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Maat Mons
2019-01-15, 09:25 PM
Races


Carapacians

Standard Racial Traits
Ability Score Modifiers: Carapacians are both resilient and charming, but also a bit stiff in the joints. They gain +2 Constitution, +2 Charisma, and -2 Dexterity.
Size: Carapacians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Carapacians are humanoids with the carapacian subtype.
Base Speed: Carapacians have a base speed of 30 feet.
Languages: Carapacians begin play speaking Carapacian Sign Language and Common. Carapacians with high Intelligence scores can choose from the following: Beenary, Blink, and Trollish.

Defensive Racial Traits
Natural Armor: +1 natural armor bonus

Feat and Skill Racial Traits
Sneaky: +4 racial bonus on Stealth checks

Magical Racial Traits
Silent Casting: Carapacians cast all of their spells as if they were modified by the Silent Spell feat. This does not increase the level or casting time of the spells.

Weakness Racial Traits
Mute: Carapacians cannot speak.



Cherubs

Standard Racial Traits
Ability Score Modifiers: Cherub characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Cherubs are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Cherubs are humanoids with the cherub subtype.
Base Speed: Cherubs have a base speed of 30 feet.
Languages: Cherubs begin play speaking Cherubic and Common. Carapacians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Defensive Racial Traits
Cold Resistance: Resistance 5 to cold
Mountaineer: Cherubs are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Sleep Immunity: Immune to magic sleep effects

Feat and Skill Racial Traits
Bonus Feat: Cherubs select one extra feat at 1st level.
Intimidating: +4 racial bonus on Intimidate checks



Crocodiles

Standard Racial Traits
Ability Score Modifiers: Crocodiles are nimble and clever, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Intelligence, and -2 Strength.
Size: Crocodiles are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Crocodiles are humanoids with the crocodile and reptilian subtypes.
Base Speed: Crocodiles have a base speed of 30 feet.
Languages: Crocodiles begin play speaking Common and Nak. Crocodiles with high Intelligence scores can choose from the following: Chell, Draconic, and Ignan.

Hold Breath: Crocodiles can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Defensive Racial Traits
Fire Resistance: Resistance 5 to fire

Feat and Skill Racial Traits
Nimble Attacks: Crocodiles receive Weapon Finesse as a bonus feat.

Magical Racial Traits
Fire Affinity: Crocodile sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Crocodile spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Movement Racial Traits
Swim: Crocodiles have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Crocodiles can see twice as far as humans in conditions of dim light.

Offense Racial Traits
Bite: Crocodiles have a natural bite attack dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the crocodile is wielding manufactured weapons.



Humans

Standard Racial Traits
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoids with the human subtype.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
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.



Iguanas

Standard Racial Traits
Ability Score Modifiers: Iguanas are nimble and wise, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Wisdom, and -2 Strength.
Size: Iguanas are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Iguanas are humanoids with the iguana and reptilian subtypes.
Base Speed: Iguanas have a base speed of 30 feet.
Languages: Iguanas begin play speaking Common and Thip. Iguanas with high Intelligence scores can choose from the following: Glub and Sylvan.

Hold Breath: Iguanas can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Feat and Skill Racial Traits
Climb: Iguanas have a climb speed of 20 feet, and gain a +8 racial bonus on Climb checks.
Nimble Attacks: Iguanas receive Weapon Finesse as a bonus feat.
Nimble Faller: Iguanas land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

Movement Racial Traits
Swim: Crocodiles have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Iguanas can see twice as far as humans in conditions of dim light.



Leprechauns

Standard Racial Traits
Ability Score Modifiers: Carapacians are both agile and wise, but don't read a lot of books. They gain +2 Dexterity, +2 Wisdom, and -2 Intelligence.
Size: Leprechauns are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Leprechauns are humanoids with the leprechaun subtype.
Base Speed: Leprechauns have a base speed of 30 feet.
Languages: Leprechauns begin play speaking Common and Leprechaunese. Leprechauns with high Intelligence scores can choose from the following: Cherubic and Sylvan.

Defensive Racial Traits
Lucky: Leprechauns gain a +2 racial bonus on all saving throws.

Magical Racial Traits
Elven Magic: Leprechauns receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, leprechauns receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Fey Sighted: A leprechauns gain detect magic as a constant spell-like ability, with a caster level equal to his character level.



Salamanders

Standard Racial Traits
Ability Score Modifiers: Salamanders are nimble and adorable, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and -2 Strength.
Size: Salamanders are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Salamanders are humanoids with the aquatic and salamander subtypes.
Base Speed: Salamanders have a base speed of 30 feet.
Languages: Salamanders begin play speaking Common and Glub. Salamanders with high Intelligence scores can choose from the following: Aquan, Chell, Thip.

Amphibious: Salamanders are amphibious and can breathe both air and water.

Feat and Skill Racial Traits
Gregarious When salamanders successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the salamander’s Charisma-based skills for the next 24 hours.
Nimble Attacks: Salamanders receive Weapon Finesse as a bonus feat.
Sociable: When salamanders attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Movement Racial Traits
Swamp Stride: A salamander can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a salamander normally.
Swim: Crocodiles have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Salamanders can see twice as far as humans in conditions of dim light.



Sprites

Standard Racial Traits
Ability Score Modifiers: Sprite characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Sprites are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Sprites are humanoids with the sprite subtype.
Base Speed: Sprites have a base speed of 5 feet.
Languages: Sprites begin play speaking Beenary and Common. Sprites with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
Game Lore: All knowledge skills are always class skills for sprites.

Movement Racial Traits
Flight: Sprites have a fly speed of 30 feet with average maneuverability. Fly is always a class skill for sprites.



Trolls

Standard Racial Traits
Ability Score Modifiers: Troll characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Trolls are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Trolls are humanoids with the troll subtype.
Base Speed: Trolls have a base speed of 30 feet.
Languages: Trolls begin play speaking Common and Trollish. Trolls with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
Bonus Feat: Trolls select one extra feat at 1st level.
Eclectic Weaponry: A troll gain proficiency with any one weapon of his choosing at 1st level.

Senses Racial Traits
Superior Darkvision: Trolls have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Offense Racial Traits
Poison Use: Trolls are skilled in the use of poisons and never risk accidentally poisoning themselves.



Turtles

Standard Racial Traits
Ability Score Modifiers: Turtles are tough and wise, but their small stature makes them weaker than other races. They gain +2 Constitution, +2 Wisdom, and -2 Strength.
Size: Turtles are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Turtles are humanoids with the reptilian and turtle subtypes.
Base Speed: Turtles have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Turtles begin play speaking Chell and Common. Turtles with high Intelligence scores can choose from the following: Glub and Nak.

Hold Breath: Turtles can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Defensive Racial Traits
Damage Reduction: Turltes gain DR 5/bludgeoning.
Natural Armor: +2 natural armor bonus
Stability: Turtles gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stubborn Turtles gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a trutle fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the turtle has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Movement Racial Traits
Swim: Crocodiles have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Senses Racial Traits
Low-Light Vision: Turtles can see twice as far as humans in conditions of dim light.






New Feats


Cherubic Wings

You have reached a milestone in your development.

Prerequisites: Cherub.
Benefit: You grow bird-like wings that grant you a fly speed of 30 feet with average maneuverability. You also gain fly as a class skill.


Rainbow Drinker

You have unlocked strange powers very rare among your kind.

Prerequisites: Troll.
Benefit: You gain immunity to light-based blindness and dazzle effects. You gain a secondary bite attack that deal 1d3 damage. And your skin can shed light as a torch (activate or dismiss as a swift action).


Sea Troll

You are a member of troll nobility.

Prerequisites: Troll. You may only select this feat at 1st level.
Benefit: You gain the aquatic subtype and the amphibious trait. You also gain a swim speed of 30 feet, and the +8 racial bonus on Swim checks that a swim speed normally grants.


Void Metabolism

You have reached the final milestone of your development.

Prerequisites: Character level 11+, cherub.
Benefit: You no longer need to eat, breathe, or sleep.


Winged Troll

You pupated with butterfly-like wings.

Prerequisites: Troll. You may only select this feat at 1st level.
Benefit: You gain a fly speed of 30 feet with average maneuverability. You also gain fly as a class skill.

Maat Mons
2019-01-15, 09:30 PM
Let me start out with some questions:

Where do traits like Hold Breath and Amphibious go?
In Pathfinder, if your int is so high run out of listed bonus languages for your race, can you just pick whatever for the rest?
Which of the standard races' languages should be on the bonus list for which of these races?

Maat Mons
2019-01-18, 04:02 AM
So, how do people feel about granting flight at 1st level?

Originally, I was going to have options that were selected at 1st level grant something less than flight initially, then improve automatically after a certain character level. But eventually I just said "Screw it, druids can ride their flying animal companions at 1st level," and wrote the flight to kick in right away.

Should flight only be available at later levels? Is broken that druids have access to flight at 1st level? Am I breaking the game more by giving 1st-level flight to others?