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Maat Mons
2023-12-16, 05:52 PM
Celestials
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Celestial Racial Traits
Ability Score Modifiers: Celestial characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Celestials are Outsiders. Unlike other Outsiders, they do not gain Darkvision, nor proficiency with simple and martial weapons. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Size: Celestials are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Celestials have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Blessed: Celestials gain a +1 racial bonus on all saving throws.
Fearless: Celestials gain a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the bonus granted by the Blessed racial trait.
Halo: Celestials can create light centered on their head at will as a spell-like ability.
Holy Resistance: Celestials take 5 less points of damage from Divine spells cast by Good creatures or creatures who worship a Good deity.
Unholy Vulnerability: Celestials take half again as much damage (+50%) from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
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Centaurs
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Centaur Racial Traits
Ability Score Modifiers: Centaur characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Centaurs are Humanoid. Humanoids breathe, eat, and sleep.
Size: Centaurs are Large and thus gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a –4 penalty on Stealth checks.
Base Speed: Centaurs have a base speed of 40 feet.
Humanoid Torso: Centaurs use weapons and armor as if they were Medium (instead of Large).
Low-Light Vision: Centaurs can see twice as far as humans in conditions of dim light.
Stability: Centaurs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
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Elves
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Elf Racial Traits
Ability Score Modifiers: Elf characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Elves are Fey. Fey breathe, eat, and sleep.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Elves have a base speed of 40 feet.
Detect Magic: Elves have Detect Magic always active as a constant spell-like ability (the caster level is equal to the elf’s character level).
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Spell Resistance: Elves gain spell resistance equal to 11 + their character level.
Strong Willed: Elves gain a +2 bonus on all Will saving throws.
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Forest Nymphs
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Forest Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nymphs have a base speed of 30 feet.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Mist Child: Whenever a forest nymph has concealment or total concealment, the miss chance of attacks against the forest nymph increases by 5%.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Treespeech: Forest nymphs have the ability to converse with plants as if subject to a continual speak with plants spell.
Woodland Stride: Forest nymphs may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
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Infernals
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Infernal Racial Traits
Ability Score Modifiers: Infernal characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Infernals are Outsiders. Unlike other Outsiders, they do not gain proficiency with simple and martial weapons. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Size: Infernals are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Infernals have a base speed of 30 feet.
Duplicitous: Infernals gain a +2 racial bonus on saving throws against mind-affecting effects.
Fire Resistance: Infernals gain fire resistance 5.
Holy Vulnerability: Infernals take half again as much damage (+50%) from Divine spells cast by Good creatures or creatures who worship a Good deity.
Poison Resistance: Infernals gain a +2 racial bonus on saving throws against poison.
Poison Use: Infernals are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
See in Darkness: Infernals can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Unholy Resistance: Celestials take 5 less points of damage from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
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Mountain Nymphs
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Mountain Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nymphs have a base speed of 30 feet.
Cold Resistance: Mountain nymphs gain cold resistance 5.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Icewalking: Mountain nymphs suffes no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. Ine and snow enchanted or magically manipulated to impede movement still affects them.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Mountaineer: Mountain nymphs 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.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Surefooted: Mountain nymphs move over stone, rock, and earthen debris at their full speed without taking damage or suffering any other impairment. This ability functions only with natural surfaces. Magically altered surfaces, such as those created by Soften Earth and Stone or Spike Stones, affect mountain nymphs normally.
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Nagas
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Naga Racial Traits
Ability Score Modifiers: Naga characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nagas are Humanoid. Humanoids breathe, eat, and sleep.
Size: Nagas are Large and thus gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a –4 penalty on Stealth checks.
Base Speed: Nagas have a base speed of 20 feet and a climb speed of 20 feet.
Humanoid Torso: Nagas use weapons and armor as if they were Medium (instead of Large).
Low-Light Vision: Nagas can see twice as far as humans in conditions of dim light.
Stability: Nagas receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
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Nekomimi
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Nekomimi Racial Traits
Ability Score Modifiers: Nekomimi characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nekomimi are Humanoid. Humanoids breathe, eat, and sleep.
Size: Nekomimi are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nekomimi have a base speed of 30 feet.
Bite: Nekomimi can make one secondary bite attack. The bite deals 1d3 points of damage, plus half the nekomimi’s Strength modifier.
Claws: Nekomimi can make two primary claw attacks if they have their hands free. Each claw deals 1d4 points of damage, plus the nekomimi’s Strength modifier.
Jumper: Nekomimi are always considered to have a running start when making Acrobatics checks to jump.
Nimble Faller: Nekomimi 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.
Quick Reactions: Nekomimi receive Improved Initiative as a bonus feat.
Silent Hunter: Nekomimi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
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Sirens
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Siren Racial Traits
Ability Score Modifiers: Siren characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Sirens are Humanoid. Humanoids breathe, eat, and sleep.
Size: Sirens are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Sirens have a base speed of 30 feet in humanoid form and a swim speed of 30 feet in mermaid form.
Amphibious: Sirens are amphibious and can breathe both air and water.
Captivating: Sirens add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school.
Change Shape: A siren’s natural form is humanoid from the waist up, with a fishlike tail below the waist. Sirens can transform their tail into legs, or back again, as a standard action.
Enthrall: Sirens can use Enthrall as an at-will spell-like ability. The caster level of the spell is equal to the siren’s character level. The save DC is 12 plus the Siren’s Charisma modifier.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Stormsense: Sirens can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
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Summer Fairies
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Summer Fairy Racial Traits
Ability Score Modifiers: Fairy characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Fairies are Fey. Fey breathe, eat, and sleep.
Size: Faries are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Faries have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Fire Resistance: Summer fairies gain fire resistance 5.
Illusion Resistance: Fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Quick Reactions: Fairies receive Improved Initiative as a bonus feat.
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Vampires
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Vampire Racial Traits
Ability Score Modifiers: Vampires characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Vampires are Undead. Undead do not breathe, eat, or sleep (although they may do so if they wish).
Size: Vampires are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Vampires have a base speed of 30 feet.
Bite: Vampires can make one secondary bite attack. The bite deals 1d3 points of damage, plus half the vampire’s Strength modifier.
Blood Dependent: Though vampires have no need for mortal food, they must regularly consume blood.
Darkvision: Vampires can see in the dark up to 60 feet.
Fire Vulnerability: Vampires take half again as much damage (+50%) from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Light Blindness: Abrupt exposure to bright light blinds vampires for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Negative Energy Affinity: A vampire is healed by negative energy and harmed by positive energy.
Resurrection Vulnerability: A Raise Dead spell cast on a vampire can destroy it (Will negates). Using the spell in this way does not require a material component.
Sunlight Vulnerability: Vampires take 1 point of Constitution damage after every hour they are exposed to sunlight.
Undead Immunities: Vampires are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Vampires are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning. Vampires are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Vampires are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Vampires do not risk death from massive damage.
Unnatural Metabolism: Vampires have no Constitution score. Vampires use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. Vampires are immediately destroyed when reduced to 0 hit points or fewer.
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Water Nymphs
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Water Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Water nymphs have a base speed of 30 feet and a swim speed of 30 feet.
Amphibious: Water nymphs are amphibious and can breathe both air and water.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
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Winter Fairies
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Winter Fairy Racial Traits
Ability Score Modifiers: Fairy characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Fairies are Fey. Fey breathe, eat, and sleep.
Size: Faries are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Faries have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Cold Resistance: Winter fairies gain cold resistance 5.
Illusion Resistance: Fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Quick Reactions: Fairies receive Improved Initiative as a bonus feat.
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Maat Mons
2023-12-16, 05:52 PM
Racial Feats

