[PFRPG] FR Racial Modifiers

Sylrae

First Post
Okay, I'm trying to convert over various 3.0/3.5 FR stuff to use with the PF system.
Here is my first draft of races. I want them to be roughly on par with the PF versions power-wise.
Small Notes:
1. I'm avoiding any flat-out immunities, unless they have to be there.
2. Favored CLasses are added back in: I like the PF mechanic for them, but having everyone 'just pick what you want' defeats the purpose of having favored classes in my opinion.
3. Half-Races: Your free +2 needs to come from one of the bonuses the non-human race provides. Only humans can pick ANY ability score.
4. Weapon Proficiencies will work alot like in Unearthed Arcana: Weapon Groups. You gain new groups and exotic weapons as your BAB progresses. Basically don't worry about this part.
Some of the fluff text refers to other races with the same ability.

Now with the races. Comments and any tips on balance problems and adjustments would be great.

It's far from ALL of the FR races, but it's a start.
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Dwarf, Arctic
+2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma
Size: Small
Base Speed: 20 feet.
Slow and Steady: Arctic Dwarves never have their speed altered by armor or encumbrance.
Darkvision: Arctic Dwarves can see in the darkness up to 60 feet.
Defensive Training: Arctic Dwarves get a +4 dodge bonus to AC against creatures of the giant subtype.
Survival: Arctic Dwarves receive a +2 racial bonus on Survival checks made for any purpose other than following tracks.
Hardy: Arctic Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Arctic Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull-rush attempt or trip when standing on solid ground.
Cold: Arctic Dwarves have cold resist 20 due to the very hostile climates they have adapted to living in.
Weapon Proficiency Group: Arctic Dwarven Weapons
Favored Class: Ranger
Dwarf, Duergar
+2 Constitution, +2 Wisdom, -4 Charisma
Size: Medium
Base Speed: 20 feet.
Slow and Steady: Dwarves never have their speed altered by armor or encumbrance.
Darkvision: Dwarves can see in the darkness up to 120 feet.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods containing precious metals or gemstones.
Stealthy: Dwarves receive a +4 to stealth checks.
Hardy: Dwarves receive a +2 racial bonus on saving throws against spells, and spell-like abilities.
Robustness: Duergar receive a +8 bonus vs. Paralysis, Phantasms, and Poison. If the effect does not offer a save, the duergar can make a save anyway, but do not get their racial bonus on the save: Fort Negates (Paralysis, Poison), or Will Negates (Phantasms). They built up a resistance to these things while in the servitude of the illithids.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull-rush attempt or trip when standing on solid ground.
Spell-Like-Abilities: A Duergar can cast invisibility and enlarge person once per day, using his total character level as his caster level. Both of these abilities affect the duergar only.
Stonecunning: Dwarves receive a +2 bonus on perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
Weapon Proficiency Group: Dwarven Weapons
Favored Class: Fighter
Dwarf, Gold
+2 Constitution, +2 Wisdom, -2 Dexterity
Size: Medium
Base Speed: 20 feet.
Slow and Steady: Dwarves never have their speed altered by armor or encumbrance.
Darkvision: Dwarves can see in the darkness up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against creatures of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods containing precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against aberrations; they are trained in special combat techniques for the bizarre creatures of the underdark.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull-rush attempt or trip when standing on solid ground.
Stonecunning: Dwarves receive a +2 bonus on perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Proficiency Group: Dwarven Weapons
Favored Class: Fighter
Dwarf, Shield
+2 Constitution, +2 Wisdom, -2 Charisma
Size: Medium
Base Speed: 20 feet.
Slow and Steady: Dwarves never have their speed altered by armor or encumbrance.
Darkvision: Dwarves can see in the darkness up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against creatures of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods containing precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against orcs and creatures of the goblinoid subtype due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull-rush attempt or trip when standing on solid ground.
Stonecunning: Dwarves receive a +2 bonus on perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Proficiency Group: Dwarven Weapons
Favored Class: Fighter
Dwarf, Urdunnir*
+2 Constitution, +2 Wisdom, -2 Charisma
Size: Medium
Base Speed: 20 feet.
Pack Mule: Dwarves never have their speed altered by encumbrance.
Darkvision: Dwarves can see in the darkness up to 60 feet.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods containing precious metals or gemstones.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stone Walk: Urdunnir can pass through stone and earth as though it were air, should they so choose. They can carry up to twice their own body weight with them in this manner. Urdunnir (and anyone carried with them) cannot breathe while within stone or earth and must hold their breath while traveling in this manner.
Spell-Like Abilities: Urdunnir can cast stone shape and shape metal at will. Urdunnir can only affect 5 cubif feet of metal with the shape metal. Shape metal takes a full round to use.
Stonecunning: Dwarves receive a +2 bonus on perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Proficiency Group: None
Favored Class: Expert
Dwarf, Wild
+2 Constitution, +2 Wisdom, -2 Charisma
Size: Small
Base Speed: 20 feet.
Slow and Steady: Dwarves never have their speed altered by armor or encumbrance.
Darkvision: Dwarves can see in the darkness up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against creatures of the animal type native to chult.
Hatred: Dwarves receive a +1 bonus on attack rolls against orcs and creatures of the goblinoid subtype due to special training against these hated foes.
Hardy: Wild Dwarves receive a +4 racial bonus on saving throws against disease, a +3 racial bonus on saving throws against poison, and a +2 racial bonus on saving throws against spells, and spell-like abilities. Wild dwarves are immune to Wild Dwarf Knockout Poison.
Poison Use: Wild Dwarves are skilled in the use of poison and never risk accidentally poisoning themselves.
Heat Resistant: Wild dwarves have Fire Resistance 5 due to living in the oppressive jungles of chult.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull-rush attempt or trip when standing on solid ground.
Weapon Proficiency Group: Wild Dwarven Weapons
Favored Class: Barbarian
Elf, Aquatic
+2 Dexterity, +2 Charisma, -2 Intelligence
Size: Medium
Base Speed: 30 feet
Swim Speed: 40 feet: An aquatic elf gains a +8 bonus on Swim checks and can always choose to take 10 on swim checks, even if rushed or threatened. Aquatic elves can use the run action while swimming as long as they swim in a straight line.
Improved Low-Light Vision: Elves can see four times as far as a human in dim light.
Free Mind: Elves are naturally resistant to enchantments and receive a +2 vs. enchantment spells and effects.
Sleeplessness: While elves are capable of sleep, as a race they have learned a form of meditation called reverie, and reverie has become the natural form of rest. This gives Moon or Sun Elves a +8 vs. sleep effects. If the effect does not offer a save, the Moon or Sun Elf can make a save anyway, but do not get their racial bonus on the save: Will Negates, or Fortitude Negates (whichever is more appropriate).
Keen Senses: Elves receive +2 on perception checks.
Gills: Aquatic Elves breathe salt water with ease. They can also breathe fresh water, but most find the experience to be very uncomfortable and are treated as fatigued while doing so and for 10 minutes afterward. Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, see the suffocation rules in the Pathfinder Core Rulebook).
Weapon Proficiency Group: Aquatic Elven Weapons
Favored Class: Fighter
Elf, Avariel*
Elf, Drow
+2 Dexterity, +2 Intelligence, -2 Constitution
Size: Medium
Base Speed: 30 feet
Darkvision: Drow can see in total darkness up to 120 feet.
Magical Toughness: Drow have an innate protection against unwanted magic effects and receive a +4 vs. spells and spell-like-abilities.
Sleeplessness: While drow are capable of sleep, as a race they have learned a form of meditation called reverie, and reverie has become the natural form of rest. This gives drow a +8 vs. sleep effects. If the effect does not offer a save, the Drow can make a save anyway, but do not get their racial bonus on the save: Will Negates, or Fortitude Negates (whichever is more appropriate).
Elven Magic Affinity: +2 on caster level checks to overcome SR, and +2 on Spellcraft to identify the properties of magic items.
Keen Senses: Elves receive +2 on perception checks.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Proficiency Group: Drow Weapons
Favored Class: Wizard (Male), or Cleric (Female)
Elf: Moon, Sun
+2 Dexterity, +2 Intelligence, -2 Constitution
Size: Medium
Base Speed: 30 feet
Low-Light Vision: Elves can see twice as far as a human in dim light.
Free Mind: Elves are naturally resistant to enchantments and receive a +2 vs. enchantment spells and effects.
Sleeplessness: While elves are capable of sleep, as a race they have learned a form of meditation called reverie, and reverie has become the natural form of rest. This gives Moon or Sun Elves a +8 vs. sleep effects. If the effect does not offer a save, the Moon or Sun Elf can make a save anyway, but do not get their racial bonus on the save: Will Negates, or Fortitude Negates (whichever is more appropriate).
Elven Magic Affinity: +2 on caster level checks to overcome SR, and +2 on Spellcraft to identify the properties of magic items.
Keen Senses: Elves receive +2 on perception checks.
Weapon Proficiency Group: Elven Weapons
Favored Class: Wizard
Elf: Wild, Wood
+2 Dexterity, +2 Wisdom, -2 Intelligence
Size: Medium
Base Speed: 30 feet
Low-Light Vision: Elves can see twice as far as a human in dim light.
Free Mind: Elves are naturally resistant to enchantments and receive a +2 vs. enchantment spells and effects.
Sleeplessness: While elves are capable of sleep, as a race they have learned a form of meditation called reverie, and reverie has become the natural form of rest. This gives wood and wild elves a +8 vs. sleep effects. If the effect does not offer a save, the wood or wild elf can make a save anyway, but do not get their racial bonus on the save: Will Negates, or Fortitude Negates (whichever is more appropriate).
Elven Naturalist: Wild Elves and Wood Elves gain the wild empathy ability and can attempt to improve the initial attitude of an animal. He rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Wild or Wood Elf who gains this ability from another source, such as levels in Druid or Ranger, instead receives a +2 racial bonus on wild empathy checks. Wild and Wood Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Elves receive +2 on perception checks.
Weapon Proficiency Group: Wild Elven Weapons (Wild Elves). Wood Elven Weapons (Wood Elves).
Favored Class: Ranger
Half-Elf, Aquatic
+2 Dexterity or +2 Charisma
Size: Medium
Base Speed: 30 feet
Swim Speed: 15 feet, an aquatic half-elf gains a +8 racial bonus on swim checks and can always choose to take 10 on swim checks, even when rushed or threatened. Aquatic half-elves can use the run action while swimming, as long as they swim in a straight line.
Low-Light Vision: Elves can see twice as far as a human in dim light.
Adaptability: Half-elves receive skill focus as a bonus feat at 1st level.
Half-Blooded: Half-elves count as both elves and humans for any effect related to race.
Free Mind: Elves are naturally resistant to enchantments and receive a +2 vs. enchantment spells and effects.
Sleep and Reverie: Because they are descended from elves and humans, many half-elves sleep, but many partake of the reverie as elves do. This gives half-elves a +4 bonus vs. sleep effects. They are not as resistant as full blooded elves, but they have some resistance nonetheless.
Sea-Longing: An aquatic half-elf who remains out of sight of the sea for more than a tenday longs for the sea, and suffers a -1 penalty to wisdom-based checks until he returns to the shore.
Keen Senses: Half-elves receive +2 on perception checks.
Weapon Proficiency Group: None
Favored Class: Any
Half-Elf, Common
+2 Dexterity or +2 Intelligence
Size: Medium
Base Speed: 30 feet
Low-Light Vision: Elves can see twice as far as a human in dim light.
Adaptability: Half-elves receive skill focus as a bonus feat at 1st level.
Half-Blooded: Half-elves count as both elves and humans for any effect related to race.
Free Mind: Elves are naturally resistant to enchantments and receive a +2 vs. enchantment spells and effects.
Sleep and Reverie: Because they are descended from elves and humans, many half-elves sleep, but many partake of the reverie as elves do. This gives half-elves a +4 bonus vs. sleep effects. They are not as resistant as full blooded elves, but they have some resistance nonetheless.
Elven Magic Affinity: +2 on caster level checks to overcome SR, and +2 on Spellcraft to identify the properties of magic items.
Keen Senses: Half-elves receive +2 on perception checks.
Weapon Proficiency Group: None
Favored Class: Any
Half-Elf, Sylvan
+2 Dexterity or +2 Wisdom
Size: Medium
Base Speed: 30 feet
Low-Light Vision: Half-elves can see twice as far as a human in dim light.
Adaptability: Half-elves receive skill focus as a bonus feat at 1st level.
Half-Blooded: Half-elves count as both elves and humans for any effect related to race.
Free Mind: Elves are naturally resistant to enchantments and receive a +2 vs. enchantment spells and effects.
Sleep and Reverie: Because they are descended from elves and humans, many half-elves sleep, but many partake of the reverie as elves do. This gives half-elves a +4 bonus vs. sleep effects. They are not as resistant as full blooded elves, but they have some resistance nonetheless.
Elven Naturalist Descent: A sylvan half-elf gain the wild empathy ability and can attempt to improve the initial attitude of an animal. He rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Wild or Wood Elf who gains this ability from another source, such as levels in Druid or Ranger, instead receives a +2 racial bonus on wild empathy checks.
Keen Senses: Half-elves receive +2 on perception checks.
Weapon Proficiency Group: None
Favored Class: Any
Half-Elf, Drow
+2 Dexterity or +2 Intelligence
Size: Medium
Base Speed: 30 feet
Dark Vision: Half-drow can see in total darkness up to 60 feet.
Half-Blooded: Half-drow count as both elves and humans for any effect related to race.
Magical Toughness: Drow have an innate protection against unwanted magic effects and receive a +4 vs. spells and spell-like-abilities.
Sleep and Reverie: Because they are descended from drow and humans, many half-drow sleep, but many partake of the reverie as elves do. This gives half-drow a +4 bonus vs. sleep effects. They are not as resistant as full blooded drow, but they have some resistance nonetheless.
Elven Magic Affinity: +2 on caster level checks to overcome SR, and +2 on Spellcraft to identify the properties of magic items.
Keen Senses: Half-drow receive +2 on perception checks.
Light Sensitivity: Half-drow are dazzled as long as they remain in an area of bright light.
Weapon Proficiency Group: None
Favored Class: Any
 

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