MatrexsVigil
First Post
I've been working on my races off and on today for my new Pathfinder campaign setting, and I'm wondering how they stand next to the other Pathfinder races (in practice, because you can only choose the ones below as a PC). The Orc, Warden, and Spirit Kith are considered 'finished' in the fact that I don't plan on adding anything else. The small folk all need more things.
Orc (Modified Half-Orc)
+2 to One Ability Score
Medium size
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
+2 Knowledge (nature) and Survival
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Orcs are proficient with bows (short/long and composite) and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Wardens (Stone Warforged normally guarding giant Egypt/Aztec-like temples)
+2 Strength, +2 Intelligence, -2 Charisma
Living Construct trait
Medium size
Normal Speed: Wardens have a base speed of 30ft.
Darkvision: Wardens can see in the dark up to 60ft.
+2 Knowledge (history) and Perception
+2 natural armor bonus
Improved Unarmed Attack, deals unarmed damage as a Monk equal to his character level
Spirit Kith (Based off the Tiefling entry in the new Bonus Beastiary they put out)
River: +2 Strength, +2 Charisma, -2 Constitution
Medium size
30ft speed, 30ft swim (+8 to swim checks)
Low-light
Water-breathing (Ex)
Create Water at will (Sp)
Cold Resistance 5
Charisma is treated as 2 points higher if a Water Sorcerer for all sorcerer class abilities
Tree: +2 Constitution, +2 Wisdom, -2 Dexterity
Medium size
30ft speed
Low-light
+2 Knowledge (nature), +2 Heal
Cure Moderate Wounds 1/day, caster level = character level (Sp)
Charisma is treated as 2 points higher if a Fey Sorcerer for all sorcerer class abilities
+1 natural AC
Wind: +2 Dexterity, +2 Intelligence, -2 Strength
Medium size
30ft speed
Low-light
+2 Fly, +2 Bluff, +2 Perception
Cast Fog Cloud 1/day, caster level = character level (Sp)
Charisma is treated as 2 points higher if an Air Sorcerer for all sorcerer class abilities
Electricty Resistance 5
Small Folk (I didn't want to call them rodent folk...)
Mouse: +2 Dexterity, +2 Charisma, -2 Strength
Small size
20ft speed
Low-light
+2 Stealth, +2 Survival, +2 Acrobatics, +2 Escape Artist
Beaver: +2 Strength, +2 Intelligence, -2 Dexterity
Small size
20ft speed, 20ft swim (+8 swim checks)
Low-light
+2 Knowledge(engineering), +2 Survival
2 extra skill points per level to put into Craft skills only
Porcupine: +2 Constitution, +2 Wisdom, -2 Charisma
Small size
20ft speed
Low-light
+2 Intimidate, +2 Survival
Spines(Ex): Any enemy that strikes the porcupine unarmed or using a natural weapon takes 1d4 damage. A porcupine that uses an unarmed attack deals +1 damage due to her spines.
+1 Natural Armor
Note: These will be played in a game with heavy class restrictions (including no monk so no Warden weirdness there) and with the normal 'boosting' magic item bonuses given at certain levels instead of through magic items. Players can only find permanent magic items, never being able to make them through feats/crafting.
+1 Hit, Damage, saves/+3 AC (at level 3, 6, 9, 12, 15)
+2 to two stats at level 6, 12, 18
+1 to all stats at level 4, 8, 12, 16, 20
+1 Hit, Damage, saves/+3 AC (at level 3, 6, 9, 12, 15)
+2 to two stats at level 6, 12, 18
+1 to all stats at level 4, 8, 12, 16, 20
Orc (Modified Half-Orc)
+2 to One Ability Score
Medium size
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
+2 Knowledge (nature) and Survival
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Orcs are proficient with bows (short/long and composite) and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Wardens (Stone Warforged normally guarding giant Egypt/Aztec-like temples)
+2 Strength, +2 Intelligence, -2 Charisma
Living Construct trait
Medium size
Normal Speed: Wardens have a base speed of 30ft.
Darkvision: Wardens can see in the dark up to 60ft.
+2 Knowledge (history) and Perception
+2 natural armor bonus
Improved Unarmed Attack, deals unarmed damage as a Monk equal to his character level
Spirit Kith (Based off the Tiefling entry in the new Bonus Beastiary they put out)
River: +2 Strength, +2 Charisma, -2 Constitution
Medium size
30ft speed, 30ft swim (+8 to swim checks)
Low-light
Water-breathing (Ex)
Create Water at will (Sp)
Cold Resistance 5
Charisma is treated as 2 points higher if a Water Sorcerer for all sorcerer class abilities
Tree: +2 Constitution, +2 Wisdom, -2 Dexterity
Medium size
30ft speed
Low-light
+2 Knowledge (nature), +2 Heal
Cure Moderate Wounds 1/day, caster level = character level (Sp)
Charisma is treated as 2 points higher if a Fey Sorcerer for all sorcerer class abilities
+1 natural AC
Wind: +2 Dexterity, +2 Intelligence, -2 Strength
Medium size
30ft speed
Low-light
+2 Fly, +2 Bluff, +2 Perception
Cast Fog Cloud 1/day, caster level = character level (Sp)
Charisma is treated as 2 points higher if an Air Sorcerer for all sorcerer class abilities
Electricty Resistance 5
Small Folk (I didn't want to call them rodent folk...)
Mouse: +2 Dexterity, +2 Charisma, -2 Strength
Small size
20ft speed
Low-light
+2 Stealth, +2 Survival, +2 Acrobatics, +2 Escape Artist
Beaver: +2 Strength, +2 Intelligence, -2 Dexterity
Small size
20ft speed, 20ft swim (+8 swim checks)
Low-light
+2 Knowledge(engineering), +2 Survival
2 extra skill points per level to put into Craft skills only
Porcupine: +2 Constitution, +2 Wisdom, -2 Charisma
Small size
20ft speed
Low-light
+2 Intimidate, +2 Survival
Spines(Ex): Any enemy that strikes the porcupine unarmed or using a natural weapon takes 1d4 damage. A porcupine that uses an unarmed attack deals +1 damage due to her spines.
+1 Natural Armor