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View Full Version : D&D 3.x Other Pathfinder Isekai Concept: Lanzora [PEACH]



The Librarian
2020-01-22, 07:36 PM
Hey, hey, hey, people. I present all you lovely folks today with a homebrew setting I've been cooking up for a while now, centered around the manga/anime isekai concept for a campaign. I'll share more details regarding the world lore and setting idea if anyone's interested in hearing about it, but for now I'll just be posting up the basic concepts and the homebrew elements/mechanics I want critiqued so I can fine-tune for proper play testing.

To begin, its my intent story-wise that the players by default are intended to start out as a Chaotic Entity for their race that consist the following: Skeleton, Dark Wisp, Construct Familiar, Imp Heir, Goblin and Elemental Slime. As a continued note of story reason for this, the Players are summoned into the world via one of six beings auspiciously named by the world as "The New Gods." I designed individual stat blocks for each these Chaotic Entities with the intent of them being comparable or subpar to the standard race choices of Pathfinder, but with the added caveat of being identified by most NPCs as your standard dungeon monsters. This would be one of the first points that I would prefer to have critiqued just to assess whether the stat blocks for each Chaotic Entity feels relatively balanced. The stat blocks for these Chaotic Entities can be found in one of the Spoiler Brackets below.

Skeleton
• Hit Die: d12
• Size: Medium
• Initiative: +5 (+1 Dex, Improved Initiative)
• Speed: 30ft
• AC: 13 (+1 Dex, +2 Natural Armor), Touch 11, Flat Footed 12
• Str: 10, Dex: 12, Con: -, Int: 11, Wis: 10, Cha: 1
• Fort: +0, Ref: +1, Will: +0
• Attack: Claw 1d4
• Fast Healing 2
• Feat: Improved Initiative
• Feat: Unlife - If killed in combat, you will instead return to life with half your total HP in 1 hour. If their whole body is destroyed, the Unlife effect is nullified.
• Immunity to Cold Damage
• Take only half damage from Piercing and Slashing weapons.
• +5 bonus against all mind-affecting effects (charms, compulsions, morale effects, patterns).
• Immunity to bleed, disease, death effects, paralysis, poison, sleep effects, and stunning.
• Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. (Unless skull is destroyed).

Dark Wisp
• Hit Die: d8
• Size: Small
• Initiative: +1
• Speed: 30ft, Fly (Perfect) 40ft
• AC: 14 (+1 Dex, +1 Size, +2 Deflection), Touch 14, Flat Footed 13
• Str: 1, Dex: 13, Con:8, Int: 13, Wis:12, Cha: 12
• Fort: -1, Ref: +1, Will: +1
• Attack: Touch 1d6
• Feat: Natural Invisibility - Have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
• Feat: Unnatural Aura - Animals, whether wild or domesticated, can sense the unnatural presence of a Dark Wisp at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
• Feat: Light - Dark Wisps can at will illuminate the light from their body with a torch-like brightness that lights up a 20ft area.
• Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source.
• Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
• Dark Wisp is not able to wear armor, and additionally may only ‘wield’ one item at any given time.

Construct Familiar
• Hit Die: d10
• Size: Small
• Initiative: +2
• Speed: 30ft
• AC: 16 (+2 Dex, +3 Natural, +1 Size), Touch 13, Flat Footed 16
• Str: 15, Dex: 15, Con: -, Int: 11, Wis: 11, Cha: 10
• Fort: +0, Ref: +2, Will: +0
• Attack: Slam +2 (1d3+2)
• BAB is always equal to total Hit Dice
• Cannot speak a language, but can comprehend them.
• No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
• Low-light vision.
• Darkvision 30 feet.
• +5 bonus against all mind-affecting effects (charms, compulsions, morale effects, patterns).
• Immunity to bleed, disease, death effects, necromancy effects, poison and sleep effects.
• Cannot heal damage on its own, but can be repaired via spells such as Make Whole. A construct with the Fast Healing special quality still benefits from the effect.
• Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
• Constructs do not eat, breathe, or sleep.

Imp Heir
• Hit Die: d6
• Size: Tiny
• Initiative: +3
• Speed 20ft, Fly (Good) 60ft
• AC: 18 (+3 Dex, +3 Natural, +2 Size), Touch 15, Flat Footed 15
• Str: 8, Dex: 16, Con: 10, Int: 12, Wis: 10, Cha 12
• Fort: +0, Ref: +3, Will: +0
• Attack: Claw x2 (1d2), Bite (1d3)
• Speaks Common and Infernal
• Gain +4 racial bonus to Stealth & Acrobatics checks, and +2 racial bonus to Bluff & Perception
• Feat: Hide in Plain Sight - Partially composed of living darkness, Imp Heirs can use the Hide skill even when being observed. As long as it is within 10 feet of some sort of shadow or darkness, Imps can hide themselves from view in the open without having anything to actually hide behind. Imp Heirs cannot, however, hide in its own shadow.
• Feat: Sneak Attack - Can sneak attack as a rogue of the same HD, but only when attacking with their natural weapons.
• Alternate Form: An Imp Heir can assume another form at will as a standard action. The Imp Heir can assume up to two forms from the following list: black adder, black cat, crow, goat, rat, or monstrous spider. Imp Heirs do not regain hit points when changing form.
• Heal 1 point of damage every round while in areas of dim illumination or darker.
• Immunity to poison and have cold and fire resistance 5.

Goblin
• Hit Die: d8
• Size: Medium
• Initiative: +1
• Speed: 40ft
• AC: 12 (+1 Dex, +1 Natural), Touch 11, Flat Footed 11
• Str: 8, Dex: 12, Con: 14, Int: 10, Wis: 10, Cha: 8
• Fort: +2, Ref: +1, Will: +0
• Attack: Fists 1d3
• Speaks Common and Goblin
• Darkvision 30ft
• Gain +4 racial bonus to Stealth & Ride checks, and +2 racial bonus to Perception & Survival
• Feat: Endurance - Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the check.
• Feat: Diehard - When HP total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points.
• Treasure Cunning: +4 Appraise checks with precious metals, minerals & gems, and +2 Search and Craft checks with precious metals.
• The only chaotic entity that is able to freely travel into towns without being immediately attacked by guards or other humanoids without a disadvantage to social interactions.

Elemental Slime
• Hit Die: d6
• Size: Small
• Initiative: +0
• Speed: 20ft
• AC: 12 (+1 Natural, +1 Size), Touch 11, Flat Footed 11
• Str: 10, Dex: 10, Con: 10, Int: 10, Wis: 10, Cha: 10
• Fort: +0, Ref: +0, Will: +0
• Attack: Slam 1d4
• Can assume one of the following Elemental Types and assumes said abilities as if they were an Elemental of that type.

