View Full Version : Pathfinder DQ's Homebrew Index

2019-03-13, 09:14 PM
This post is to be used as a place to link to all other creations in this thread. Feel free to post anywhere, I encourage everyone to criticize and propose changes.

Table of Contents

Calmlyn (http://www.giantitp.com/forums/showthread.php?p=23774854#post23774854)
Great Ones (http://www.giantitp.com/forums/showthread.php?p=23776254#post23776254)

Youthful Vitality (http://www.giantitp.com/forums/showthread.php?p=23776158#post23776158)

2019-03-13, 09:16 PM

Calmlyns are the distant children of elven liaisons with other species, most notably humans. While half-elves have a slight genetic advantage over them, Calmlyns are far more common and are physically indistinguishable from humans, edging out half-elves on being better able to mix into civilized society. They are impetuous and driven, some to the point of of ignorance and arrogance holding themselves to a personal higher standard and expecting others to meet them there. Their passion is what motivates their drive, and many are passionate for wealth and power, when they apply themselves they do it to the point that they are abrupt and callous in needing to be as single-mindedly focused as possible to achieving their ends.

Physical description: Calmlyns are physically no different from humans and have no defining features that belay their elven ancestry. Their eyes and skin color varies as much as humans. They are more inclined to stay fit than humans though, thus giving them a sort of allure that makes it difficult for others to not notice them.

Society: Calmlyns have no homeland of their own, as like half-elves they are able to conform to nearly any environment. Due to their allure, they fit well into human cultures and take a shine to those with power thusly integrating themselves into positions that give them sway over pursuing whatever passions that drive them. They tend to adopt whichever human culture appeals to them the most.

Relations: Calmlyns are dedicated to their own ends, whatever they may be. They are just as capable as a human in social interactions, prone to emotional fits and capable of greed enough to drive them to arrogance and having impossible standards. Unlike humans, calmlyns are far more focused in pursuing their own personal machinations and far less likely to fall to apathy and decadence.

Alignment and Religion: Calmlyns are practically impossible fits as personages having positions in established religions...they are far more likely to pursue praising of a deity on their own and their impulsive desire and need to prove to themselves that they are worthy of everything they want is far more selfish than to be giving to others, but there are the rare few among them that are tender-hearted and capable of giving of themselves to relieve the burdens of others and tend to those that need guidance. A calmlyn that embraces organized religion will likely be in supplication to a deity that allows them to pursue freedoms. While many calmlyns follow the path of chaos, as a whole they are equally split down the middle of the good and evil axis.

Adventurers: As with humans, ambition drives them to pursue a life that embraces their chaotic hearts. Exploring, cataloging and the thrill of excitement and treasure beckons many calmlyns to throw caution to the wind and explore the world and take from it that which will allow them to fulfill their own personal desires and goals.

Names: Calmlyns typically follow human naming conventions as it allows them to be less conspicuous, those that are born with a name that doesn't fit them will often choose a name that does at some point when it befits them.

All calmlyns have the following racial traits.
• +2 to One Ability Score: Calmlyns get a +2 bonus to one ability score of their choice at creation to represent their human ancestry.
• +2 Dextertiy or Intelligence: Clamlyns inherit either the agility or mental acumen from their elven ancestry.
• Medium: Calmlyns are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Calmlyns have a base speed of 30 feet.
• Eldritch Aptitude: Calmlyns gain a +1 bonus on Knowledge (Arcana), Spellcraft and Use Magic Device checks.
• Elf Blood: Calmlyns count as both elves and humans for any effect related to race.
• Vigilant: Calmlyns get a +2 racial saving throw bonus against magic sleep effects and get a +2 racial bonus against resisting the exhaustion and fatigue conditions.
• Languages: Calmlyns begin play speaking Common and Elven. Calmlyns with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

As per Humans

As per Humans

2019-03-14, 01:01 PM
Youthful Vitality [General]
You age gracefully due to being a veritable powerhouse of healthful energy.
Prerquisite: Constitution 15, Character Level 1st
Benefit: You ignore the penalty to your ability scores for middle and old age. At Venerable age you suffer the negative effects of aging as if you had entered Old Age.

2019-03-14, 01:51 PM
In the product Advanced Race Codex: Humans (http://www.drivethrurpg.com/product/20121) by Green Ronin, the human sub-race of the Great One was introduced (page 13). They have two Humanoid racial Hit Die and an ECL of +1. Here is my Pathfinderization of their Racial Traits.

Great One Racial Traits
+2 Strength (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-), +2 Constitution (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-), +2 Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-), and +2 Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-): Great ones are physically powerful and have a bottomless reservoir of endurance and energy. They are also insightful and honest—traits others respect and seek to emulate.
Medium: As Medium creatures, great ones have no special bonuses or penalties.
Great Destiny: When gaining levels in their favored class, a Great One gains two benefits of their choice rather than just one.
Great one base land speed is 30 feet.
Great ones have a +2 bonus on all saving throws against enchantment (http://www.d20pfsrd.com/magic#TOC-Enchantment) spells and effects.
Great ones gain Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final) as a bonus feat.
Human Blood: For all effects related to race, a great one is considered human.
Automatic Languages: Common, Ancient Common. Bonus Languages: Any (other than secret languages, such as druidic).
Adulthood: 15 years
Class Track 1: +1D6
Class Track 2: +2D6
Class Track 3: +3D6
Middle Age: 80
Old Age: 120
Venerable Age: 200
Maximum: +4D20
Height & Weight

Base Height: 4 ft. 10 in.
Height Modifier: +2d10
Base Weight: 100 lbs.
Weight Modifier: x (2d4) lbs.
Base Height: 5 ft. 9 in.
Height Modifier: +2d10
Base Weight: 140 lbs.
Weight Modifier: x (2d4) lbs.
ARG Build:
TOTAL POINTS: 14 - Advanced Race
Humanoid (0 points)
Size Quality: Medium (0 points)
Ability Scores: Flexible (2 points)
Language Quality: Standard (0 points)
Ability Scores: Advanced Wisdom (4 points)
Ability Scores: Advanced Charisma (4 points)
Defense: Enchantment Resistance (2 points)
Static Feat: Endurance (2 points)