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  1. - Top - End - #1
    Pixie in the Playground
     
    SwashbucklerGuy

    Join Date
    Jan 2020

    Default Humans and Elves of my World for Pathfinder

    hey I'm looking for some feedback and thoughts on the the human and elves blocks that are within my World. I am making/Remaking about 30 races within my World. The baser Idea of this is that humans are originally the offspring's of orcs and elves, that there have am Supernatural ability to connect with the land that they've lived with most of the life, and a deeper connection to the spirit world than most others.

    Human
    Ability Score: Human gain a +2 racial bonus to one ability score of their choice do to represent their varied nature.

    Type: Humans are Medium sided Humanoids with the Human subtype.

    Speed: Humans have a base speed of 30 feet.

    Bonus Feat: Humans lead to faster thin mast other. Humans select one extra feat at 1st level.

    Skilled: Humans can pick up skill faster this most other. Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

    Focused Study: Humans are skillful, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.

    Heart of The Land: Humans are one with the lands they live on and know how to live with it. There may pick any one of the following:

    • Fields: Some who live within in rural areas are used to hard labor. They gain a racial bonus equal to half their Hit Die to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.
    • Forest: Some who live within wild, know how to be part of it and take the from of the animals that live in them. They gain a racial bonus equal to half their Hit Die to Survival and there may take the form of a beast, as Beast Shape I, once a day.
    • Hills: Do to a live of working and living in some of the roughest groups with there herds. They gain a racial bonus equal to half their Hit Die to Handle Animal and may ignore all forms of natural difficult terrain.
    • Mountains: The wind gest will cast most to the batten of the cuffs, and kill them, but to the ones how Call them home know how to not be moved is a big thing. They gain a racial bonus equal to half their Hit Die to Climb and once per day for one minute, there cannot be moved used any manes other than their own movements speeds.
    • Sea: Knowing how to fight with the Water is more then just swim in it.. Only a set few echo call the Sea home now how.. They gain a racial bonus equal to half their Hit Die to swin and they fighting and casting underwater with on penalties.
    • Snow: being one with the Show you live in is not the some as being part of is. Some humans know how to be pert of it. They gain a racial bonus equal to half their Hit Die to ride and they can ones a day, make an attack miss.
    • Street: Information is the great weapon with in a city, and most know how it get it.. They gain a racial bonus equal to half their Hit Die to knowledge (Local) and they may once per day cast Ears of the City, but it takes a minute instead of rounds.
    • Sun: Teide is the live blood of the deep deserts, but it is with the misting of the night and day. They gain a racial bonus equal to half their Hit Die to apprise and once per day depending on the time of day they can make the all of the damage form an attack do Fire damage when the sun it up, or Cold damage when the sun is down.
    • Swamp: Knowing what can kill you may keep you living, but knowing how to use that to there full power is what give them an upper hand. They gain a racial bonus equal to half their Hit Die to heal and they once a day gain regenerate 10 for 1 minute, with in this min there can regrow any last limbs within this minute.



    Mind of The Spirits: Humans have the most diverse ways of see how the spirits, this gives ways of thoughts. There may pick any one of the Following:

    • Alligator: The ones who follows the Alligator are send to have ancient wisdom, primal instincts, and good fortune. There action and deal with the actions afterwards. Within First Round of Combat you may make a Charge attack, within the movement they may takes up to one 90° turn, and they ignore difficult terrain, and move through allies.
    • Bat: The ones who follows the Bat are aware of there own states of consciousness, inner awareness and a familiarity with darkness. There go base off there feels and can have a little care for others feelings when making a changes. Once per combat as an Immediate Action they can move up to half of there move speed, just before an attack is made.
    • Bear: The ones who follows the Bear are a guardian forces and strength. There look to the safety of those they care about to guide their actions. As an Attack of Opportunity they may make a free grapple check. They may only do this once per a Round.
    • Cat: The ones who follows the Cat are elegance, curiosity, independence, and magic. There like to know and learn about everything, even if it may kill them. l Within First Round of combat, as part of a charge, there have Pounce.
    • Cow: The ones who follows the Cow are grounded and strong. There like to take thing one step at a time, Living for the now and to weather the storm. They count as one size category larger for bull rush and get improved bull rush as a Bonus Feat.
    • Crane: The ones who follow the Crane are longevity, focus, discipline, and vigilance. There like to keep on the move within life, there like to master there craft, and there thank for the long read. As an Attack of Opportunity they may they may make a parry and riposte, as per the Swashbuckling deed, but needing to use a second Attack of Opportunity. They may only do this once a round.
    • Crow: The ones who follow the Crow are You gain a bonus to the steal combat maneuver enemies no longer get the bonus for having items tied down. NEED TO DO STIIL.
    • Deer/Elk: They gain Powerful Charge , giving them an additional 1d8 point of Damage on a Charge Attack.
    • Dog/Wolf: They gain improved trip and all weapons there use have the trip weapon special quality.
    • Elephant: They count as one size category larger for Trample and Overrun, and there have a 1d4 Trample attack.
    • Fox: They may Feint as a move action, and if there take the Improved Feint when there make a Full Attack, there may give up an Attack to Feint.
    • Hawk/Eagle: They gain low-light and the ability to notice minute details as if you were up close up to 1 mile away.
    • Owl: They enemies only gain half of the bonus for flanking them.


