Showing posts with label Simplifying Pathfinder. Show all posts
Showing posts with label Simplifying Pathfinder. Show all posts
Saturday, January 14, 2017
Thematic Versions of the Pathfinder Core Rulebook Races
OK, finally finish it. The last version of all Core Rulebook Races can be found here.
Now, I need to convince my players to try this madness...
Wednesday, January 11, 2017
Thematic Pathfinder Races – Half-Elf
Finally, here's my last Thematic Race. Now, to the compiled PDF. I'll update entries previous to the half-orc and revise everything based on feedback (unfortunately I still couldn't playtest this idea).
HALF-ELF
Fluff here.
Characteristics: Half-elves are Medium-sized humanoids that count
as both [human] and [elf] subtypes for any effect related to race. They have
Speed 30 ft. and Low Light Vision.
Starting languages: Half-elves begin play speaking
Common and Elven. Half-elves with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).
Basic Racial Traits
All
half-elves start at 1st level with following traits:
Adaptability: once per day, instead of rolling a
Skill Check, you can choose to use the Key Ability Score instead as the result. You’re
considered to be trained in the Skill. If you still fail the Skill Check, you
regain the use of this Racial Trait.
One of a Kind: once per day, you can reroll a
Charisma Check or CHAR-based Skill Check.
I’m not sure if Handle Animal and
Use Magic Device should be here, I don’t want to limit this Racial Trait to
social encounters. Besides, it does give the impression that half-elves have
strong and unique personalities.
Between Two Worlds: choose one Basic Racial Trait from
the Human or Elf entry.
Bonus Racial Traits
Choose one Advanced Racial
Trait as a bonus Racial Talent at 1st.
Racial Flaw
Choose
one of the Flaws below.
Half-Breed: once per day, you can choose to
have the worst combination of types, subtype and alignment against one effect.
If your GM accepts this, you regain a daily use of any of your racial traits.
This Racial Flaw tries to reflect
feeling that some half-elves have that their heritage is cursed.
Lone Wolf: once per day, you can try to
survive 5 rounds of melee combat without any allies in your threatened area and
without assistance. If GM approves the trouble, you regain a daily use of any
of your racial traits.
Gregarious Creature: while in civilized locations you
can choose one the following options – spend wealth to keep an extravagant
lifestyle or to carouse (100-1.000 GP/level is a good suggestion) or trigger a
random encounter while alone (you’re mistaken with someone or own a debt, for
example). While away from civilization, you can choose to awake fatigued.
Either option can be used and, if accepted by the GM, grant you an extra use of
any racial trait for the next day (you
don’t need to choose in advance).
Wanderer: after resting for 8 hours in the same place,
you can choose to awake fatigued. Or you can convince your entire party not to
sleep in the same spot. If your GM approves either option, you gain an extra
use of any racial trait for the next day (you
don’t need to choose in advance).
Advanced Racial Traits
Every time you gain an
Ability Score Increase due to Level Advancement (4th, 8th,
12th, 16th and 20th) you can choose instead
one of the traits below.
Bastard Blood: once per day, you can ignore your
humanoid subtypes for one encounter (or about 5 minutes), if advantageous. If
you spend 1 round next to another humanoid, you can always tell if he’s also a
bastard, but not which kind (half-elf, half-orc, tiefling, aasimar etc.).
Best of Both Worlds: choose another Basic Racial Trait
or a Bonus Racial Trait from the Human or Elf entry. You can only choose Bonus
Racial Traits without requisites.
Envoy: once per day, before rolling a Diplomacy
Skill Check, activate this trait. If you fail, your target’s attitude toward
you improves by one step. If you succeed, it improves by two steps. If
Diplomacy was impossible, you don’t spend your daily use.
Gifted: choose one Skill. You always have a number of
ranks in that Skill equal to your character level. This Racial Trait can be
taken more than once.
If you spent ranks in the chosen
skill before gaining this racial trait, you get those points back.
Hard Choices: once per day, choose one character
and a general type of action, like “Attack”, “Move”, “Cast a spell”, “Use a
spell-like ability”, “Withdrawn” etc. The GM must accept the type of action.
Until your next turn, if the chosen character executes the declared action (and
he knows which is) you gain an attack of opportunity against him. You can’t use
this Racial Trait on the same character twice. in the Requisite: 4th
level.
A bastard’s life is tough and
teaches a mix of dirty tricks and hard lessons. This Racial Trait, which may be
a bit overpowered was made thinking on that.
