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View Full Version : Races for a homebrew setting [PF] (PEACH)



Tzi
2012-06-10, 05:36 PM
Okay, so as I'm designing this homebrew setting, I've been going over and over about races, or lack there of. My ideal number of races is in fact, 1, that's right, 1 single race.

That race is Human, Homo sapien, that bipedal tetrapod we all seem to be. However obviously some humans are a bit different then other humans.

First, All races get 3 traits, 2 from any trait tree except the Regional Traits tree and one that is from a Regional Traits tree that is campaign setting specific for my setting.

Second, Languages are largely determined by where your character is from. Your first language is determined by parentage. Much like how our world has numerous languages that humans speak, so does mine. Of course there are magical, divine, fiendish, and Fey languages as well as those for the elemental beings.

So here it goes, the base race, Human (standard unchanged):


+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.



Basically, everyone is the above, unless magical events transpire, an outsider touched bloodline or some other strange means, all people are basically the above. However, being human can vary, Here are the abnormal or "differently Human." By hook or by crook, by destiny or some ancestor getting their freak on, some humans are a tad different then the "standard." Here is the big stuff to look over:

Flame touched, (Elemental Fire bloodline)


+2 to One Ability Score: Fire Elemental blooded Humans pick one ability score other then Wisdom to give a +2 to that stat.
Senses: darkvision (60 feet.)
Spell-Like Abilities: burning hands 1/day (caster level equals the characters total Hit Dice).
Resistance(s): fire resistance 5.
Elemental Affinity: Flame touched sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics with the Fire domain use their domain powers and spells at +1 caster level. Oracles with the Flame mystery treat their Charisma score as 2 points higher for all Oracle spells and class abilities.



Earthborn, (Elemental Earth bloodline)


+2 to One Ability Score: Earth Elemental blooded Humans pick one ability score other then Charisma to give a +2 to that stat.
Senses: darkvision (60 feet.)
Spell-Like Abilities: magic stone 1/day (caster level equals the characters total Hit Dice).
Resistance(s): Acid resistance 5.
Elemental Affinity: Earthborn sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earthborn clerics with the Earth domain cast their domain powers and spells at +1 caster level. Oracles with the stone mystery treat their Charisma score as 2 points higher for all Oracle spells and class abilities.



Wind touched, (Elemental Air bloodline)


+2 to One Ability Score: Air Elemental blooded Humans pick one ability score other then Constitution to give a +2 to that stat.
Senses: darkvision (60 feet.)
Spell-Like Abilities: feather fall 1/day (caster level equals the Characters Hit Dice).
Resistance(s): electricity resistance 5.
Elemental Affinity: Elemental Air bloodline sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Elemental Air bloodline clerics with the Air domain cast their domain powers and spells at +1 caster level. Oracles with the Wind mystery treat their Charisma score as 2 points higher for all Oracle spells and class abilities.



Of course there are more then just elemental forces that can be infused into ones blood. Some have divine, fiendish, ghoulish and even Fey parentage or some way have a bloodline tainted with these forces.

Divine blood and/or Ancestry


+2 to One Ability Score: Outsider blooded Humans pick one ability score and receive a +2 to that stat.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus to either Diplomacy and Perception checks if ones bloodline is touched by a Good outsider or +2 racial bonus on Bluff and Stealth checks if ones ancestor is an evil outsider.
Spell-Like Abilities: Either Darkness or Daylight 1/day depending on the nature of ones connection
Resistance(s): Either cold, electricity, and fire resistance 5 if evil connection, acid, cold, electricity resistance 5 if good connection.
Divine Magic: Sorcerers of the Celestial, Abyssal, Infernal and Destined bloodlines bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics with the domains of Evil, or Good cast their domain powers and spells at +1 caster level. Oracles may discuss with their DM to treat their Charisma score as 2 points higher for all Oracle spells and class abilities depending on if the Mystery seems related in some way to their Divine (Good or Evil) origins.