Chiropteran Wings
Prerequisite: Infernal or Vampire.
Benefit: As a standard action, you can grow wings that give you a fly speed of 30 feet with clumsy maneuverability.

Fae Compression
Prerequisite: Fairy.
Benefit: You can use Compression as an at-will psi-like ability. The manifester level of the power is equal to your character level.

Feline Pounce
Prerequisite: Nekomimi.
Benefit: When you make a charge, you can make a full attack

Feline Transformation
Prerequisite: Nekomimi.
Benefit: You can transform yourself into a cat. While in cat form, your size becomes tiny, and you gain a +4 size size bonus to Dexterity and a -4 size penalty to Strength. Transforming into cat for or back is a standard action.

Flexible Guise
Prerequisite: Human Guise, Infernal.
Benefit: You can assume the appearance of any Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. Unlike the Human Guise feat, you may freely determine your appearance each time you use this ability.

Grabbing Tail
Prerequisites: Naga.
Benefit: You gain a primary tail slap attack. The slap deals damage equal to 1d8 plus one-and-a-half times your Strength modifier. You gain the constrict and grab special attacks. Your constrict attack deals 1d8 damage, plus one-and-a-half times your Strength modifier. You can maintain a grapple without using your arms, leaving them free for other actions. Doing so does not impose any penalties on your grapple checks.