Multitalented: choose a secondary class from
Pathfinder Unchained’s Variant Multiclassing system. You gain the 1st
and 3rd level secondary class features for that class. You can’t
take levels in the chosen secondary class. This Racial Trait can be taken more
than once; each time you buy it, you gain the next step of class abilities.
Requisite: 4th level.
Yeah, I said I wouldn't use the Variant Multiclass system, but in the end here it is.
Scoundrel: once per day, as an immediate
action, choose a character interacting with you through a Skill Check. He can’t
add skill ranks or a class skill bonus in his next Skill Check. However, for the
next 5 rounds, you must roll twice and pick the worst result on every Skill
Check against him.
Staunch Ally: once per day, when you use the Aid
Another action, the assisted character can automatically roll twice and pick
the best result at any time during his next turn.
Underestimate me once: once per day, you can reroll any
check or roll against a pure-blooded humanoid. However, in the next round, he
gains a free reroll against you. You can’t use this Racial Trait against on
same character twice.
Versatile: once per day, you substitute one
save for another.
Good luck explaining how.
Monday, January 9, 2017
Thematic Pathfinder Races – Human
HUMANS
Fluff here.
Characteristics: Humans are Medium-sized humanoids [human].
They have Speed 30 ft.
Starting languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any languages they want (except
secret languages, such as Druidic).
Basic Racial Traits
All
humans start at 1st level with following traits:
Ambition: you gain 1 extra feat and additional skill
rank at 1st level. You gain an additional skill rank whenever you gain a level.
Driven: once per day, if you fail a check by a margin
of 5 or less, you can choose to succeed. After that, you suffer the fatigued
condition, or another condition chosen by the GM.
This is a “success with cost” trait.
The GM can freely choose the best condition for the situation. For example:
Dazed, Prone, Staggered etc.
Fated: once per day, roll a d20. You can substitute
any other d20 with the number you rolled, including rolls made against you by
enemies which you’re aware.
Bonus Racial Traits
Choose one Advanced
Racial Trait as a bonus Racial Talent at 1st.
Racial Flaw
Choose
one of the Flaws below.
Pride: once per day, you can deny the assistance or
help of a non-human ally or friend. In combat, you can renounce a mechanical
benefit. If your GM approves, you regain a daily use of any of your racial
traits.
Humans have an almost insane drive
to prove themselves to the elder races.
Sins of Your Forbearers: once per day, another NPC gains a free
reroll against you. If your GM approves, you regain a daily use of any of your
racial traits.
Humans came to these lands in the
past and did some horrible stuff.
Temptation: once per day, you can choose to
fail a Wisdom Check or a Will save. If your GM approves, you regain a daily use
of any of your racial traits.
If you’re open minded, you can
activate this Racial Flaw if a player accepts an offer of power or do something
stupid (like suffering an attack of opportunity) to get a powerful magic item.
Perfectionist: failure only fuels your determination.
Once per day, after rolling a 1 on a d20, you regain a daily use of any of your
racial traits.
Advanced Racial Traits
Every time you gain an
Ability Score Increase due to Level Advancement (4th, 8th,
12th, 16th and 20th) you can choose instead
one of the traits below.
Daring: once per day, you gain an additional standard
action. This extra action can’t be used to execute an attack roll or cast a
spell, spell-like ability or supernatural ability.
Don’t tell me the odds: once per day, you can choose one
action that would provoke an attack of opportunity and execute it without inviting
such attack.
Follow me: once per day, you can choose one
ally to go together with you in the Initiative order.
Heroic Surge: once per day, you may recall a spell
you have already cast or gain another use of a special class ability that is
otherwise limited. This should only be used on spells and class abilities that
recharge daily. Requisite: 4th level Human.
It was just a scratch: once per day, as an immediate
action, convert damage taken from one attack to nonlethal damage. This still
can leave your unconscious.
Obstinate: once per day, ignore any condition
inflicted upon you for 1 round.
Resourcefulness: you gain 1 extra feat. This Racial
Trait can be taken more than once. Requisite: Human 4th level.
Strange Ancestry: once per day, you can choose to have
the best combination of type, subtype and alignment against one effect.
Requisite: Human 4th level.
Friday, January 6, 2017
Thematic Pathfinder Races – Gnome
I’m still trying to
work out how to model Humans. To be fair, I don’t know if Humans
really need a “Thematic Race” version (I like the extra bonus feat and skill rank). However, I want to try something in
order to given them a Racial Flow and a “Reroll” system.
About the Half-Elves,
I’m aiming for a mix of versatility and diplomacy. I was pondering if it was
worth to use Pathfinder Unchained’s Variant Multiclassing instead of the Multitalented (I don’t like Favored Class as written and don’t the rule almost since D&D 3rd).
In the other hand, Variant Multiclassing seems to much trouble.
Finally, I’m revising
the Elf, Dwarf and Halflings entries, to follow the new format. I will try to
post all of them in a PDF file. Maybe next week.
OK, that’s it for now
about the project. Let’s see my Thematic Gnome.
As you can see here, here, here, also here and finally here, I have a personal obsession/problem with Gnomes. I really like Paizo’s
version, even though I also want to push the theme (and mechanics) further.
I’ll try to control myself here… without any hope of succeeding (as I already removed the Hatred
and Defensive Training traits, which I believe are leftovers from previous
editions where Gnomes were just cousins to Dwarves).
GNOMES
Fluff here.
Characteristics: Gnomes are Small-sized humanoids [gnome]. They
have Speed 20 ft. and Low Light Vision.
Starting languages: Gnomes begin play speaking Common,
Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the
following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Basic Racial Traits
All
gnomes start at 1st level with following traits:
Glamour: you may freely cast, as a spell-like ability,
dancing lights, ghost sound and prestidigitation. Once per day, you may
cast silent image. The caster level
for these effects is equal to the Gnome's level. The DC for these spells is
equal to 10 + the spell's level + the gnome's Charisma modifier.
If you and your GM are fine with the
idea, feel free to change the 3 cantrips above, to better suit your Gnome.
Feyblood: once per day, you can reroll a Bluff or Stealth
Skill Check or a save against Illusions. This
is my basic “Fey Basic Trait”. You’re good at cheating, sneaking and seeing
through glamour, which are things I believe every fey should be good at.
Otherworldly: once per day, you can reroll a Use
Magic Device or a save against a spell or spell-like ability. You can make Use
Magic Device Skill Check even if untrained. You can feel the presence and general
direction of portals and similar effects within 60 ft.
The way I see it, a Gnome should
sense even the smaller planar intrusions, like summonings and teleports.
Bonus Racial Traits
Choose
one Advanced Racial Trait as a bonus Racial Talent at 1st.
This is my fault, I just can’t lock
on any set of Bonus Racial Traits. I see each one almost as a different Gnome
Concept.
Racial Flaw
Choose
one of the Flaws below.
First World Memories: your fey heritage is stronger. Once
per day, you can choose to be of the Fey creature type. If the GM approves and
you suffer a disadvantageous or harmful effect because of it, you regain the
use of any of your racial traits.
A personal suggestion here would be
that, besides specific spells and class features that already affect fey
creatures, you’re also vulnerable to cold iron. Perhaps, you’re
fatigued/exhausted if exposed to cold iron; or a cold iron weapon can automatically
confirm a critical against you.
Bound by Oaths: if you give your word, you’re
bound by it. Once per day, if your liberty of action is seriously hindered by a
sworn oath, and your GM approves, you regain the use of any of your racial
traits.
You can even break your oath and
suffer a curse, if both you and your GM are fine with that.
Fickle and Impulsive: once per day, during a non-combat
encounter, you can react in an unreasonably fashion to something otherwise completely
mundane (a suggestion would be to roll a
die: if it comes even, your reaction is ridiculously disproportional; if odd, your
reaction is the opposite of what would be socially expected). During the chosen
encounter (or about 5 minutes), you always roll twice and pick the worst
result. If your GM approves, you regain a daily use of any of your racial
traits.
I’m still not happy with this Racial
Flaw. I was trying to model the idea that fey are unpredictable. Offering a
free drink to a Gnome can either leave her hopelessly in love – even with a
half-orc bartender – or completely in rage.
Gnomish Collection: pick a type of relatively common
item – like paintings, maps, clocks, helms, locks, carpets, flags, coins etc.
You manically collect and store the chosen item. Once per day, if your mania puts
you in trouble and the GM accepts, you regain the use of any of your racial
traits
If you choose something like coins
or gems you’re in for some real trouble, because you won’t see it as money.