    Body of The ancestors: Humans have Elves and Orcs as there ancient ancestors, and there still show some of there traits. There may pick one any of following:
    • Orcish Healing: They gain have Fast Heating 2.
    • Orcish Magic: They may cost Darkness once a day with a caster level. As well as there can see through all forms of Darkness cost by them.
    • Elven Resistance: They gain a +2 racial bonus to saves against spells and spell like abilities.
    • Elven Senses: They gain Blindsense 15ft and Blindsight 5ft.


    For the Elves there are a long live race that that measures their Generations by ages not decades and their life spans by centuries. There have little there are willing to to change her Outsiders, and there are a Master of there own destiny and ways

    Ability Score: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, and –2 Constitution. As will as a +2 Intelligence or +2 Wisdom.

    Type: Elves are Medium sided Humanoids with the Elf subtype.

    Speed: Elves have a base speed of 30 feet, as well as a Climb speed of 20 feet or a Swim speed of 20 feet.

    Senses: Elves have Low-Light Vision, therefore can see twice as far as humans in conditions of dim light.

    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. As well as there only need to rest for 4 hours within a ritual formal. Do it the mana that flows within there blood.

    Keen Senses: Elves have some of the best hearing and seen of all of the races, being able to see even Littles things. There receive a +2 racial bonus on Perception and Sense Motive checks.

    Elven Magic: Elves have magic as not only part of there world, but as well as part of thereselfs. Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks, and it is a class skill.

    Eternal Grudge: Elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves have receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes

    Fey-Sighted: Elves can see the mana of the world that others only use or have a quick look at. Elves have detect magic as a constant spell-like ability, with a caster level equal to their character level.

    Wooded Song: Elves can sing to trees as a minute per 250 GP, and can have them produce any non-magical item they wish. Any item made this way is made of Elvenwood. Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +2 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +4 By using the ancient song of the high elves there too have Master the why's of the woods.

    Fay Defenses: Elves have DR 5/Cold Iron, do to there connection with the fey.

    Bowmasterly: Elves may use there Dexterity to damage with compound bows instead of Strength. Elves have master how to use there speed to maxixe the potential damage for a bow.

    One of Two Worlds: Elves can phase partially into the Faywilds as a swift action, for a number of minute equal to 1/2 for there Hit Die. There get a 35% miss chance, and they can ignore all forms of difficult movement.

  2. - Top - End - #2
    Ogre in the Playground
     
    SwashbucklerGuy

    Join Date
    Feb 2012
    Gender
    Male

    Default Re: Humans and Elves of my World for Pathfinder

    Is the idea to make them by far the most powerful races?

    This version of humans is already pretty insane, and the elves are even better.

    It's your game and your setting... So you're free to do as you please, of course, but be aware that they completely outshine all other playable races in the game (unless they too got mega-buffs). DR 5/ cold iron alone makes elves VERY strong. That's equivalent to high level class features.
    Homebrew Stuff:

  3. - Top - End - #3
    Bugbear in the Playground
     
    Melayl's Avatar

    Join Date
    Nov 2007
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    In my own little world...
    Gender
    Male

    Default Re: Humans and Elves of my World for Pathfinder

    As Lemmy has said, those are some crazy powerful abilities. Pathfinder Andvanced Race Guide has charts and calculations to help you determine the power (and thus thr LA) of a race you create. I highly recommend you look at it.

    If you spread some of these powers out over several levels (even just class levels and not racial levels), it would be more balanced.

    But also as Lemmy said, it is your world to do with as you please.
    Custom Melayl avatar by my cousin, ~thejason10, used with his permission. See his work at his Deviant Art page.
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