○ [B]Aether (+2 Int, +1 Dex; 30ft Darkvision; Telekinetic Throw [1d6-1])
○ Air (+2 Dex, +1 Str, +1 Con; Fly [Perfect] 40ft)
○ Earth (+2 Str, +1 Con; Burrow 20ft; Earth Glide)
○ Fire (+2 Cha, +1 Str, +1 Dex; +1d3 Fire Dmg to Slam; Fire Resistance 10)
○ Ice (+2 Str, +1 Con; Burrow 20ft, Swim 20ft; Ice Glide; Cold Resistance 10)
○ Lightning (+2 Dex, +1 Cha; Fly [Good] 40ft; +1d3 Electricity Dmg to Slam; Electricity Resistance 10)
○ Magma (+2 Con, +1 Str; Burrow [Earth & Lava] 20ft; deal -1 AC Dmg to Slam for three rounds)
○ Water (+2 Con, +1 Str, +1 Dex; Swim 40ft; Drench)
• Increases to the next size category every 4 levels, gaining new stats and abilities.
• Feat: Predator - Out of combat, the Elemental Slime is able to consume any organic or inorganic material that is up to one size category larger than them. In doing this, the Elemental Slime gains a chance of acquiring item components, abilities or potentially other items of greater value.
• Feat: Great Fortitude - Gain a +2 to all Fortitude saves, and gain a +4 Fortitude save against poison, diseases, and other maladies.
• Elemental Slimes get a -4 penalties to attacks with non-natural weapons.


To compliment the stat lines of the various Chaotic Entity races, and to moreover introduce the core Isekai element of the story. I've put together a Point-Buy List of attributes that each player may use to build their own custom character. This Point-Buy List is still considered by myself to be in need of some tweaking and balancing, especially considering a plethora of Point-Buy Skills that are tied to each of The New Gods. Additionally, in the event of death, with the exception of spells like Wish or True Resurrection, death is considered permanent. However, with each death comes an opportunity to build a better character, earning additional points to spend for each character level accumulated in their previous life. As it stand now, the current list in the Reincarnation Point-Buy List are attributes that I've presently believe to be somewhat balanced; but of course I would love to hear any peer opinions. I additionally have a second Spoiler List for the Point-Buy Skills that'll be specific to the New Gods that is mostly incomplete mechanically speaking, but all attributes will have at least a basic description of what would like them to do.

Disclaimer: The 0pt abilities are entirely optional for inclusion or selection and I would ultimately leave that up to the GM's discretion. I personally have established as a rule that players may only select one 0pt attribute, with exception of the "Reborn as Random Chaotic Entity."

Standard Allotted Points: 12

0: Reborn as Random Chaotic Entity (Receive a bonus 3pts) [Can choose 1 additional 0pt]
0: Hated <NPCs will be less likely to associate with you. Have a -6 to Bluff and Diplomacy Checks when interacting with NPC humanoids.> (Receive bonus 5pts)
0: Evil <NPCs know your past deeds & distrust you. You have a wanted status and will always proc a Detect Evil scan.> (Receive bonus 5pts)
0: Classless <Player relinquishes having any class. Instead the initial BAB and Save Rolls will be like that of a Monk's and progress as such when leveling up; and the player is allowed to pick 2 class features from any of the core classes. The player may also select one additional class feature from any of the core classes every 3 levels, so long that ability would be normally attainable by that level. The player may furthermore pick 1 Lvl 20 class feature upon reaching that level.> (Receive bonus 7pts)
0: Of Another World <Player is a reincarnated being from another world, and is unfamiliar with most or all societies/cultures/metaphysics of this world. -6 to all Knowledge Checks. Additionally, the player may be asked to provide a simple/complex backstory of this individual from another world.> (Receive bonus 1d6+4pts)
1 pt: +1 to Ability Score [Max of 10 uses; 2 pts for +1 to Ability Scores over 20]
1 pt: +1 to Save Roll (Fort, Ref, or Will) [Max of 5 uses]
1 pt: +1 to BAB [Max of 5 uses]
2 pts: Darkvision 30ft
2 pts: Gain a General Feat [2 Uses Only per Player]
2 pts: +1 additional Hit Die [2 Uses Only per Player]
3 pts: +1 to Starting Level [1 Use Only per Player]
3 pts: +1 DR to a Damage Type [Max of 5 uses]
3 pts: +3 ER to a Damage Type [Max of 5 uses]
3 pts: Reborn as a Common Race (Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Okami, Orc)
4 pts: Start with 1 Random Melee Weapon
4 pts: Start with 1 Random Range Weapon
4 pts: Start with 1 Random Armor (Light-Medium)
4 pts: Immunity to all Mind-Affecting Effects (charms, compulsions, morale effects, patterns, & phantasms)
5 pts: Roll for Essential Skill
5 pts: Roll Ability Scores (4d6 rolls, deduct lowest roll. No mulligans.)
5 pts: Friendly Visage (Attain a humanoid appearance and/or conceal Minion Seal to freely traverse within cities/settlements without open hostilities.) <Does not conceal presence from Hunters.>
5 pts: Immunity to one of the following (Fire, Acid, Electricity, Cold and Poison) [1 Use Only]
5 pts: Reborn as an Exotic Race (Aasimar, Demi, Drow, Giant*, Ifrit, Kobold, Oni*, Oread, Sylph, Undine)
6 pts: Woodshape
6 pts: Fast Healing 2 [Stacks with other Fast Healing. Gain +1 every 4 levels.]
6 pts: Flurry of Blows [Doubles its effect with Monk Class]
6 pts: Channel Resistance 10
6 pts: Frightful Presence
6 pts: Collector (+4 Bonus to Foraging Materials & Components)
8 pts: Greensight
8 pts: Stoneshape [+Woodshape]
8 pts: Cantrips
8 pts: Leadership (Gain ability to command creatures with INT Scores greater than 3 or NPCs 3 levels beneath your own. Can command up to 2x your Class Level of NPCs or Creatures.)
8 pts: Protective Aura
8 pts: Dual-Class (Select a Second Class or select a Hybrid Class instead)
8 pts: Beastmaster (+4 Bonus to Taming Animals)
8 pts: Blacksmith (+4 Bonus to crafting Weapons & Armor)
10 pts: Blindsense
10 pts: Lifesense
10 pts: Purity of Body
10 pts: Spell-like Abilities (Player selects a Domain/Sub-Domain and gains spells per day to cast from that domain. This scales as you level. May select an additional Domain/Sub-Domain for +2 pts.)
10 pts: Splinter Twin (Once a day, summon a duplicate of yourself with half your HP, BAB, Spells and Save Rolls. Cannot take items from duplicate. Can summon an additional duplicate at Lvl 10.)
10 pts: Telepathy (Gain the ability to communicate with willing allies within a 120ft of you.)
10 pts: Truespeech
10 pts: Alter Size (At will, your character can once a day increase or decrease 1 size category for [1d8 + Con Bonus] rounds of combat and gain any bonus of being that size category. Effect last for up to 4 hours out of combat.)
10 pts: Harvester (+4 Bonus to Crop Cultivation, Ore Excavation & Hunting Yields)
10 pts: Artificer (+4 Bonus to Brewing Potions, making Magic Scrolls & Forging Rings)
12 pts: Acidic Blood/Fluid (Whenever you take Piercing or Slashing Damage, allies and enemies adjacent to you take 1d8 Acid Damage) <Skeletons & Construct Familiar can’t take this>
12 pts: Metalshape [+Woodshape, +Stoneshape]
12 pts: Multiweapon Mastery (Never take combat penalties on attack rolls when fighting with multiple weapons, regardless of weapon size, finesse and/or proficiency) <Dark Wisp & Elemental Slime can’t take this>
12 pts: Fortress Defense (Adds your Combat Maneuver Defense to your AC, so long as you are not Flat-Footed or knocked down.) <Goblin can’t take this>
12 pts: Afflict Curse - Weakness (-3 to all Ability Scores and Combat Rolls) <Imp Heir can’t take this>
15 pts: Legendary Inheritance (Gain a GM-crafted weapon/armor/item that composed of the following components: [1 Weapon or Armor/Shield, 1 Wondrous Item, 1 spell of choice from 1st-8th Spell Lists].)
15 pts: Save Point (Player can select a “Save Point” where in the event of you and your party’s demise, you will be able to restart at said point in time once at full health and rested. Save Points are erased immediately upon use, and this ability can only be used once a week in game time.) [Only 1 Player may select this.]
15 pts: A Slice of Heaven (Acquire a Holy Scroll that grants you Lordship over one square of land . This land is treated as if it were recently declared undisputed neutral grounds, and any cities or settlements within it will recognize themselves initially as independent from other nations.) [Only 1 Player may select this.]
15 pts: Architect’s Hand (Player suffers a permanent -4 penalty to all Combat Rolls, however gain the ability to manipulate and shape a material within 20ft of you as if using the woodshape/stoneshape spell. <This ability can apply to any material other than flesh or biologicals.> This ability may additionally be used out of combat to freely shape and manipulate any chosen material <excluding flesh or biologicals> in a 50ft radius, with the complexity of the manipulation determined by a DC Craft check. The player also gains a +6 bonus to Ore Excavation, Crop Cultivation and Foraging Materials and Components; and additionally gain a +4 bonus to Crafting Weapons, Armor and Magic Items.)
15 pts: The Dragonheart (Player is reborn as a Manakete, a being that transcends the bond of humanoids and dragons. In addition to the boons of provided by your race, the player chooses a draconic bloodline that is either Chromatic [B][Evil Alignments Only], Metallic [Good Alignments Only], or Primal [Neutral Alignments Only] and gain the special abilities of one such dragon subtype based on the player’s level. As a cost for all these abilities, your player can only heal wounds by resting, and requires twice the sustenance of a standard player race.) [Only 1 Player may select this.]
15 pts: Mary-Sue/Gary-Stu (Gain a +3 bonus to all Ability Scores, a +3 Circumstance Bonus to Skill Rolls, and a +2 bonus to all rolls in Combat. Additionally, gain a starting weapon that is treated as a Favored Weapon and gains a +X bonus to damage <X = BAB divided by 2>. Players with this ability will always gain hostile reaction from NPCs and creatures with an alignment opposite of their own. <i.e. LG is opposite of CE>) [Only 1 Player may select this.]




