, asleep, or paralyzed conditions, and anything that damages morale.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. 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 skill checks.
Elven Luck: Elves gain a +1 luck bonus to all saving throws. This stacks with Elven Resistances.

Favored Class Options

Barbarian: Add +1 to the elf's CMD when resisting a disarm or sunder attempt.
Magus: Add one point of energy resistance against one type of energy (max +10).
Druid: Select one domain power granted at first level that is normally useable for a number of times per day equal to 3 + the oracle's Wisdom modifier. The oracle adds 1/2 to the number of uses per day of that domain power.
Ranger: Choose one type of terrain. The ranger subtracts 1 from the penalty to stealth checks while moving in that terrain. This ability may be taken up to five times per terrain.
Sorcerer: Select one bloodline power granted at first level that is normally usable for a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds 1/2 to the number of uses per day of that bloodline power.
Witch: Add 1 hit point to the witch's familiar. If the witch ever replaces this familiar, the new one gains these hit points.
Wizard: Select one arcane school power granted at first level that is normally usable for a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds 1/2 to the number of uses per day of that arcane school power.

Dwarves:

Dwarves are some of the best builders ever seen. They are expert miners and smiths, and tend to live near their mines and forges in burrows and above ground houses. They usually live in their own communities or with humans, and are most often found in the mountains. Dwarves are renowned as expert engineers and architects, and make very high quality magic items. They are especially known for the durability of the things they build. They may not be quite as inventive as other races, but what they build lasts.
Tradition, honor, and respectability, or at least the appearance of it, is incredibly important in dwarven society. Dwarves place a high value on people with such attributes, and as a result a great many dwarves, especially those in positions of power, try to appear as traditional, honorable, and respectable as possible. However, a great many dwarves are not who they appear to be. Though they put much effort into appearing to be a universally honorable, traditional, and trustworthy people, they can be as corrupt and selfish as anyone else. Assassination, sabotage, spying, embezzlement, and much more are all part of dwarven politics. They just hide such activity very, very well. In some communities, corruption is even expected as the normal course of things. That's not to say all dwarves are two faced hypocrites or that no dwarves are honorable and respectable people. There are plenty of honerable, respectable, and honest dwarves. There just happen to be just as many dishonest ones.

Dwarves produce a lot of well trained warriors, so fighters and, to a lesser degree, barbarian battle ragers, are common among them. Rogues are also highly common, especially as spies, saboteurs, and assassins in service to corrupt nobles. Inquisitors are common due to the shocking level of corruption in some dwarven communities. Dwarves love rowdy fun, so bards are always welcome among them. Being a traditional people, dwarves produce a fair number of clerics, who are renowned for their skill in battle. Many dwarves have taken up the study of wizardry recently, seeking to use it to improve their constructions.

Dwarves are, on average, about 5 to 6 inches shorter than an average human and slightly more stocky. They tend to have tan skin, and their hair and eyes are usually earthy colors.

Racial Traits

+2 Constitution, +2 Wisdom
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Dwarves can see in the dark up to 60 feet.
Practicality: Dwarves are grounded in hard work and common sense. Dwarves gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Fearless: Dwarves get a +2 racial bonus on saves against fear. This bonus stacks with the bonus from Hardy.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Master Architect: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual architectural work, such as traps and hidden doors located in walls or floors. The bonus against traps only applies to traps that are built into the architecture. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Favored Class Options

Barbarian: Add 1 to the dwarf’s total number of rage rounds per day.
Bard: Add 1 to the dwarf's total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
Cleric: Add a +1/4 bonus to all melee attack and damage rolls.
Inquisitor: Add a +1/2 bonus on bluff and disguise checks related to working undercover.
Rogue: Add a +1/2 bonus on all Craft (alchemy) checks involving poisons.
Wizard: Subtract 1% from the gold cost to craft magic items.

Orcs:

Orcs are a very old fashioned race. To most of them, family and community are more important than anything else. They prefer to live in their communities, and these communities are almost always rural. Although most (though certainly not all) are reasonably tolerant of outsiders, they are usually more comfortable with their own kind, and can be slow to make friends with non-orcs. Orcs are usually very religious, and produce the most divine spellcasters of any race, including the largest number of oracles. They are also thought of as being very good warriors.

