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Jane_Smith
2012-09-13, 02:07 AM
Overall, im asking for reviews/critique for the balance of these templates between each other. I am not asking how balanced they are compared to other templates not on this list or the original base-race counterparts from pathfinder core, and i am not asking if you think they are overall to overpowered or to weak to be in a pathfinder game in general - i am simply asking from a power level of 1 (useless) to 10 (can 1v1 an enemy 5+ cr higher then itself or blow up a city) how powerful they are when compared to each other.

If tiefling is like a 6 to you and aasimar is a pathetic 2, please say so and explain why. I do not care if they are to strong or weak in general, I simply want them all to be as equal in there power as possible, and its my current goal to make sure one choice of these templates is not a "no brainer" to any other, you know?


Quick FYI;
Home-brewed Positive and Negative Energy Resistance - will only apply when a character possessing it would be damaged by that type of energy. It does not prevent healing by that type of energy (such as an aasimars resistance to positive energy would not hamper a cure light wounds, or an undead tiefling can still be healed by inflict light wounds).



~~~ Planetouched ~~~



~~~~~ Tiefling Template

~~~ Tiefling Racial Traits

Abilities: +2 to any two ability scores.

Type: Same as base creature, but gains the (Augmented, Evil) subtype in addition to any other types it possesses.

Darkvision: Tieflings can see in the dark up to 60 ft. If the base race already possesses darkvision, the range is improved by 60 ft.

Fiendish Affinity: Tiefling spellcasters with access to the abyssal, daemonic, infernal, oni, or shadow bloodlines, or the evil domain use their bloodline powers, domain powers, and spells at +1 caster level.

Fiendish Resistance: Tieflings gain acid, cold, electricty, fire, and negative energy resistance equal to 5 + 1/2 there hit dice and a +2 bonus on saving throws against any spell or effects with those damage types or descriptors.

Fiendish Fortitude: Tieflings gain immunity to diseases and poisons. However, a tiefling can still be diseased or poisoned, or gain the effects of using drugs, but do not suffer any disadvantages, addiction, or overdoses from them. A tiefling may spread a disease they possess as a carrier, smoke and get drunk, but will not take ability damage, suffer any addiction or withdrawls. A tiefling gains a +4 racial bonus to saving throws against diseases they carry even if it is harmless to them, as there body will still fight and remove the disease in them with time.

Skilled: Tieflings gain a +2 racial bonus on Influence and Stealth checks.

Spell-Like Abilities: Tieflings may select any three cantrips and a single first level spell from the magus, witch, wizard, or sorcerer spell list. They may use these abilities at will at a caster level equal to the tiefling's hit dice. The dc's are charisma-based. The tiefling can not select any spell with the good descriptor for there spell-like abilities. Once they have been chosen, this decision cannot be changed.

Challenge Rating: +1.



~~~~~ Aasimar Template

~~~ Aasimar Racial Traits

Abilities: +2 to any two ability scores.

Type: Same as base creature, but gains the (Augmented, Good) subtype in addition to any other types it possesses.

Low-Light Vision: Aasimar can see twice as far as normal in conditions of dim light. If the base creature already possesses Low-Light Vision, it becomes Improved Low-Light Vision and can see four times as far as normal in conditions of dim light.

Celestial Affinity: Aasimar spellcasters with access to the celestial, destined, dreamspun, fey, or starsoul bloodlines, or the good domain use their bloodline powers, domain powers, and spells at +1 caster level.

Celestial Resistance: Aasimar gain acid, cold, electricty, fire, and positive energy resistance equal to 5 + 1/2 there hit dice and a +2 bonus on saving throws against any spell or effects with those damage types or descriptors.

Celestial Brilliance: Aasimar gain immunity to compulsions and fear and grant all allies within 30 ft. a +2 morale bonus to saves against compulsion and fear effects.

Skilled: Aasimar gain a +2 racial bonus on Influence and Sense Motive checks.

Spell-Like Abilities: Aasimar may select any three cantrips and a single first level spell from the cleric, paladin, wizard, or sorcerer spell list. They may use these abilities at will at a caster level equal to the aasimar's hit dice. The dc's are charisma-based. The aasimar can not select any spell with the evil descriptor for there spell-like abilities. Once they have been chosen, this decision cannot be changed.

Challenge Rating: +1.



~~~~~ Chaond Template

~~~ Chaond Racial Traits

Abilities: +2 to any two ability scores.

Type: Same as base creature, but gains the (Augmented, Chaos) subtype in addition to any other types it possesses.

Darkvision: Chaond can see in the dark up to 60 ft. If the base race already possesses darkvision, the range is improved by 60 ft.

Protean Affinity: Chaond spellcasters with access to the aberrant, dreamspun, fey, protean or verdant bloodlines, or the chaos domain use their bloodline powers, domain powers, and spells at +1 caster level.

Protean Resistance: Chaond gain acid, cold, electricty, fire, and sonic resistance equal to 5 + 1/2 there hit dice and a +2 bonus on saving throws against any spell or effects with those damage types or descriptors.

Protean Mind: Chaond gain immunity to all madness, charm, confusion, or compulsion-based effects. Those who attempt to see the thoughts of a Chaond must make a will save (DC 10 + 1/2 the chaond's hit dice + the chaond's charisma modifier) or become confused for 1d6 rounds.

Skilled: Chaond gain a +2 racial bonus on Disguise and Stealth checks.

Spell-Like Abilities: Chaond may select any three cantrips and a single first level spell from the druid, witch, wizard, or sorcerer spell list. They may use these abilities at will at a caster level equal to the chaond's hit dice. The dc's are charisma-based. The chaond can not select any spell with the law descriptor for there spell-like abilities. Once they have been chosen, this decision cannot be changed.

Challenge Rating: +1.



~~~~~ Zenythri Template

~~~ Zenythri Racial Traits

Abilities: +2 to any two ability scores.

Type: Same as base creature, but gains the (Augmented, Law) subtype in addition to any other types it possesses.

Low-Light Vision: Zenythri can see twice as far as normal in conditions of dim light. If the base creature already possesses Low-Light Vision, it becomes Improved Low-Light Vision and can see four times as far as normal in conditions of dim light.

Balance Affinity: Zenythri spellcasters with access to the destined, meastro, martyred, imperious, or starsoul bloodlines, or the law domain use their bloodline powers, domain powers, and spells at +1 caster level.

Balanced Resistance: Zenythri gain acid, cold, electricty, fire, and force resistance equal to 5 + 1/2 there hit dice and a +2 bonus on saving throws against any spell or effects with those damage types or descriptors.

True Body: Zenyhtri gain immunity to disease, petrifcation, and poison and gain a +4 racial bonus to saves against polymorph effects.

Skilled: Zenythri gain a +2 racial bonus on Craft and Perform checks.

Spell-Like Abilities: Zenythri may select any three cantrips and a single first level spell from the bard, inquisitor, wizard, or sorcerer spell list. They may use these abilities at will at a caster level equal to the zenythri's hit dice. The dc's are charisma-based. The zenythri can not select any spell with the evil descriptor for there spell-like abilities. Once they have been chosen, this decision cannot be changed.

Challenge Rating: +1.



Done for tonight - reserved for the elemental planetouched, magic-blooded, fey-touched, null soul, mutated, ogrekin, and more templates. Feel free to start reveiwing/rating/etc.