12 pts: Saiyan Strength (Player receives -3 INT, -3 WIS, -3 CHA. Gain the ability to use player’s Strength Bonus for any type of combat roll. <Melee, Ranged, Magic, etc.> If the player is bloodied in combat, their BAB is doubled, <BAB is tripled when player reaches level 11> as well as their Strength Bonus being calculated into their attack damage. If player has 5 hp or less in combat, manages to kill an enemy and subsequently end combat without falling to 0 hp, they will gain a permanent +1 Attack Bonus. <This bonus can be received once a game session, and cannot be acquired via self-harm>)
12 pts: Calamitous Dexterity (Player receives -3 STR, -3 WIS, -3 CHA. Gain the ability to use player’s Dexterity Bonus for any type of combat roll. <Melee, Ranged, Magic, etc.> Any player attacks that are ranged deal 1d6 Force Damage plus another 1d6 every 3 levels to the targeted enemy and all other combatants in a 15 ft radius. Any player attacks that are melee deal the same Force Damage stated above in a 15 ft radius in addition to harming the player for 1d8 Force Damage plus another 1d8 every 4 levels unless they make a Fortitude Save. <DC = 15 + Player Level> If the player deals damage to himself this way 5 consecutive times without falling to 0 hp, they will gain a permanent 1 point of Damage Reduction. <This bonus can be received once a game session>)
12 pts: Titan Constitution (Player receives -3 STR, -3 DEX, -3 CHA. Gain the ability to use player’s Constitution Bonus for any type of combat roll <Melee, Ranged, Magic, etc.> in addition to the default Ability Score Bonus. Player gains the ability to heal from poison damage in lieu of a poison save, and additionally can roll against ability damage or ability drain effects to instead gain a temporary bonus to that ability score for 1d3 rounds in combat. The player may also as a full round action, choose to consume a dead corporeal enemy one size smaller than the player to restore 1d12 hp. This action does prompt attacks of opportunity, and allied NPCs must make a Charisma Save <DC = 10 + Player Level> or become hostile to player. If the player consumes 3 bodies in combat, they will gain a permanent 1d8 hp to their total hp. <This bonus can be received once a game session>)
12 pts: Lunarian Intellect (Player receives -3 STR, -3 DEX, -3 CON. Gain the ability to use player’s Intelligence Bonus for any type of combat roll <Melee, Ranged, Magic, etc.> in addition to the default Ability Score Bonus. Player gains the boon of all attacks deal critical damage on any attack roll equal to 20 + Player Level - x, <x = player's Intelligence Bonus> but receive armor debuff with each successful critical hit. This armor debuff puts a -3 AC that lasts for 4 rounds and can stack until AC is reduced to 1. <Any armor debuffs still present at the end of combat are nullified> If the player accumulates 4 stacks of armor debuff, the player will take damage equal to half of his max hp rounded up. If the player takes this damage, without falling to 0 hp, the player will receive a permanent +1 Attack Bonus at the end of combat. <This bonus can be received once a game session>)
12 pts: Eldritch Wisdom (Player receives -3 DEX, -3 CON, -3 CHA. Gain the ability to use player’s Wisdom Bonus for any type of combat roll <Melee, Ranged, Magic, etc.> in addition to the default Ability Score Bonus. In combat, the player gains an Insight Bonus to their AC equal to their Wisdom Bonus. Whenever the player is attacked and the enemy fails to break player AC, both the enemy and the player take 1d6 Sanity unless they succeed a Will Save <DC = 10 + Player Level + resulting 1d6 Sanity Damage> If the player or enemy are brought to their Sanity Edge while in combat as a result of Eldritch Wisdom, they will be affected by a Greater Madness, and enemies must additionally roll a Will Save <DC = 15 + Player Level> or be forfeit an attack action during their turn. If the player accumulates 5 instances of Sanity Damage, the player takes damage equal to his Sanity Score and then has all Sanity Damage restored. If the player takes this damage without falling to 0 hp, they will gain a +2 bonus to any skill check if they are a martial class <stacks up to +6>, or they will gain a permanent 1 point of Energy Reduction if they are a caster class. <This bonus can be received once a game session> Out of combat, the player gains the ability to add their Wisdom Bonus to any skill check, and doubles the Wisdom Bonus that already uses the Wisdom Bonus; but the player takes 1d6+2 Sanity Damage on any failed skill check. The player additionally recovers from 1d6+4 points of Sanity Damage with each long rest.)
12 pts: Vagabond Charisma (Player receives -3 STR, -3 CON, -3 INT. Gain the ability to use player’s Charisma Bonus for any type of combat roll. <Melee, Ranged, Magic, etc.> In combat, the player gains an ability that compels all foes that can see the player to attack them first. Enemy attack and action rolls against the player receive a penalty equal to the difference in CR to the player’s level. Any successful attacks made on the player will deal additional damage equal to half of the value of the penalty, rounded up. If the player takes 5 instances of direct damage in combat without falling to 0 hp, the player takes a full round action in his next round that affects all hostile units, forcing them to roll a Will Save <DC = 10 + Player Level + highest enemy penalty value> that if failed the enemy willingly end combat. If the player makes 3 or more enemies end combat this way, the player gains one additional spell slot for the day/session if they are a caster class, or gain a bonus 1d4 HD to all attacks for the day/session if they are a martial class. Out of combat, the player Charisma Bonus is treated as a penalty to all Charisma skill checks that if it fails the DC will result in NPCs involved be pushed one stage closer to hostility with the player; but if successfully passes DC would be treated as a critical success.)
12 pts: Demonic Psionics (Player receives -1 to all Ability Scores. The player gains the exclusive ability to use Psionic Powers in combat. The player would still be required to make Concentration Checks when casting psionics and in lieu of power point pool, the player is capable of using psionic abilities once per round at the cost of xd4 damage, with the damage being comparable to the normal Power Point Cost. <See Table Below> The player must roll for this damage prior to casting, <this is after a successful Concentration Check> and should the player deal lethal damage to himself, the psionic power fizzles and the player must immediately make a Will Save or be rendered conscious, and have to make Death Saves the next round.)


[B]Power Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


[B]HP Cost
1d4
3d4
5d4
7d4
9d4
11d4
13d4
15d4
17d4




12 pts: Dimension Step (The player gains the ability to jaunt into another dimension for 1 round per player’s level per day. While in another Dimension, the player can position themselves half of their move speed from their starting position for each round they remain out of the material plane. Player may use Dimension Step on a number of different occasions during any single day, as long as the total number of rounds spent using Dimension Step does not exceed their character level.)
12 pts: Elemental Manipulation (Player gains the ability to manipulate the Fire, Air, Earth and Water similar to the effects of Woodshape/Stoneshape. The player can control and manipulate any one element once per round, <DC = 10 + Charisma Modifier + X for every 5ft of manipulated element> and should this ability be used to as an attack, it will deal damage equal to Xd8 + player’s Charisma Modifier. <X = 5ft of manipulated material> Any opponents that are immune to the damage type of an element <Fire, Cold [Water], Sonic [Air], Bludgeoning [Earth]> will instead take half damage.)
12 pts: Gravity Surge (Player gains the ability to once per round summon a swell of gravitational energy to attack in a 30ft line dealing Force Damage equal to their Strength Modifier × Class Level. Opponents hit by this attack must make a Fortitude Save <DC = 10 + Class Level + Player’s Strength Modifier> or become flatfooted and pushed to 30ft edge of the attack. Gravity Surge can be used every 1d4 rounds.)
12 pts: Starfall (The player gains the ability to once a day summon a meteor from the heavens that deals damage equal to the player’s Hit Die plus 20 unblockable damage in a 50ft radius. Any monsters or humanoids killed via Starfall that Medium Size or smaller are considered disintegrated, Any monsters or humanoids killed that are Large Size or bigger have a 50% chance of any lootable items being destroyed.)
12 pts: Accretion Strike (Player can make a 1d6 melee touch attack each round that targets the opponent’s Constitution. The Constitution Damage can stack with other sources to Ability Damage or Ability Drain and last 3 rounds.)
12 pts: Singularity (The player as a Full Round Action creates a Singularity that pulls all creatures who fail a DC(10+class levels+Strength Modifier) Strength Check (the DC doubled for flying creatures) towards the center of the Singularity. Opponents who fail Strength Check are pulled to the center of the Singularity, knocked prone and take 1d6 damage for every 10 ft. they were dragged. The player can place a Singularity anywhere within 100 ft of him and is not affected by the pull of his own Singularity. The Singularity has a radius of 5 ft./lvl. The Singularity ends at the end of the player's turn, and can only be used once every 1d4 rounds.)
12 pts: Spatial Mercantile Transport (Player attains a mythical vehicle that is specially crafted to traverse the planes with ease and comfort to any would-be travellers. This transport vehicle is adaptable to travelling on any terrain and is able to hold some 6,000 lbs of material. Additionally, it is able to comfortably house up to 8 medium size humanoids, and jaunts into a safe pocket dimension when all members aboard are resting. The Spatial Mercantile Transport cannot be destroyed by any means, but will disappear for 6 hours from plane player is present on if it takes more than 20 damage from any one damage source.)


12 pts: Time Strobe (Player can make a Will Save against a Ranged or Magic Attack. On a successful save, the player takes no damage. Time Strobe can be used once every 1d4 rounds. Cannot be used if in the Helpless status.)
12 pts: Temporal Dilation (Player may once per round add their Wisdom modifier to their AC, CMD, or Attack Rolls. Temporal Dilation can be used once every 1d3 rounds. Cannot be used if in the Incapacitated or Helpless status.)
12 pts: Precognition (Before the start of combat the player may activate this ability that for 1d6 rounds gives them a +4 insight bonus to all of their saving throws, attack rolls, and skill checks. They additionally may act normally in a surprise round, no matter the circumstances, the time bender is also never caught flat-footed while under the effects of Precognition.)
12 pts: Moment Stop (Player gains the ability to move their full base land speed as an immediate action that does not actually count against total immediate actions or swift actions you can take in a round [provokes attacks of opportunity as normal]. If this ability is used after an opponent has moved to a square where they threaten the player, but before the opponent makes an attack, then the opponent counts as having used its move action for the turn unless they have the Spring Attack feat and their total movement doesn't exceed his total speed. This ability can only be used once every 1d4 rounds.)
12 pts: Touch of Time (Player can make one attack each round as a melee touch attack. Successful attacks prevent the enemy from making Reflex Saves for 1d3+1 rounds and only have 15ft movespeed next round of combat.)
12 pts: Renewing Annul (Player may once per round select their self or ally during their turn as a free action and a total number of their hit points equal to your Wisdom Modifier × Class Level + 5. The target of Renewing Annul drops one place in order of initiative afterwards.)
12 pts: Time Capsule (Attain special device that retains up to 6 items of your choice. This device can be accessed as an immediate action, which includes equipping items from it. Storing items can only be done when you are out of combat.)


12 pts: Vessel of the Saber (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form, but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d8 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as the ability to cast spells, or use any non racial spell-like abilities. In exchange, the player is granted the ability to manifest any sword or knife weapon type* that has an automatic x3 critical hit, and all successful attacks can cause the bleed condition on enemies. Additionally, the player gains Fast Healing 1, an additional +0 Attack Roll, +5 AC Bonus, Reposition, Tactical, Greater Spring Attack, Critical, Bleeding and Improved Parry. The player is able to stay in this alternate form for 10 rounds, or until the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)
12 pts: Vessel of the Archer (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form, but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d6 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as the ability to cast spells, or use any non racial spell-like abilities. In exchange, the player is granted the ability to manifest any bow or crossbow weapon type* that has an automatic x3 critical hit, can use any ammunition type so long as it is compatible with the weapon and load ammunition as a free action. Additionally, the player gains Fast Healing 1, an additional +0 Attack Roll, +6 AC Bonus, Point-Blank Shot, Far Shot, Precise Shot, Improved and Manyshot. The player is able to stay in this alternate form for 10 rounds, or until the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)
12 pts: Vessel of the Lancer (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form, but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d10 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as the ability to cast spells, or use any non racial spell-like abilities. In exchange, the player is granted the ability to manifest any spear or polearm weapon type* that has an automatic x3 critical hit, and all successful attacks can cause the pinned condition on enemies. Additionally, the player gains Fast Healing 1, DR 2/Magic, +5 AC Bonus, Power Attack, Measured Response, Improved Impaling Critical and Charge Through. The player is able to stay in this alternate form for 10 rounds, or the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)
12 pts: Vessel of the Gunsmith (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form, but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d6 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as the ability to cast spells, or use any non racial spell-like abilities. In exchange, the player is granted the ability to manifest any firearm weapon type* that has an automatic x3 critical hit, can use any ammunition type so long as it is compatible with the weapon and load ammunition as a free action. Additionally, the player gains Fast Healing 1, an additional +0 Attack Roll, +4 AC Bonus, Structural Strike, Prone Shooter, Point-Blank Shot, Far Shot and Two-Weapon Fighting, Improved. The player is able to stay in this alternate form for 10 rounds, or until the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)
12 pts: Vessel of the Caster (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form, but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d4 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as any non racial spell-like abilities. In exchange the player gains the ability to cast spells from the Sorcerer/Wizard, Druid and Cleric Spell Lists with the restriction on spell level based on the player’s level divided by 2. Additionally, the player gains DR 2/Magic, +5 AC Bonus, Combat Casting and access to any of the following metamagics feats to apply to casted spells <only one metamagic can be applied to each spell and level increase effect of metamagic still applies>: Centered Spell, Dazing Spell, Delayed Spell, Echoing Spell, Empower Spell, Heighten Spell, Intensified Spell, Persistent Spell, Piercing Spell, Reach Spell, Seeking Spell, Silent Spell and Widen Spell. The player is able to stay in this alternate form for 10 rounds, or until the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)
12 pts: Vessel of the Shield (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form, but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d20 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as the ability to cast spells, or use any non racial spell-like abilities. In exchange, the player is granted a tower shield that is capable of blocking 50 points of damage every round of combat, and is also able to be used to attack, dealing 1d10+attack bonus on hit as if player has Shield Bash, Improved. Additionally, the player gains Fast Healing 2, DR 4/Magic, +8 AC Bonus, In Harm’s Way, Mobile Stronghold, Cushioning Shield and Covering Defense. The player is able to stay in this alternate form for 10 rounds, or until the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)
12 pts: Vessel of the Juggernaut (The player gains an alternate form that they assume at will as a standard action. The player does not regain hit points in this form but rather assumes an alternate hit point pool equal to the player’s Sanity Score, plus 1d12 for every two player levels. While in this form, the player loses access temporarily to any weapons and armor equipped, as well as the ability to cast spells, or use any non racial spell-like abilities. In exchange, the player is granted the ability to manifest any axe, hammer or flail weapon type* that has an automatic x3 critical hit and all successful attacks can cause the staggered condition on enemies. Additionally, the player gains Fast Healing 3, DR 3/Magic, +5 AC Bonus, Vital Strike, Greater, Grapple, Greater, Sunder, Improved, Merciless Butchery and Two-Weapon Fighting, Improved. The player is able to stay in this alternate form for 10 rounds, or until the end of combat and is also able to re-activate the ability so long as the alternate form’s hit points are above zero. If reduced to 0 hit points in this form, the player is forcefully exited from the alternate form and rendered Helpless for 1d3+1 rounds, and furthermore will suffer a -4 penalty to all rolls for 1d3 days, unless Greater Restoration, Heal or Psychic Surgery are used.)


12 pts: Brand of the Dragon (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura that attack the player take 1d6+2 damage with every successful attack made on the player or allies in the aura. Allies and the player gain a +1d3 bonus damage to their attacks for every successful attack the player makes that last for 3 rounds or until the end of combat. In exchange, the player is cursed to physically kill at least one creature <creatures must be at a minimum one size category smaller than the player or larger> or humanoid once a day or per session. If the player fails to do this, they will be sent into a wrathful rage, attacking anything around them until they fulfill the curse.)
12 pts: Brand of the Scorpion (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura that attack the player are immediately placed under the effect of suggestion <applies to immune creatures> by the player, and suffer a 1d4+1 penalty to Will Saves. Allies within the aura are effected with a bonus similar to Inspire Courage, while the player gains a +2 bonus to actions utilizing the suggestion effect and attack rolls to all enemies under the effect of the player’s aura. In exchange, the player is cursed with a -4 penalty against being charmed, persuaded or mind affecting abilities. Furthermore, if the player fails to successfully use persuade at least one hostile creature or humanoid once a day or per session, the player loses half of their Charisma Score rounded down, until they fulfill the curse.)
12 pts: Brand of the Fox (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura must succeed a Fortitude Save <DC = 15 + Player Level> or take 1d4+2 damage to two of their highest Ability Scores, so long as they remain in the player’s aura. Allies and Player gains a bonus to attack rolls and damage based on the penalty the enemy accrued to its Ability Scores. In exchange, the player is cursed with a compulsion to hoard and never give away any items the player has in their possession. Furthermore, should the player ever be forced to part with of lose any significant amount of their wealth or valuable items, the player loses half of their Dexterity Score rounded down, until they are able to either able to reacquire this lost wealth, or acquire wealth or items comparable in value.)
12 pts: Brand of the Mockingbird (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura must succeed a Will Save <DC = 15 + Player Level> or have an illusion of the player appear adjacent to them that can deal half damage, has one attack action per round, and has AOO opportunity on the enemy upon summoning. If the enemy is able to deal three successful attacks or attacks that miss by 5 or less, the illusion is destroyed. Allies and player gain a +2 bonus to attack and damage rolls to any enemies that are threatened by a player illusion. In exchange, the player is cursed with a -4 penalty to rolling skill checks for or against NPCs out of combat. Furthermore, if the player fails skill check against another player, ally or neutral NPC, the player loses half of their Wisdom Score rounded down and cannot take a 10 on skill checks until they either make a critical success on a skill check or kill the player, ally or neutral NPC that slighted them.)
12 pts: Brand of the Boar (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura are affected by a ravenous hunger that fatigues the enemy and must succeed a Will Save <DC = 15 + Player Level) will be sent into an insatiable frenzy to spend an action each round feeding on the nearest viable consumable source of food whether it be food, their allies, the player, a corpse, etc. Allies and the player gain a boon that doubles the effect of any consumed foods or potions, as well a +4 bonus to saves against poisons. In exchange, the player is cursed to consume four times the daily food needed to satiate their hunger. <applies to creatures that normally don’t need to eat to survive> If the player fails to do this, the player will lose half of their Constitution Score rounded down and be overcome with the urge to eat anything consumable to the player for the next day.)
12 pts: Brand of the Bear (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura lose 1 of their standard actions during a their round of combat, and suffer a -4 penalty to Initiative, Concentration Checks, Reflex and Will Saves. Allies and the player can only move at half their movespeed in combat, but cannot be knocked flatfooted or prone and gain a +2 AC Bonus. In exchange, the player’s max movespeed is permanently reduced by 15ft. Furthermore, the player must take either two short rests or one long rest per day or session. If this player fails to do this, the player will lose half their Dexterity Score rounded down and be indefinitely exhausted until they take a long rest.)
12 pts: Brand of the Lion (The player gains an aura that emits in a 40ft circle around them. Enemies within the aura are affected with a -4 penalty to attack rolls when targeting anyone other than the player <penalty also applies to AOE attacks and spells>. Allies within the aura gain a DR 3/Adamantine and 5 points of resistance to all magic and elemental source, while the player gains Fast Healing 3 that procs immediately after receiving damage and has an automatic x4 critical hit to any critical successes. In exchange, while the player is in combat, they must take their movement action to get as far as they can towards the closest enemy to them, and additionally cannot retreat from combat. Furthermore, if the player is reduced to bloodied while in combat, the player loses half their Strength Score rounded down and suffer a -4 penalty to attack rolls and damage until either the end of combat or until the player is no longer bloodied.)


12 pts: Aspect of the Blade (Custom Class Template)
12 pts: Aspect of the Spear (Custom Class Template)
12 pts: Aspect of the Axe (Custom Class Template)
12 pts: Aspect of the Tower (Custom Class Template)
12 pts: Aspect of the Rider (Custom Class Template)
12 pts: Aspect of the Assassin (Custom Class Template)
12 pts: Aspect of the Marksmen (Custom Class Template)
12 pts: Aspect of the Arcane (Custom Class Template)
12 pts: Aspect of the Divine (Custom Class Template)
12 pts: Aspect of the Primeval (Custom Class Template)

The Librarian
2020-01-22, 07:37 PM
[Saving Post for Materials to be posted later]

The Librarian
2020-01-22, 07:43 PM
[Saving Post for even more Materials to be posted later]

aimlessPolymath
2020-01-23, 03:01 AM
Some notes:
-Despite being described as "on par or weaker than normal pathfinder races", these races have what seem to be absurd innate abilities (goblins excepted).
-Energy resistance appears overpriced (to pick something mostly at random), because you're rarely going to be certain whether or not it will be useful, and it has fairly limited effect that is rapidly outclassed by things like ordinary spells.
-I'm genuinely shocked by the +crafting abilities; is +4 to a skill check really that valuable? Additionally, some things you mention (crop foraging) do not have well-defined rules in Pathfinder, leaving characters who focus on that at the mercy of the DM.
-Generally, I think that most of the low-cost abilities are not particularly interesting and likely will be the result of "leftover" points (buying individual points of BAB seems needlessly finicky).
-You have a large number of 12-point abilities, which are significantly more interesting than the other options; perhaps consider standardizing costs to multiples of 3 points (or their equivalent) to make things simpler to handle, and tweaking to match, to make the weaker abilities easier to compare. Is buying Darkvision, 4 points of saving throw bonus, and Stoneshape really comparable to "near-total invulnerability to attack rolls" (Fortress Defense)?
-This is a lot of fiddly numbers for a point-buy system that will only matter during the choosing; one other advantage of "chunking" abilities to a larger cost multiple is that it's easier to fiddle with mid-play ("The Boon of +3 Strength is a little underpowered late, so I'm tacking on an additional +2 bonus to skill checks; it costs about 3 either way")
-To expand on "buying individual BAB is too fiddly", part of the issue is that there is almost no noticeable difference in-game if a single +1 bonus is added; it won't significantly affect balance if you just gave half the party a +1 bonus to attack rolls for free, for example.
-Infinity stones? I'm slightly curious about the lore attached.

The Librarian
2020-01-23, 10:24 AM
Hello there Polymath, and thank you for responding I'll try to respond to each point without sounding redundant/repetitive with the critiques and inquiries you've given me so far.


Some notes:
-Despite being described as "on par or weaker than normal pathfinder races", these races have what seem to be absurd innate abilities (goblins excepted).

- This is a point that I've been waiting in particular to hear any major comments or critiques for. I will say that the game setting I'm looking to run and my personal preferences as a GM results in their being a bit more emphasis on magic and/or higher CR encounters depending on what the composition of my parties would be. Therefore, I could understand if some of these race templates I've made are actually a little over the top in innate abilities, as a result of some bias on my part or rather that some of race templates were very quickly assembled. I will also say that each of the races in question is intended to fulfill a role in the game setting (i.e Skeleton = Combat, Imp = Scout, Goblin = Diplomat), however if you have any suggestions to balance some these races to be more on-par with the Goblin as you mentioned, I'd love to hear them.


-Energy resistance appears overpriced (to pick something mostly at random), because you're rarely going to be certain whether or not it will be useful, and it has fairly limited effect that is rapidly outclassed by things like ordinary spells.
-I'm genuinely shocked by the +crafting abilities; is +4 to a skill check really that valuable? Additionally, some things you mention (crop foraging) do not have well-defined rules in Pathfinder, leaving characters who focus on that at the mercy of the DM.
-Generally, I think that most of the low-cost abilities are not particularly interesting and likely will be the result of "leftover" points (buying individual points of BAB seems needlessly finicky).

I'm going to answer all three of questions in one reply. A lot of the low-cost abilities are where they are for your suspected reason of them being fillers more than anything else, and there's a good chance that I may have either put too many restrictions or benefits on these abilities to be worth focusing on. I could definitely tweak the list to amplify the boon of some of these lower-cost abilities if you or anyone else had suggestions. As for the crafting abilities you've mentioned and abilities that are providing +4 to certain skill checks do have a place in this particular campaign/world setting. The issue is that I haven't put up the details on the rules-system and item catalog that abilities and skills like the crop foraging (using your example) are attached to. I'll definitely try to get around to posting at least some primer details for those rules today. I'm also aware that there are other abilities that are placed on the Point-Buy List that might merit some further explanation, and I would happily go into detail on any of them if you'd like.


-You have a large number of 12-point abilities, which are significantly more interesting than the other options; perhaps consider standardizing costs to multiples of 3 points (or their equivalent) to make things simpler to handle, and tweaking to match, to make the weaker abilities easier to compare. Is buying Darkvision, 4 points of saving throw bonus, and Stoneshape really comparable to "near-total invulnerability to attack rolls" (Fortress Defense)?

I tried to address the significance of the low-cost abilities versus the high cost abilities above, but will extrapolate on more with mention of the 12-point abilities. To begin, the intent of the lower cost abilities/attributes in my perspective is that they would either allow a player to sort design their own unique custom character with a multitude of abilities, or the low-cost abilities would act a sort leftover/filler list for anyone that spent the majority of their points on a 12-point ability/attribute. In regards to the 12-point abilities, as you eluded to, they are suppose to be the more enticing abilities to go for, with the intended trade off being that the player would be spending most or all their point on that single ability. I want to support the argument that having multiple lower cost abilities/attributes would be equivalent to having a single powerful 12-point, however it seems that the critical point you're critiquing is that it's difficult to compare the weaker abilities to the 12-points. I can definitely try to tweak the point-buy system to remedy this, if it is a big enough issue.


-This is a lot of fiddly numbers for a point-buy system that will only matter during the choosing; one other advantage of "chunking" abilities to a larger cost multiple is that it's easier to fiddle with mid-play ("The Boon of +3 Strength is a little underpowered late, so I'm tacking on an additional +2 bonus to skill checks; it costs about 3 either way")
-To expand on "buying individual BAB is too fiddly", part of the issue is that there is almost no noticeable difference in-game if a single +1 bonus is added; it won't significantly affect balance if you just gave half the party a +1 bonus to attack rolls for free, for example.

I'm not quite sure if I understand what you're trying to convene in the first of these two comments. From what I can infer, it seems you're suggesting a modification to the lower-cost abilities so that they have greater viability or versatility during the late game of a campaign. If you could elaborate more on this, I'd greatly appreciate it. As for the second question, I think I generally understand your suggestion here, but it also sounds like the crux of your concerns center around the significance of the low-cost abilities are to in-game of the campaign. Feel free to correct if I'm wrong about this.


-Infinity stones? I'm slightly curious about the lore attached.

Ah yes, the Infinity Stones. The lore for this I also plan to elaborate on in the reserved posts above, however I can give you a synopsis for their origins. In essence, the Infinity Stones came into existence as a result of a cataclysm event that occurred in the world setting's history. The material world of the game setting was doomed to die, until all the Dieties came into an agreement to do a "hard reset" in an effort to preserve the world that an overwhelming majority of their worshippers resided on. It generally worked, but a myriad of side-effect/ripple effects on the world of Lanzora occurred, one of the major side effects being the creation of the Infinity Stones that were subsequently discovered by their wielders.

aimlessPolymath
2020-01-23, 06:02 PM
- This is a point that I've been waiting in particular to hear any major comments or critiques for. I will say that the game setting I'm looking to run and my personal preferences as a GM results in their being a bit more emphasis on magic and/or higher CR encounters depending on what the composition of my parties would be. Therefore, I could understand if some of these race templates I've made are actually a little over the top in innate abilities, as a result of some bias on my part or rather that some of race templates were very quickly assembled. I will also say that each of the races in question is intended to fulfill a role in the game setting (i.e Skeleton = Combat, Imp = Scout, Goblin = Diplomat), however if you have any suggestions to balance some these races to be more on-par with the Goblin as you mentioned, I'd love to hear them.
Broadly, I'd describe an average Pathfinder race consists of the following:
-Small stat bonuses
-An assortment of skill bonuses
-A minor combat or utility option; a bonus feat, spell-like ability, etc.

"Gain sneak attack equal to that of a rogue", "half damage from 2/3 of all weapon attacks plus a broad set of immunities", "invisible and incorporeal", are significantly more useful than "+2 to Perception, spell resistance checks, and enchantment saves" on the elf.
Initial Adjustments:
-Skeletons lose fast healing, change half damage to Dr/bludgeoning = 2 + level/3, probably lose natural armor, lose bonus feat of Improved Initiative, lose resistance to mind-affecting effects (justified as the Isekai'd person's mind still being normally vulnerable) or reduce it to +2.
-Dark Wisp: Lose one or two of its "not there" abilities- the invisibility, perfect silence, or incorporeality. Fly speed gains a height cap of 5 ft, and maybe slows down. This creature is virtually impossible to hit with weapons currently.
-Construct: Lose resistance to mind-affecting effects, same as Skeleton. Probably close to okay, but possibly see Warforged as an alternative version. Reduce natural armor slightly, or give them an innate armor bonus (see Warforged).
-Imp Heir: Sneak attack -> Sudden Strike, no longer functioning with flanking; alternatively, cap it at +1d6. I'm pretty skeptical of Hide in Plain Sight(note as a stealth option it's partially redundant with alternate form), but the dark wisp gets total invisibility/silence, so idk. Loses some natural armor. Loses some fly speed.
-Goblin: The least outrageous of the lot.
-Elemental Slime: It looks like you're modifying the Great Fortitude feat from its normal function- which, to be clear, I'm fine with, but it's clear to me that there's other homebrew about. Looks roughly fine, actually; Predator is rather scary at first look, but treated as "you absorb magic items instead of wearing them", it's fine. There's an argument for replacing burrow speeds with "immunity to difficult terrain based on obstacles". Size growths could get scary but I'm not super-familiar with high level combat classes, and the penalty to using non-slam weapons compensates.

Re: races being designed to fill particular roles, I'll point out that vanilla races already fill those roles without innate natural armor, invisibility, sneak attack, etc.