Orcs are ferocious in battle, and commonly take on the role of barbarian or fighter. They are also a mostly rural race, so rangers and druids are seen all the time. Their religiousness spawns many clerics, oracle, and inquisitors. They have a fair number of witches, which is ironic when one considers their love of divine magic and activeness in the witch hunts of the past.

Orcs resemble humans who are a bit taller than average, with skin that has a greenish, greyish, tannish, or brownish tint, a slightly stockier build, dark hair and eyes, and slightly larger, arrow shaped ears.

Racial Traits

+2 Strength, +2 Wisdom
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: Orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when an 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.
Gods' Favor: Once per day, an orc may reroll any die and take the better result.
Tough: Orcs gain an extra hit point each level.

Favored Class Options

Barbarian: Add 1 to the orc’s total number of rage rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Add +1 hit point to the druid’s animal companion. If the orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
Fighter: Add +2 on rolls to stabilize when dying.
Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add +1 hit point to the ranger’s animal companion. If the orc ever replaces his animal companion, the new animal companion gains these bonus hit points.

Amalgams:

Amalgams are people who have had animal parts grafted unto their bodies. These grafts give the person some useful resistances, enhanced senses, and the use of a tail. Unfortunately, in order for the grafts to function properly it is necessary for the person to receive them prior to puberty. Furthermore, the process involves years of painful acclimation. Because of this, people who become amalgams voluntarily are unheard of. They are almost always kidnapped by their creators, and usually created for some sort of forced labor. This forced labor is usually some sort of wilderness work, such as seeking out and harvesting rare but useful plants, working on hidden plantations, transporting illegal materiels, or any number of other things. Their animal part grafts enhance their ability to do this sort of work by making them well suited to handling difficult terrain and working for extended periods.

Most amalgams encountered outside their master's custody are escaped slaves, and for them adventuring is a natural pursuit. They have no culture or place in the world, and many people find them monstrous, so living the life of an adventurer is often easier than settling down. They are durable, strong willed, and perceptive, and are skilled at a large variety of combat roles, but are not often well educated and therefore not particularly skilled in more scholarly pursuits.

Amalgams can have a great many appearances, depending on what animal parts were grafted on to them. Most have animal eyes and ears, with color varying widely based on where they came from. They also usually have tails, which come in handy as additional appendages, allowing them to do some things faster. Some, but not all, have fur all over their bodies instead of just on their animal parts. Animal internal organs are also common.

Racial Traits

Type: Monstrous Humanoid (Augmented and Human subtypes) (Note that being monstrous humanoids provides amalgams with darkvision out to 60 feet)
Medium: Amalgams are Medium creatures and have no bonuses or penalties due to their size.
+2 Constitution, +2 Wisdom
Climb: Amalgams have a climb speed of 20 ft., and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Swim: Amalgams have a swim speed of 30 ft. and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Desert Runner: Amalgams receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Prehensile Tail: Amalgams have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tail, but they can retrieve small stowed objects carried on their person as a swift action.
Skill Bonus: Amalgams receive a +2 racial bonus on Perception checks.

Favored Class Options

The amalgam favored class options are those listed for humans in the Advanced Player's Guide.

Hybrids:

Hybrids are the offspring of unions of any of the other core races, or of other hybrids. Since their racial makeup varies wildly with the individual, it is impossible to generalize about their lifestyle or appearance. Their cultural behavior and outlook on life is largely determined by which parent raised them, and how they are viewed by other races varies wildly by the individual community.
Racial Traits

+2 to one physical ability Score and +2 to one mental ability score
Multitalented: Hybrids choose two favored classes at first level.
Mixed Blood: Hybrids are treated as being all the races that make up at least 25% of their ancestry for the purpose of effects or prerequisites that involve specific races. They also gain +2 to disguise checks to impersonate these races.
Adaptability: Hybrids receive Skill Focus as a bonus feat at 1st level.
Jack of All Trades: All skills are class skills for hybrids.

Favored Class Options

Hybrids may choose the favored class options of any race that makes up at least 25% of their ancestry.

Thoughts?