Greater Flight
Prerequisites: Must possess the Improved Flight feat and must be a Celestial or Fairy or must possess Chiropteran Wings, Pegasus Wings, or Vampiric Levitation feat.
Benefit: You fly speed improves by +100%, and your maneuverability increases by 4 steps (to perfect). This replaces (does not stack with) the benefits of Improved Flight.

Human Guise
Prerequisite: Celestial, Fairy, Infernal, or Kemonomimi.
Benefit: You can assume the appearance of a human. The assumed form is identical to your normal form, except that it lacks clearly non-human characteristics, such as wings, horns, or a tail. This gives you a +10 racial bonus on Disguise checks made to appear as a human. Changing its shape is a standard action. This trait otherwise functions as alter self, save that you do not adjust your ability scores.

Hypnotic Gaze
Prerequisite: Vampire.
Benefit: You can use Suggestion as spell-like ability at will. The caster level of the spell is equal to the your character level. The save DC is 12 plus your Charisma modifier.

Improved Flight
Prerequisite: Must be a Celestial or Fairy or must possess Chiropteran Wings, Pegasus Wings, or Vampiric Levitation feat.
Benefit: You fly speed improves by +50%, and your maneuverability increases by 2 steps (to average).

Keen Sense of Smell
Prerequisite: Kemonomimi.
Benefit: You gain the scent ability.

Pegasus Wings
Prerequisite: Centaur. 1st level only.
Benefit: You possess wings which grant you a fly speed of 40 feet with clumsy maneuverability.

Petrifying Gaze
Prerequisite: Naga.
Benefit: You can use Hold Monster as a spell-like ability once per day. The caster level of the spell is equal to your character level. The save DC is 15 plus your Charisma modifier.

Snake Hair
Prerequisite: Naga. 1st level only.
Benefit: You gain the all-around vision special ability, rendering you immune to flanking. Additionally, you may roll twice and take the better result on all perception checks.

Transform Lower Body
Prerequisite: Centaur or Naga.
Benefit: You gain the supernatural ability to transform your lower body into humanoid legs. It is a standard action to use this ability or to transform back to your normal form. While so transformed, your size becomes medium, and your speed becomes 30 feet.

Unicorn Horn
Prerequisite: Centaur.
Benefit: You possess a horn that radiates a continuous Magic Circle Against Evil. You cannot suppress this ability.

Vampiric Levitation
Prerequisite: Vampire.
Benefit: You can fly at a speed of 20 feet with clumsy maneuverability as a supernatural ability.

Maat Mons
2023-12-16, 05:53 PM
Reserved for et Cetera

Maat Mons
2023-12-16, 06:45 PM
Alright, let's call it open for feedback.

Beni-Kujaku
2023-12-19, 06:06 PM
General comments : Nice set of races, congratulations!
Why do you give all of them a +2 to any ability score ? Why not have the Siren gain +2 Cha, the Nekomimi gain +2 Dex and the Centaur gain +2 Con?
These races also seem slightly stronger than the average Pathfinder race, in general (except the Nymphs, which seem about on par). The Nekomimi, in particular, gains a very useful feat, skill bonuses, and three natural weapons. The Celestial has a flying speed, a saving throw bonus, and is an Outsider. That seems stronger than humans in most cases. It's nothing drastic, just wanted to let you know how they made me feel at first glance.
There are also a few places where "fairies" was spelled "faries


Celestials
Type: Celestials are Outsiders. Unlike other Outsiders, they do not gain Darkvision, nor proficiency with simple and martial weapons.
Halo: Celestials can create light centered on their head at will as a spell-like ability.
At this point, gaining Darkvision and weapon proficiency does not notably increase the race's power. Unless you have a good reason for celestials to not have them, I think it's more streamlined to keep all Outsider traits.
(Un)Holy Resistance/Vulnerability : maybe make the resistance apply to spells from nonevil creatures who worship good deities and nongood creatures who worship evil deities to avoid having both resistance and vulnerability to some spells.
"can create light (as the spell) centered on their head"
Common and Celestial seem like good languages.

Centaurs
You should say if the centaur gains increased reach from their large size.

Elves
Why did you chose to specifically remake the elves as Fey? The SR seems a bit pushed. Would 6+HD be too little?

Infernals
Same comments as Celestials.

Nagas
Type: Nagas are Humanoid. Humanoids breathe, eat, and sleep.
Humanoid Torso: Nagas use weapons and armor as if they were Medium (instead of Large).
Shouldn't the naga and centaur be Monstrous Humanoids?
Same as Centaur, explicitate the reach.
Also, Nagas in Pathfinder and D&D do not have arms, they are snakes with a human head. You can still say they can manipulate items with their tail, but they generally do not have human torsos.

Vampires
Resurrection Vulnerability: A Raise Dead spell cast on a vampire can destroy it (Will negates). Using the spell in this way does not require a material component.
Sunlight Vulnerability: Vampires take 1 point of Constitution damage after every hour they are exposed to sunlight.
Vampires cannot take Con damage, they have no Con.
In general, Undead can only be affected by Resurrection spells and more powerful, not by Raise Dead.




The feats are very nice and flavorful. Unicorn Horn should probably give a gore natural attack. Petrifying Gaze is maybe a bit too strong. Why not divide it in Hold Person, then Hold Monster? Same thing with Hypnotic Gaze. A first feat gives it 3/day, then a second for at-will? How long do the chiropteran wings last after you use the standard action?

Tzardok
2023-12-19, 06:42 PM
Shouldn't the naga and centaur be Monstrous Humanoids?
Same as Centaur, explicitate the reach.
Also, Nagas in Pathfinder and D&D do not have arms, they are snakes with a human head.

Maybe they are based on the nagas from Oriental Adventures? Those have a human upper body on a snake tail and count as humanoid (though the update to 3.5 changed them to monstrous humanoids).
Also, the normal D&D nagas are aberrations, not monstrous humanoids.

Maat Mons
2023-12-19, 07:07 PM
Thanks very much for taking the time to respond! What I’m writing here now is a little rushed, because I have a thing with friends in a bit.

I was originally going to give each of them +2 to a specific, predetermined physical stat, +2 to a specific, predetermined mental stat, and -2 to a specific, predetermined other stat. You know, standard Pathfinder non-human-descended modifiers. Part way through picking out which would get what, but got annoyed when many of them didn’t have any clear choice for the -2. While I was mulling over that, I got to thinking about the function of racial ability score modifiers within the game. The only purpose I could think of was to a race towards specific classes and away from others. But I couldn’t think of a reason why it makes the game more balanced or more fun for, e.g. orcs to be a bad fit for Cleric, or elves to be a bad fit for Fighter. So I imagined a world where a player can pick any combo of race and class, without the game trying to punish them for choosing “wrong.” I can change it to use normal ability score modifiers for non-human-descended races. I kind of did the idea of all the races being “the versatile one,” but I’m not married to it.

Theoretically, if you believe in the validity of the Pathfinder race builder rules, these all work out to exactly 10 RP, though I had to assign a few values ad hoc for things not directly in those rules. Of course, I think it’s widely acknowledge that those rules leave something to be desired, and I was deliberately avoiding racial abilities that seemed too niche in favor of ones that looked like they would be useful for most characters, regardless of class, so I guess it’s not surprising that they came out stronger than the numbers would indicate.

I caught four “faries” typos when I was editing. I guess my fingers really like that misspelling.

It just seemed weird to me that Celestials would be especially adapted for operating in the dark due to my head cannon that darkness is opposed to their very nature. And the idea that Celestial culture makes sure everybody is trained in the ways of violence didn’t seem to fit either.

Ah yes, true, I should spell out that Centaurs have only as much reach as an average medium character.

In my head, Elves have the same innate, semi-magical connection to nature that fey have, so I thought it made sense for them to be fey.

For Infernals, everyone being prepared for violence makes perfect sense, but I felt giving everyone martial weapon proficiency would make them all gravitate towards the same few weapons, regardless of class, and I felt the game would be losing something interesting if classes lost their links to types of weapon, even if only for one of the races.

Partly, I was modeling Nagas after shinomen nagas, from Oriental Adventures, which are Humanoids. Partly, I never felt Monstrous Humanoid really deserved to be its own type. And to a small degree, it felt like I’d be insulting these good and noble snake people by insinuating that they’re “monstrous.”

I never really liked the armless nagas of non-OA D&D or various forms of folklore. I prefer the types of folklore that give them a full humanoid torso, and the greensnake naga from OA has a special place in my heart, because I played on in the very first D&D campaign I ever played (though it wasn’t my first character).

I totally spaced on the Con thing for Vampires.

I have to head to an MTG game soon, so I’ll think over what you’ve said about the feats when I have a little more time. The wings were meant to last indefinitely, until you use a standard action to ungrow them.

Emberlily
2023-12-19, 11:15 PM
if centaurs and naga have reach and weapons like a medium creature, do they get any actual benefit for being large besides the +1 CMD? as is, those two seem by far the weakest options, since except for speed, most of their traits feel like just downsides. lower AC, lower accuracy, higher cost for equipment, inability to use much of what's found, etc

Maat Mons
2023-12-20, 08:25 PM
Here’s where I was at on ability score modifiers before I decided to try giving everyone human-style flexibility.

Celestials: Wisdom and Charisma both seem like good candidates for bonuses, but that doesn’t fit with Pathfinders preference for boosting one physical stat and one mental stat. I can’t think of any good candidates for penalties.
Centaurs: Strength, Constitution, and Wisdom all seem like good candidates for bonuses. Dexterity seems like a good candidate for a penalty.
Elves: Dexterity and Intelligence seem like good candidates for bonuses. Charisma seems like a good candidate for a penalty. I’ve always imagined elves being douchebags.
Forest Nymphs: ???
Infernals: Intelligence and Charisma both seem like good candidates for bonuses, but that doesn’t fit with Pathfinders preference for boosting one physical stat and one mental stat. I can’t think of any good candidates for penalties.
Mountain Nymphs: ???
Nagas: Strength, Dexterity, and Wisdom all seem like good candidates for bonuses. I can’t think of any good candidates for penalties.
Nekomimi: Dexterity and Wisdom both seem like good candidates for bonuses. Wisdom seems like a good candidate for a penalty. Yes, I did mean to list Wisdom both as a candidate for a bonus and as a candidate for a penalty.
Sirens: Charisma seems like a good candidate for a bonus. I can’t think of any good candidates for penalties.
Summer Faeries: ???
Vampires: Strength and Charisma both seem like good candidates for bonuses. I can’t think of any good candidates for penalties.

I guess if I gave Celestials their Darkvision, they’d still be worse at seeing in the dark than Infernas, who have See in Darkness. But if they have Darkvision, there’s really no reason for them to ever activate their halos. Shining light is really just a drawback if you don’t have any need for it. I guess I could make it a minor drawback to some actually useful ability.

It seems weird for a Good creature to worship an Evil deity, or vice versa, but I don’t see a problem adding caveats to the Holy/Unholy Resistance/Vulnerability covering that possibility.

I wanted Unicorn Horn to give a gore attack, but I wasn’t sure if it would have been too much in conjunction with the other benefit. I’m also not sure if the gore and the current benefit would be enough to spread across two feats.

If I split Petrifying Gaze into two feats, would someone who has both wind up with Hold Person 1/day and Hold Monster 1/day? Or would the Hold Monster SLA replace the Hold Person SLA? Or what?



Even without increased reach, there’s a slight advantage from size in terms of number of squares threatened. A medium creature with 5-foot reach threatens 8 squares, while a large creature with 5-foot reach threatens 12 squares.

I was meaning for the text of Humanoid Torso to eliminate the extra armor costs. But now that I think about it, nothing I said eliminates the cost doubling for Centaurs being quadrupeds. Also, it should probably only apply to armors that only cover the upper body. I think that should include breastplate, chain shirt, haramaki, hide shirt, and lamellar cuirass. Maybe also armored coat and reinforced tunic, I’m not sure.

I would like to give Centaur and Naga more goodies, but I was nervous because of the lack of large size creatures among the races designed for players. It would make sense for Centaurs to have two secondary hoof attacks and a speed of 50 feet. Not sure what to give Nagas. All I can think of are a swim speed and a bonus on stealth. I guess there’s also the possibility of giving both races better ability score modifiers than the other ones.

Emberlily
2023-12-20, 08:47 PM
a possibility (I don't have any personal experience of how balanced this would be) might be that while they have reach like a medium creature, they still use/can use large weaponry without penalty. I am a little biased bc I grew up with the shining force games where centaurs typically used oversized weaponry so this just sorta "feels right" to me, but what it pans out to is just a little bit of bonus damage on attacks (which seems like it might balance out the [-1 ac/-1 to hit] at first glance)

the centaur being bracketed by a species that gets +1 to all saves, and another that gets 11+lvl spell resistance, both very solid and powerful bonuses that work well for almost everyone, made me immediately look at how little they sorta have on the table. honestly, I personally wouldn't bat an eye at letting those two act as large in general, but I imagine I'm probably alone in going that far w the changes for balance. but what I suggested up above seems like it's not risking going past the power of a flat +1 to all saves or such