I tried to address the significance of the low-cost abilities versus the high cost abilities above, but will extrapolate on more with mention of the 12-point abilities. To begin, the intent of the lower cost abilities/attributes in my perspective is that they would either allow a player to sort design their own unique custom character with a multitude of abilities, or the low-cost abilities would act a sort leftover/filler list for anyone that spent the majority of their points on a 12-point ability/attribute. In regards to the 12-point abilities, as you eluded to, they are suppose to be the more enticing abilities to go for, with the intended trade off being that the player would be spending most or all their point on that single ability. I want to support the argument that having multiple lower cost abilities/attributes would be equivalent to having a single powerful 12-point, however it seems that the critical point you're critiquing is that it's difficult to compare the weaker abilities to the 12-points. I can definitely try to tweak the point-buy system to remedy this, if it is a big enough issue.



From what I can infer, it seems you're suggesting a modification to the lower-cost abilities so that they have greater viability or versatility during the late game of a campaign. If you could elaborate more on this, I'd greatly appreciate it. As for the second question, I think I generally understand your suggestion here, but it also sounds like the crux of your concerns center around the significance of the low-cost abilities are to in-game of the campaign. Feel free to correct if I'm wrong about this.
You're basically right; my main issue before we come to balancing individual options is that the effects have such finely delineated costs that there tend to be leftover points, hence the "filler" abilities. The idea of making a character with a multitude of abilities is interesting, but I'm not sure that a multitude of +1 bonuses produces that effect; moreover, there's a general dearth of minor qualitative benefits IMO to build a "character with multiple small benefits.

In order to reduce filler and help the low-level effects scale better, I'm suggesting something along the following lines:

Ability score bonus replaced with
3 pts: Boon of [Ability]: Gain a +2 enhancement bonus to an ability score, and an additional +1 bonus to ability and skill checks that use that score. At level 10, double the bonuses. This boon can be bought multiple times, but no more than twice for a given ability score; it stacks with itself.

Darkvision replaced with
3 pts: Boon of Senses: Gain Darkvision 30 ft, low-light vision, uncanny dodge, and a +2 bonus to Perception checks. At level 10, double the Perception bonus, gain improved uncanny dodge, and the darkvision increases to 60 ft.

Save bonuses replaced with
3 pts: Boon of Resilience: Gain a +1 bonus to all saving throws; once per day, you may reroll a failed saving throw. At level 10, increase the bonus to +2.

+hit die benefit replaced with:
3 pts: Boon of Age: Gain a hit die; additionally, gain either Improved Natural Weapon or Weapon Focus for one of your natural weapons. You may take this up to twice, gaining a different bonus feat each time.

The other 1- and 2-cost abilities are similarly bundled into slightly more attractive effects that cost 3. Higher level abilities are slightly tweaked up and down so that their cost is now a multiple of 3; for example, abilities that cost 8 would be changed to cost 9, possibly with a minor buff to compensate, while abilities that cost 10 now cost 9. A large part of the reason that a player would find themselves with points left over during character building to spend on "filler" was because the numbers were more detailed than they needed to be; with this, they become simpler to handle and compare to each other (there's really 4 "slots", each worth 3 points).

An example of why balancing becomes easier for these low-level abilities: while writing this up, I realized that the Boon of Senses gave +2 Perception, but so did the Boon of Wisdom, making it worse in almost any scenario for a race that already has low-light or darkvision- so I added uncanny dodge to give the former a leg up. If in testing it turns out that the Boon of [ability] gives too many stats, it's somewhat easier to rebalance than the original version: increasing the point cost of the original "ability bonus" by 1 would halve its power, but setting the starting bonuses for Boon of [Ability] at +2/+1 for 3 points means you have more levers to balance with during testing; perhaps only the skill/ability check bonus bonus will double at level 10, for example.
There's less room to fine-tune your character- but I don't think that the additional customization involved in tweaking individual saving throws, BAB, darkvision, etc. is particularly noticeable in-play, and doesn't generate a lot of value for the system.


Bonus: Some abilities I suspect are overpriced:
-Telepathy, Truespeech: Telepathy is somewhat stronger than truespeech in most situations, the exception being when the person you want to talk to is more than 120 ft away. More troublingly, you can get tongues as a third-level domain spell from the language and agathion subdomains, which you can also pick up for 10 points. Why does this cost 10?
-Purity of body. Immunity to disease is a benefit two races get for free. You can get +5 to Fort for 5 points.
-Reborn as an exotic race. You pay 2 points over the "regular race" benefit to get a race that (in theory) is balanced with the regular races. Is "feeling special" worth 2 points?
-Cantrips. I can get two of them for a feat (assuming I'm a caster, but. Still.) , which is approximately a right rate. If we're talking about "multitude of effects", cantrips are the best way to represent them.
-Start with a weapon/armor. Somewhat bizarre- not only do you not get to pick a weapon (having a specific weapon is the foundation of several build paths), but the second you buy or loot an actual item you realize you spent 4 points on redundancy. Fringe use in having fitting armor if you're a small or tiny race?
-Alter Size. Just... take the Strength domain, and get a bunch of benefits on top of learning Enlarge Person. Is saving one action per combat and getting some non-combat utility size worth losing access to the high level benefits? Note you can spend your 2nd level domain slot on more uses of Enlarge. Also note that there's exactly one race that has a Con bonus base (it's not clear whether you get any sort of stat array; the existence of the 4d6 option seems to imply you're stuck with the default). More generally, "+2-3 to damage and -2 AC, and you get reach" isn't exactly breaking the bank in terms of power (although reach is good).
-Channel resistance: Narrow, even for an undead character. Why not just spend points on Will saves, and get some use out of them?
-Multiweapon Mastery: This is the most expensive ~+2-4 bonus on attack rolls I've ever seen, all for the mere cost of 10 points over Bonus Feat(Multiweapon fighting).
Energy resistance: 3 points for 3 points of health per energy attack, relevant once every few sessions.

Some abilities that are powerful or weird in a hard-to-fix way:
-Splinter Twin: First off, anything that multiplies or divides your statistical attributes is a little silly, because it's an effect that's negligible at low levels, then scales to become significant at later ones until it's just short of absurd (in either directions). I also refer to Saiyan Strength here. Second, "cast two spells per round" is pretty crazy.
-The entire Reality Stone series. If I'm reading these correctly, all but one or two(the Shield and Caster) of these basically say "stop playing your character and play this 11th level fighter for a bit", which seems to me to remove a lot of the point of character building. On the other hand, the Caster option is "all the spells, any number of uses per day, has perhaps surpassed Tier 1 to become some sort of ascended being". Compare Demonic Psionics, but there's no health limit, it's not just "in combat", and you're picking from three spell lists that have multiple splatbooks of expansions.

Edit: Some wording changes made to be less vague, some sections collapsed into spoilers.