Feyborn (Feyish blood and/or Ancestry)


+2 to One Ability Score: Feyborn humans pick one ability score except constitution and receive a +2 to that stat.
Senses: Low-light vision.
Racial Skill Bonuses: +2 racial bonus on Survival and Spellcraft checks.
Spell-Like Abilities: dancing lights 1/day (caster level equals class level)
Immunities/Saving Throw Bonuses: Immunity to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Languages: Automatically begin play knowing Sylvan
Fey Affinity: Feyborn sorcerers with the Fey bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Wind Blessed clerics with the Plant or Animal domain cast their domain powers and spells at +1 caster level. Oracles with the Nature mystery treat their Charisma score as 2 points higher for all Oracle spells and class abilities.
Weaknesses/Vulnerabilities: Cold Iron weakness, any critical hit received from a cold Iron weapon does an additional 1d4 points of damage.



Dhampir (Vampire ancestry, or taint)


+2 to One Ability Score: Dhampir's receive a +2 to one stat of their choosing other then Constitution.
Senses: darkvision (60 feet), low-light vision.
Racial Skill Bonuses: +2 racial bonus on Bluff and Perception checks.
Immunities/Saving Throw Bonuses: Saving Throw Bonuses: +2 racial bonus against disease and mind-affecting effects.
Blood Drinking: Dhampir can gain sustenance from the blood of the recently dead. As a standard action, Dhampir can drink the blood of a creature that died within the past minute per class level. The creature must be corporeal and must have blood. This ability heals you 1d6 hit points if the creature is medium sized or larger and nourishes you as if you’d had a full meal, it heals 1d4 if the creature is small sized and does not provide nourishment.
Resist Level Drain: A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Deathly Affinity: Dhampirsorcerers with the undead bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dhampir clerics with the Death or Repose domains cast their domain powers and spells at +1 caster level. Dhampir Oracles with the bones mystery treat their Charisma score as 2 points higher for all Oracle spells and class abilities.
Weaknesses/Vulnerabilities: Light Sensitivity. Blood Craving (Must use the Blood drinking ability at least once every 2 weeks or become sickened, if blood is not consumed within the next week, characters land speed is reduced to 10 feet and has a temporary 1d4 drain on his or her constitution.
Deathly Affinity: Dhampirsorcerers with the undead bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dhampir clerics with the Death or Repose domains cast their domain powers and spells at +1 caster level. Dhampir Oracles with the bones mystery treat their Charisma score as 2 points higher for all Oracle spells and class abilities.




Dragonborn, (Draconic Bloodline)


+2 to One Ability Score: Dragonborn Humans pick one ability score other then Dexterity to give a +2 to that stat.
Dragons Blood: Dragonborn count as dragons for any effect related to race.
Senses: darkvision (60 feet.)
Immune to Dragon Fear Dragonborn are immune to a dragon’s frightful presence.
Keen Senses Dragonborn receive a +2 racial bonus on Perception skill checks.
Dragon Breath Dragonborn have retained the dragon breath of their draconic heritage, manifesting itself in the form of a line with a length of 5 feet per class level (capping out at 20 feet). The dragon breath deals 1d6 points of energy damage for every 5 levels (Reflex save for half damage), to a maximum of 4d6 at 20th level. The type of energy breath weapon is determined by the dragonborn’s specific draconic origins as follows: acid (black or copper), cold (silver or white), electricity (blue or bronze), fire (brass, gold or red), or poison (green). The dragon breath ability is renewed after resting for 8 hours, although these hours do not need to be consecutive.
Draconic Affinity: Dragonborn sorcerers with the Draconic bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.



Okay, so there it is, The one actual Race in my setting (Human) and the slightly modified versions of human.

Obviously others can be made since there are legions of elemental beings, and
things I just haven't considered for. However the above is the mainline things available to the players. Mainly I'm wondering if they are all sufficiently balanced, the big issue is I don't want them being more or less powerful then human. Though I will live with them being less powerful if by only a fraction of a percent. :smallsmile: