Lord Tataraus
2008-09-19, 10:50 PM
This is a homebrew I've had for a little while and I've playtested it a bit to a lot of success so I might as well put it up for critique beyond my normal players. The basic concept to actually born from WotC's promise to make race actually matter through out all levels (in this case, all 20 levels). I also had some inspiration from the bloodlines in UA, but they are a bit too formulated for my taste. One final note, this is created with the mindset of using Pathfinder races and expanding beyond first level.
Dwarf
{table=head]Level|Ability/Bonus
2nd|Hardy Warrior: 1/day a Dwarf may completely ignore all effects of a single attack with a weapon made against him.
6th|Tough Skin: DR +1 (existing DR increased by 1, otherwise gain DR 1/adamantine)
10th|Paragon: A Dwarven paragon gains +2 Strength and tremorsense 5ft on rock and hard earth only.
14th|Resilient Fortitude: If a Dwarf makes a successful fortitude save, he may ignore all effects (except afflictions) or count as 2 successful saves.
18th|Earthen Skin: DR +1 (existing DR increased by 1)
20th|Legendary: A legendary Dwarf gains tremorsense 10ft and gains an extra +3 bonus on saves verse spells.[/table]
Elf
{table=head]Level|Ability/Bonus
2nd|Light Step: An Elf gains a +1 dodge bonus to AC.
6th|Forest Stalker: An Elf gains invisibility as a spell-like ability usable 2/day with a target of personal only.
10th|Paragon: An Elf paragon gains +2 Charisma and a +1 bonus to initiative.
14th|Step of the Forest: An Elf may gain the effects of a greater invisibility spell when using his Forest Stalker ability.
18th|Quick Step: An Elf's racial dodge bonus becomes +4 and his racial initiative bonus becomes +2.
20th|Legendary: An Elf may teleport anywhere within line of sight up to 30ft away as a move action 2/day, this is a spell-like ability.[/table]
Gnome
{table=head]Level|Ability/Bonus
2nd|Nature Attunement: A Gnome may talk with animals as the spell a number of times per day equal to 1/2 the his hit dice.
6th|Commune with Nature: 2/day a Gnome may speak with speak with plants as the spell.
10th|Paragon: A Gnome paragon gains Scent and a +4 bonus on all saves against compulsion effects, and a +2 bonus on all checks involving Fey, animals, and plants.
14th|Immerse in Nature: 2/day a Gnome may gain fast healing 1 for a number of rounds equal to his hit dice.
18th|Blend with Nature: 2/day a Gnome may meld with plants as the meld with stone spell with a caster level equal to 1/2 his hit dice.
20th|Legendary: A legendary Gnome gains hide in plain sight and a +4 bonus on stealth checks while in a natural environment. A Gnome also gains +2 Dexterity.[/table]
Half-Elf
{table=head]Level|Ability/Bonus
2nd|Light Step: A Half-Elf gains a +1 dodge bonus to AC.
6th|Great Skill: A Half-Elf gains a +3 racial bonus on any one chosen skill.
10th|Paragon: A Half-Elf paragon gains +2 to the ability score he chose at first level as well as a +1 bonus to initiative.
14th|Skill Mastery: A Half-Elf may always take 10 when using the skill he chose for the Great Skill ability. If the chosen skill already allows for the Half-Elf to take 10 he may instead take 20.
18th|Quick Step: A Half-Elf's racial dodge bonus becomes +4 and his racial initiative bonus becomes +2.
20th|Legendary: A legendary Half-Elf gains 1 free gestalt level.[/table]
Halfling
{table=head]Level|Ability/Bonus
2nd|Improvised Crafter: A Halfling does not take a penalty due to lack of equipment on Disable Device and Craft checks.
6th|Fleet of Foot: A Halfling’s base movement speed becomes 30ft
10th|Paragon: +2 Intelligence, 1/day a Halfling may reroll one d20 roll
14th|Natural Climbers: A Halfling gains a climb speed of 15ft and may always take 10 on climb checks
18th|Mettle: Gain mettle
20th|Legendary: A Halfling may reroll a d20 roll 3/day and has his luck bonus on saving throws increased to +2[/table]
Human
{table=head]Level|Ability/Bonus
2nd|Versatile Learner: A Human gains one extra class skill of his choice.
6th|Great Skill: A Human gains a +3 racial bonus on any one chosen skill.
10th|Paragon: A Human gains +2 to his initially chosen ability score and an extra 5 skill points this level.
14th|Skill Mastery: A Human may always take 10 when using the skill he chose for the Great Skill ability. If the chosen skill already allows for the Human to take 10 he may instead take 20.
18th|Great Skill: A Human gains a +3 racial bonus on any one chosen skill.
20th|Legendary: A legendary Human gains 1 free gestalt level[/table]
Half-Orc
{table=head]Level|Ability/Bonus
2nd|Blood Rage: If a Half-Orc is at 10% or less health he gains a +2 bonus on all attack rolls and a +4 bonus on intimidate checks. Once the Half-Orc’s hp returns above the Blood Rage threshold he returns to normal.
6th|Battle Ready: A Half-Orc may act in a surprise round if he would not normally be able to do so, but is still considered flat-footed and is automatically placed in the lowest initiative on the following round.
10th|Paragon: A Half-Orc paragon gains +2 Constitution, additionally, while under a Blood Rage a Half-Orc gains a +2 bonus on all saves.
14th|Greater Blood Rage: A Half-Orc’s Blood Rage begins at 25% or lower hp.
18th|Intimidating Presence: Immediately after entering a Blood Rage, all enemies within line of sight of the Half-Orc must make a will save against the Half-Orc's intimidate check + 5 or be shaken. The enemy who caused the damage to put the Half-Orc into a Blood Rage automatically becomes shaken.
20th|Legendary: A legendary Half-Orc does not die until he reaches -20 or lower hp and he gains an extra +2 on attack rolls while below 0 hp.[/table]
Dwarf
{table=head]Level|Ability/Bonus
2nd|Hardy Warrior: 1/day a Dwarf may completely ignore all effects of a single attack with a weapon made against him.
6th|Tough Skin: DR +1 (existing DR increased by 1, otherwise gain DR 1/adamantine)
10th|Paragon: A Dwarven paragon gains +2 Strength and tremorsense 5ft on rock and hard earth only.
14th|Resilient Fortitude: If a Dwarf makes a successful fortitude save, he may ignore all effects (except afflictions) or count as 2 successful saves.
18th|Earthen Skin: DR +1 (existing DR increased by 1)
20th|Legendary: A legendary Dwarf gains tremorsense 10ft and gains an extra +3 bonus on saves verse spells.[/table]
Elf
{table=head]Level|Ability/Bonus
2nd|Light Step: An Elf gains a +1 dodge bonus to AC.
6th|Forest Stalker: An Elf gains invisibility as a spell-like ability usable 2/day with a target of personal only.
10th|Paragon: An Elf paragon gains +2 Charisma and a +1 bonus to initiative.
14th|Step of the Forest: An Elf may gain the effects of a greater invisibility spell when using his Forest Stalker ability.
18th|Quick Step: An Elf's racial dodge bonus becomes +4 and his racial initiative bonus becomes +2.
20th|Legendary: An Elf may teleport anywhere within line of sight up to 30ft away as a move action 2/day, this is a spell-like ability.[/table]
Gnome
{table=head]Level|Ability/Bonus
2nd|Nature Attunement: A Gnome may talk with animals as the spell a number of times per day equal to 1/2 the his hit dice.
6th|Commune with Nature: 2/day a Gnome may speak with speak with plants as the spell.
10th|Paragon: A Gnome paragon gains Scent and a +4 bonus on all saves against compulsion effects, and a +2 bonus on all checks involving Fey, animals, and plants.
14th|Immerse in Nature: 2/day a Gnome may gain fast healing 1 for a number of rounds equal to his hit dice.
18th|Blend with Nature: 2/day a Gnome may meld with plants as the meld with stone spell with a caster level equal to 1/2 his hit dice.
20th|Legendary: A legendary Gnome gains hide in plain sight and a +4 bonus on stealth checks while in a natural environment. A Gnome also gains +2 Dexterity.[/table]
Half-Elf
{table=head]Level|Ability/Bonus
2nd|Light Step: A Half-Elf gains a +1 dodge bonus to AC.
6th|Great Skill: A Half-Elf gains a +3 racial bonus on any one chosen skill.
10th|Paragon: A Half-Elf paragon gains +2 to the ability score he chose at first level as well as a +1 bonus to initiative.
14th|Skill Mastery: A Half-Elf may always take 10 when using the skill he chose for the Great Skill ability. If the chosen skill already allows for the Half-Elf to take 10 he may instead take 20.
18th|Quick Step: A Half-Elf's racial dodge bonus becomes +4 and his racial initiative bonus becomes +2.
20th|Legendary: A legendary Half-Elf gains 1 free gestalt level.[/table]
Halfling
{table=head]Level|Ability/Bonus
2nd|Improvised Crafter: A Halfling does not take a penalty due to lack of equipment on Disable Device and Craft checks.
6th|Fleet of Foot: A Halfling’s base movement speed becomes 30ft
10th|Paragon: +2 Intelligence, 1/day a Halfling may reroll one d20 roll
14th|Natural Climbers: A Halfling gains a climb speed of 15ft and may always take 10 on climb checks
18th|Mettle: Gain mettle
20th|Legendary: A Halfling may reroll a d20 roll 3/day and has his luck bonus on saving throws increased to +2[/table]
Human
{table=head]Level|Ability/Bonus
2nd|Versatile Learner: A Human gains one extra class skill of his choice.
6th|Great Skill: A Human gains a +3 racial bonus on any one chosen skill.
10th|Paragon: A Human gains +2 to his initially chosen ability score and an extra 5 skill points this level.
14th|Skill Mastery: A Human may always take 10 when using the skill he chose for the Great Skill ability. If the chosen skill already allows for the Human to take 10 he may instead take 20.
18th|Great Skill: A Human gains a +3 racial bonus on any one chosen skill.
20th|Legendary: A legendary Human gains 1 free gestalt level[/table]
Half-Orc
{table=head]Level|Ability/Bonus
2nd|Blood Rage: If a Half-Orc is at 10% or less health he gains a +2 bonus on all attack rolls and a +4 bonus on intimidate checks. Once the Half-Orc’s hp returns above the Blood Rage threshold he returns to normal.
6th|Battle Ready: A Half-Orc may act in a surprise round if he would not normally be able to do so, but is still considered flat-footed and is automatically placed in the lowest initiative on the following round.
10th|Paragon: A Half-Orc paragon gains +2 Constitution, additionally, while under a Blood Rage a Half-Orc gains a +2 bonus on all saves.
14th|Greater Blood Rage: A Half-Orc’s Blood Rage begins at 25% or lower hp.
18th|Intimidating Presence: Immediately after entering a Blood Rage, all enemies within line of sight of the Half-Orc must make a will save against the Half-Orc's intimidate check + 5 or be shaken. The enemy who caused the damage to put the Half-Orc into a Blood Rage automatically becomes shaken.
20th|Legendary: A legendary Half-Orc does not die until he reaches -20 or lower hp and he gains an extra +2 on attack rolls while below 0 hp.[/table]