Brendan Byrd
Explorer
...Using the Pathfinder1e Advanced Race Guide as a starting point, no less.
Yeah, this is going to be quite an ecclectic mix.
The Goal: Direct translation of GAZ13 Shadow Elves from RC/BECM to 3.x/d20 (Modern-ish). (Bypassing AD&D as much as possible.)
My concern (and why I'm posting this here) is about balance.
Relative to d20/3.x ruleset, is this too Übermensch (not ideal), Merely Munchkin (okayish
) or sort-of balanced?
This is my first attempt at homebrewing a species, so...I'm open to suggestions.
==============
Part I: Core Critter Characteristics
SPECIES: ELF
Sub-species: Umbral (Shadow)
Binomal: Ælfae normalis umbrii
Type: Humanoid
Size: Medium
INNATE CHARACTERISTICS
Base Speed: 40' (ex)
Running away from danger is a useful survival skill.
Ability Score Modifiers:
Elven Heritage (ex) +1 Str, +1 Int
Favored Classes:
Warrior* (Fighter) (ex)
Spellcaster* (Sorcerer/Wizard) (sp)
When a level is taken in one of these classes, choose a bonus:
either +1 hit point
or +1 skill rank
*3.5 UA Generic classes
SENSES
Elven Darksight:
Darkvision 90' (su)
Infravision 90' (sp)
Able to percieve temperature as a visual quality, not as colour per se.
Similar to "matte", "gloss", "metalic", "transparent", "translucent", "opaque"...
[Measured in °Kelven, of course]
Keen Senses (ex)
+2 bonus to Listen, Search and Spot
Over-Sized Ears (ex)
"Walking radar" +3 bonus to Listen
DEFENSE
Elven Resistance: Undead (su)
Undead creatures cannot paralyse this species.
Normal vulnerability to other forms of paralysis.
Spelunker (ex)
(Immune to altitude induced sicknesses.?)
Keeps Dexterity bonus to AC when making Climb or Acrobatics (Ledge Hopping)* checks when crossing narrow or slippery surfaces.
*Acrobatics (Balance; Juggle; Ledge Hopping; Tree Walking; Tumble)
Survivor (ex)
+4 bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion; ill effects from running, forced marches; starvation, thirst; and hot or cold environments.
VULNERABILITY
Elven Vulnerability: Wehrform (su)
Wehrform (Lycanthropy) is a magical disease which is lethal to elves.
Transmitted by the natural attacks of the "wehrform".
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy.
Before Onset: Feverish and weak (-2 to hit, and all saving throws)
Treatment:
Remove Disease cast by a cleric below 12th level will delay onset by 1d6 days.
Remove Disease cast by a cleric of at least 12th level cures the affliction.
Onset: 1d6 days or the full moon, whichever comes first. (Effect: Death)
{RC & PC4; 3.0}
Light Sensitivity I (ex)
–2 penalty on saving throws against effects with the light descriptor.
Light Sensitivity III (ex)
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds for 1 round. In addition, there is a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light (dazzled).
Sunglasses and tinted visors can negate these effects.
Special: These penalties can be negated with the Light Adaption feat.
==============
Feats [Species]*
Direction Sense [Species]
Prerequisite: 4 ranks in Orientation in Caves
Benefit: {+} {GAZ9}
Light Adaption [Species] [General]
Prerequisite: Light Sensitivity; Light Blindness; or Light Vulnerability
Benefit: Negates one eligible set of penalties.
Special: This feat may be taken multiple times.
Spellcasting Heritage [Initial] [Species]
Benefit: Choose any five 0-level spells that are available. Gain three 0-level spell slots that are only useable for the spontaneous casting of these five spells.
Special: This feat may be taken multiple times.
Swarming [Species] {+}
The result of four-thousand years of living and fighting communally.
Benefit: Two characters with this feat can occupy a (5') square without penalty, if they are the same size category. From this shared square, both can "flank" a single opponent.
*Unless otherwise noted, [Species] feats can only be taken when Character Level advances enough to gain a feat (1st-level, and every ECL evenly divisible by three).
==============
Yeah, this is going to be quite an ecclectic mix.

The Goal: Direct translation of GAZ13 Shadow Elves from RC/BECM to 3.x/d20 (Modern-ish). (Bypassing AD&D as much as possible.)
My concern (and why I'm posting this here) is about balance.
Relative to d20/3.x ruleset, is this too Übermensch (not ideal), Merely Munchkin (okayish

This is my first attempt at homebrewing a species, so...I'm open to suggestions.
==============
Part I: Core Critter Characteristics
SPECIES: ELF
Sub-species: Umbral (Shadow)
Binomal: Ælfae normalis umbrii
Type: Humanoid
Size: Medium
INNATE CHARACTERISTICS
Base Speed: 40' (ex)
Running away from danger is a useful survival skill.
Ability Score Modifiers:
Elven Heritage (ex) +1 Str, +1 Int
Favored Classes:
Warrior* (Fighter) (ex)
Spellcaster* (Sorcerer/Wizard) (sp)
When a level is taken in one of these classes, choose a bonus:
either +1 hit point
or +1 skill rank
*3.5 UA Generic classes
SENSES
Elven Darksight:
Darkvision 90' (su)
Infravision 90' (sp)
Able to percieve temperature as a visual quality, not as colour per se.
Similar to "matte", "gloss", "metalic", "transparent", "translucent", "opaque"...
[Measured in °Kelven, of course]
Keen Senses (ex)
+2 bonus to Listen, Search and Spot
Over-Sized Ears (ex)
"Walking radar" +3 bonus to Listen
DEFENSE
Elven Resistance: Undead (su)
Undead creatures cannot paralyse this species.
Normal vulnerability to other forms of paralysis.
Spelunker (ex)
(Immune to altitude induced sicknesses.?)
Keeps Dexterity bonus to AC when making Climb or Acrobatics (Ledge Hopping)* checks when crossing narrow or slippery surfaces.
*Acrobatics (Balance; Juggle; Ledge Hopping; Tree Walking; Tumble)
Survivor (ex)
+4 bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion; ill effects from running, forced marches; starvation, thirst; and hot or cold environments.
VULNERABILITY
Elven Vulnerability: Wehrform (su)
Wehrform (Lycanthropy) is a magical disease which is lethal to elves.
Transmitted by the natural attacks of the "wehrform".
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy.
Before Onset: Feverish and weak (-2 to hit, and all saving throws)
Treatment:
Remove Disease cast by a cleric below 12th level will delay onset by 1d6 days.
Remove Disease cast by a cleric of at least 12th level cures the affliction.
Onset: 1d6 days or the full moon, whichever comes first. (Effect: Death)
{RC & PC4; 3.0}
Light Sensitivity I (ex)
–2 penalty on saving throws against effects with the light descriptor.
Light Sensitivity III (ex)
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds for 1 round. In addition, there is a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light (dazzled).
Sunglasses and tinted visors can negate these effects.
Special: These penalties can be negated with the Light Adaption feat.
==============
Feats [Species]*
Direction Sense [Species]
Prerequisite: 4 ranks in Orientation in Caves
Benefit: {+} {GAZ9}
Light Adaption [Species] [General]
Prerequisite: Light Sensitivity; Light Blindness; or Light Vulnerability
Benefit: Negates one eligible set of penalties.
Special: This feat may be taken multiple times.
Spellcasting Heritage [Initial] [Species]
Benefit: Choose any five 0-level spells that are available. Gain three 0-level spell slots that are only useable for the spontaneous casting of these five spells.
Special: This feat may be taken multiple times.
Swarming [Species] {+}
The result of four-thousand years of living and fighting communally.
Benefit: Two characters with this feat can occupy a (5') square without penalty, if they are the same size category. From this shared square, both can "flank" a single opponent.
*Unless otherwise noted, [Species] feats can only be taken when Character Level advances enough to gain a feat (1st-level, and every ECL evenly divisible by three).
==============
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