Bleaching: you lost your gnomish collection,
broke a (really) sacred of oath, suffered torture under cold iron or otherwise endured
a fate equally dreadful. In the end, your fey heritage was purged from you. You
have a pale and greyish complexion. Once per day, you can ignore a morale
bonus, healing or otherwise beneficial effect. If your GM approves, you regain
the use of any of your racial traits.
Advanced Racial Traits
Every time you gain an
Ability Score Increase due to Level Advancement (4th, 8th,
12th, 16th and 20th) you can choose instead
one of the traits below.
Animal Speak: you’re constantly under the effect
of speak with animals, as a
supernatural ability. The caster level for this effect is equal to the Gnome's
level.
Because it’s flavorful and fun!
Dream Feast: you don’t require food or water
for 24 hours if you sleep at 30 ft. of another intelligent (Int 3+) creature
that also sleeps and dream. Once per day, during your sleep, you can enter
another’s dream and ask one question, as if using speak with dead. An unwilling dreamer can attempt a Will save (DC is
10 + half the gnome’s level + the gnome's Charisma modifier).
Fey Step: once per day, you can become incorporeal for
1 round as a swift action.
I’m totally stealing this from the Dawnforge Campaign Setting.
Gnome Fighting Style: you treat any weapon with the word
"gnome" in its name as a martial weapon.
If
you are already proficient with any of the weapons above due to a class
feature, you gain a daily reroll to attack rolls, combat maneuver checks or
damage rolls with those weapons.
Pixie Friend: creatures with the Fey subtype
won’t attack you unless provoked. Once per day, you can reduce your size to
Tiny for one encounter (or about 5 minutes) as a supernatural ability. The
caster level for this effect is equal to the Gnome's level.
Touch Emotions: emotions are almost a physical
thing for you, they can be smelled, seen or even touched. With a full-round
action you can tell the emotional state of any creature within 30 ft. and, if
desired, establish telempathic contact with them, sending simple emotions and
ideas. If telempathic communication is established, the target knows it’s
origin.
Telempathy is used here as limited
form of mind contact, usually one-word thoughts, like ‘Danger!’, ‘Help!’ or basic
emotions/impressions like Anger, Happiness, Fear etc.
I’m leaving the biggest Advanced Racial
Trait for the end. The idea was to give more flavor, but I think I overstepped. If it’s not fun for the table and the GM, please ignore it.
Gnomecraft: you can do a week’s work in a day
with your Chosen Skill. The Chosen Skill must be a Craft or Profession. The Chosen
Skill must be connected or associated with your Gnomish Collection Racial Flaw. This racial trait can be use only
once every 7 days (or once every other game session).
Finally,
choose one of the secondary benefits below:
- Fey Restoration: you may freely cast, as
a spell-like ability, the cantrip mending.
Once per day, you my cast make whole.
Both effects have a casting time of 1 minute and a caster level to the Gnome's
level. Requisite: your Chosen Skill must be a Craft.
- Glamour Item: you can create a large or
smaller masterwork item made of ordinary objects. This consumes your weekly use
of Gnomecraft, requires 10 minutes
and can only be used to make common items (nothing
alchemical, neither explosives, engines, clockworks etc.). For example: a
rope made of leaves, a shield made of twigs, a plate of paper etc. The Glamour Item work as a supernatural
effect with a caster level equal to the Gnome's level. Only 1 Glamour Item can exist at a time. Requisite:
your Chosen Skill must be a Craft. (It
isn’t necessary to stress that Glamour Item requires GM approval. In my games, I like to rule that Glamour
Item can be instantly dispelled by cold iron.)
- Gnome Master: you always take 20 with your Chosen Skill, without taking
extra time or spending more money. (Yes,
this may be overpowered and might not work with other subsystems, like
Downtime, but if a player buys it, he’s telling you that he wants to be a Super-Master-Craftsman
– even in a dungeon crawling RPG – so, I hope to give this trait a few careful tries,
watch out for combos, and see how it works.)
- Gnome Tinker: you can create a small or
tiny animated object. This consumes your weekly use of Gnomecraft and requires 10 minutes. For example: a wooden toy, a
clockwork bird etc. If stats are necessary, consult the Pathfinder Refence
Document for elementals and animated objects of the small or tiny size. The Gnome Tinker object work as a
supernatural effect with a caster level equal to the Gnome's level. Only 1 Gnome Tinker object can exist at a time.
Requisite: 4th level Gnome, your Chosen Skill must be a Craft. (Again, this is a trait that expressively
requires GM approval. And yes, I let
it clear to my Gnome player cold iron can instantly dispel his animated ally.)
- Enchanted Performance: your fey skills
can win friends in unexpected places and help allies. This consumes your weekly
use of Gnomecraft and requires a few
hours (when in doubt roll a 1d4). After
executing your Chosen Skill for non-hostile NPCs (usually a group of no more than 10), you improve their attitude
toward you and your party by 2 steps. Your Enchanted
Performance also grants a minor fey blessing to those who witness it (again, usually no more than 10 creatures),
for example: remove the Exhausted/Fatigued conditions, regain hit points as if
after a full rest, grant the benefits of a goodberry
spell (or other 1st level that
fits), regain a daily ability (class
feature or racial trait), gain 1 free reroll etc. Requisite: your Chosen
Skill must be a Profession. (The GM has
the final call and it’s hard for me to pinpoint a long list for this trait. I’m trying to encompass a lot of folklore:
from a brownie taking care of a house, to a dryad dancing in the woods – these
are things that, when watched by mortals should lift their spirits or refresh
them.)
Improved Gnomecraft: pick a secondary Craft/Profession as
Chosen Skill and new benefit from Gnomecraft.
Don’t worry if your second choice doesn’t correspond to your Gnomish Collection Racial Flaw.
Requisite: Gnomecraft.
Wednesday, January 4, 2017
Thematic Pathfinder Races – Half-Orc
Trying a new format,
based on my last post.
HALF-ORCS
You can read more
about the standard Pathfinder half-orc here.
Characteristics: Half-orcs are Medium-sized humanoids that count
as both [human] and [orc] subtypes for any effect related to race. They have
Speed 30 ft. and Darkvision 60 ft.
Starting languages: Half-orcs begin play speaking
Common and Orc. Half-orcs with high Intelligence scores can choose from the
following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Basic Racial Traits
All
half-orcs start at 1st level with following traits:
Ferocity: once per day, when brought below 0 hit points
but not killed, you can fight on for 1 more round as if disabled. At the end of
his next turn, unless brought to above 0 hit points, you immediately fall
unconscious and starts dying (yup, I
didn’t change it… this is the perfect example of the kind of trait I'm looking for).
Brute: you can always reroll a Strength or STR-based
Skill Check. Once per day, you can take 20 with a Strength or STR-based Skill
Check without increasing the action time.
Born to Violence: if you start a fight, you can roll
Initiative twice and pick the best roll (OK,
this is one evil racial trait and maybe an underpowered one, must playtest it).
Bonus Racial Traits
Choose
Beastheart, One of the Monsters or Orcish
Fighting Style as a bonus Racial Talent.
Racial Flaw
Choose
one of the Flaws below.
Wrathful: once per day, after being provoked, wounded,
humiliated or intoxicated, you can choose to suffer the confused condition for
1 round. If your GM accepts this, you remain confused until things calm down or
until either you or an ally spends a full-round action. After the encounter,
you regain a daily use of any of your racial traits. (I thought about requiring “a full-round action and a Will save or
check”, but it sounded too much.)
Perversions and Monstrosities: once per day, when you fail a
Charisma Check or Diplomacy Skill Check in a civilized setting, the NPCs’
attitude toward you can decrease by two steps. You can’t affect those NPCs
again for the next 48 hours. If your GM accepts this, you regain a daily use of
any of your racial traits.
Bloodied: the first time each day you’re reduced below
half your total hit points, you regain a daily use of any of your racial
traits. (This one started as an Advanced
Racial Trait, but thinking about it, what I really wanted was to motivate a
half-orc player to get wounded. I’m still pondering if the trigger here should
be “half total hit points” or “one quarter total hit points”.)
Advanced Racial Traits
Every time you gain an
Ability Score Increase due to Level Advancement (4th, 8th,
12th, 16th and 20th) you can choose instead
one of the traits below.
Beastheart: once per day, you can reroll an
Acrobatics Skill Check (for jumps only), Concentration Check, Intimidate Skill
Check (even against animals and beasts with Int lower than 3) or Survival
Check, substituting the Key Ability for Strength (this racial talent represents how a half-orc can summon his bestial
instincts and savagery to succeed at certain tasks).
Darkborn: once per day, during one encounter (or about
5 minutes), you operate if the light conditions were decreased by one step.
This racial trait doesn’t work on areas of bright light.
Deathblow: once per day, you can deliver an
attack of opportunity against an enemy that confirms a critical hit against
you. Because both attacks occur simultaneously, you can kill each other. (This started as a variant version of the
Driven By Pain racial trait.)
Driven by Pain: once per day, you can negate a
critical hit against you (treat it as a
normal hit). (This trait is based on
the idea that a critical hit just makes a half-orc angrier).
Frenzy: once per day, when subjected to a Compulsion
effect or Fear-derived condition, you can choose instead to become confused.
One of the Monsters: once per day, at the start of a
non-violent encounter, you can declare that a creature’s initial attitudes
toward you (and thus your party) is automatically improved by one step. This
racial trait only work on orcs, other savage folks (gnolls, goblinoids, ogres
etc.) and maybe monstrous humanoid (like minotaurs).
Orcish Fighting Style: you are proficient with greataxes
and falchions and treat any weapon with the word "orc" in its name as
a martial weapon.
If
you are already proficient with any of the weapons above due to a class
feature, you gain a daily reroll to attack rolls, combat maneuver checks or
damage rolls with those weapons.
Not Now: once per day, you can postpone the effects of
one attack for the beginning of your next turn.
Scent: you gain the Scent ability.
Smash: once per day, you deal full damage with a
melee attack. The used weapon gains the broken condition. If it doesn’t make
sense for the item to break, after using this racial trait you’re fatigued.
Wild Attack: once per day, after failing a
melee attack, you can bite, claw or otherwise unleash your frustration on the
same target. This requires a swift action and deals 1d6 of damage, plus your
Strength modifier.
![]() |
| This seems more like a "one and half-orc" than a "half-orc". |
Tuesday, January 3, 2017
The design behind my "Thematic Races"
Thank
you for the feedback regarding my “Thematic and Simple” versions of Pathfinder
Core Rulebook races.
First,
it’s now clear that they aren’t simple. I guess that’s in part due to my lack
of skills with English and text organization. Anyway, I’m editing the previous
posts titles to “Thematic Pathfinder Races”. I hope to better edit them in the
future (maybe a PDF, never did one before).
The
basic idea/principles behind these alternate race rules are:
- Remove the racial modifiers and all those numbers and minutiae. This is really just my opinion and there isn’t anything wrong with the Pathfinder. I just don’t like all those +1 or +2, or various circumstantial modifiers.
- However, I do like Rerolls or D&D 5E’s Advantage/Disadvantage. I also love to use dice as modifiers (like DCC RPG, Cortex or Alternity). Rolling dice is fun!
- I like FATE’s original design philosophy which postulates that you don’t need abilities that are mechanically constant (Aspects came originally from this I guess). What I want at my table are racial traits that – once activated – give the spotlight to player’s race of choice. At that moment, the mechanic should make a difference.
Thus,
I removed all modifiers and little mechanical bonuses. I tried to exchange them
for daily rerolls or similar traits.
Each
race now basically gives you this:
- 4 Beneficial Traits (1 of which you can choose).
- 1 Detrimental Trait.
The
Detrimental Trait works almost like a FATE’s Aspect (if you know FATE then you can see the Detrimental Trait as a sort of
“specific Aspect”, one that can only be activated negatively). The idea of
the Detrimental Trait is to showcase a specific racial “flaw” and to grant a
new daily use of another racial trait (I
find it more interesting than a boring -2 to some Ability Score). It’s a
rule that does requires cooperation between the GM and the Player.
Explanations
given (I hope), this is your basic
racial traits for a 1st level Elf Ranger:
Keen Senses.
Elven Soul.
Nimbleness.
Elven Fighting Style.
Frail Form (detrimental Trait).
A 1st
level elf wizard would maybe choose these:
Keen Senses.
Elven Soul.
Nimbleness.
Elven Magic.
Frail Form (detrimental Trait).
Note
the “”. I use
it to mark when a specific Racial Trait is activated. It’s just a suggestion.
To
keep my design goal that race should matter at higher levels, you can now choose
to acquire new Racial Traits at 4th, 8th, 12th,
16th and 20th levels, instead of gaining an Ability Score
advancement (I suggest changing the
Pathfinder rules so that an Ability Score advancement now grants a +2 to one
Stat or a +1 to 2 Stats).
So,
at 4th level, our Elf Ranger could choose to take a new Racial
Trait. His abilities are now:
Keen Senses.
Elven Soul.
Nimbleness.
Elven Fighting Style.
Frail Form (detrimental Trait).
Bond with the Land.
That’s
all for now. I’ll try to post the Half-Orc next.
As
always, any feedback is really appreciated.
Thursday, December 29, 2016
Thematic Pathfinder Race - Halfling
Time for Halflings…
HALFLINGS
Halflings are Small-sized
humanoids [halfling] with speed of 20 ft.
Starting languages: Halflings begin play speaking
Common and Halfling. Halflings with high Intelligence scores can choose from
the following: Dwarven, Elven, Gnome, and Goblin.
Racial Traits
Courageous: halflings always reduce Fear-conditions
inflicted upon them by one step. This means that if a halfling would be
Panicked, she’s instead Frightened (yeah,
halflings ignore the Shaken condition, if derived from an Intimidate or Fear
effect).
Unnoticed: once per day, a halfling can ask
for a special Acrobatics, Climb or Stealth skill check while adjacent to bigger
creatures, without suffering any attack of opportunity (they can use the creature’s bulk to their advantage… this racial talent
was made to allow halflings to disappear after running below an ogre’s leg; or
to climb on such an ogre’s back, etc.).
Lucky: once per day, you can treat a natural 1 on any
d20 check/roll as a natural 20.
You
must choose also either A Halfling’s Curiosity
or Of A Humble Height talents at 1st
level.
A Halfling’s Curiosity: your bravado and cheerfulness get
the best of you. Once per day, during a combat encounter, you can choose to
suffer an attack of opportunity or otherwise spent a full-round action trying
to get close to the most dangerous foe or hazard in the scene (this usually means that your halfling closes
in the source of fear – like that big dragon – or suffers an attack of
opportunity from trying to see what the hill giant got in that big sack).
If your GM approves, you regain a daily use of any of your other racial talents.
Of A Humble Height: sometimes size matters in the
worse way. Once per day, you must spend an additional standard action and/or
succeed at an additional check to accomplish something that bigger character
would do with a single standard action.
For
example: during the first round of combat, to attack a Large-sized foe, you can
suggest to your GM that your halfling rogue must spend a standard action or
succeed at a Climb skill check before dealing sneak attack damage.
Another
example: the classical Strength check
– even a halfling with Str 18 would take longer to lift a gate (spending a
standard action) or would have to make 2 Strength checks.
If
the GM accepts, you regain a daily use of any of your other racial talents.
Finally, also at 1st
level, you can choose Catch me First,
Nimbleness, Throwing Knack, or Urchin as a bonus Racial Talent.
Halfling Racial Talents
Racial Talents are
exclusive abilities that can be acquired during advancement. You can substitute
an Ability Score increase for one of the following Racial Talents.
A Small Opportunity: you
can use the Dirty Trick, Reposition and Steal combat maneuvers as attacks of
opportunity.
Catch me First: once per day, you can take a 5-foot
step as an immediate action.
Fearless: halflings are immune to Fear effects. The
first time each day that a halfling is subjected to a Fear-induced condition
(Shaken, Frightened, Panicked or Cowering), he can choose to suffer the
mechanical effects of either heroism
or haste for 5 rounds as an
extraordinary ability. Requisite: Halfling character level 8th.
Halfling Feet: halflings are already very sneaky,
but you’re invisible. Once per day, when alone, you can take 20 on a Stealth
skill check. Requisite: Halfling character level 8th.
Luck Charm: if
you’re adjacent to an ally, you can use your Lucky racial talent on him (this still counts as your daily use).
Nimbleness: once per day, you can reroll one Dexterity or
DEX-based Skill Check.
Resolute: once per day, you can reroll one save roll.
Throwing Knack: you
are naturally proficient with slings. If you are already proficiency due to a class feature, you gain a daily
reroll to attack rolls, combat maneuver checks or damage rolls with slings.
You’re
are also very good at throwing rocks or similar objects (halflings treat it as
a thrown weapon that deals 1 point of damage, range 10 ft., critical x2).
Instead of dealing damage, you can inflict the Shaken condition for 1 round
against targets vulnerable to critical hits. You can use your daily reroll with
slings for throwing rocks.
Finally,
you automatically confirm any critical hit with slings or rocks.
Urchin: once per day, you can take 20 in a Disguise
Skill Check to appear as a human or elf child (or from other similar races in your campaign). If you’re unarmored
and not bearing any visible weapons (or out of place items), you can use this
racial talent as a full-round action.
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