Trying to stat Malazan races for Pathfinder

Hello all,

As a big fan of the Malazan Book of the Fallen series, I’m trying to put together a Malazanesque campaign, and one of my first tasks is to stat the “playable” races from that world for Pathfinder, using the guidelines outlined in the “Creating a new race” section of the Pathfinder SRD (that can also be found in the Advanced Race Guide).

Of course, not all races are created equal in the book. I will still try to make them comparable in terms of power (within a couple RPs of each other) so they are balanced against each other. The races I’m planning on making available are:
- Human
- Barghast
- Tiste Andii
- Tiste Edur
- Tiste Liosan (even if in the books they do not seem to associate with people of other races)
- Jaghut (very toned down)
- Toblakai (regrouping all “big & tall” races)

There are several races absent, as you can see:
- Azathanai: too powerful, not a very “unified race”
- Eres/Imass: don’t plan on using them
- T’lan Imass: will use them as NPCs, but not as a PC race, although it’d be very cool but hard to balance.
- Forkrul Assail: probably will be introduced as villains
- K’Chain: maybe as villains
- Moranth: a very different Barghast clan. Will be NPCs
- Shake: don’t plan on using them, or rather, not different enough from humans

So here are my ideas. I'd be very happy to hear from other fans of the series.
 

log in or register to remove this ad

Human RP Total: 14
(to make them balanced with other races I had to give them more than the usual human receives)
Type Quality: Humanoid (0 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Human Heritage (0 RP, +2 to one stat)
Defense Racial Traits: Lucky (1 RP, +1 to saves)
Feat and Skill Racial Traits: Flexible bonus feat (4 RP, +1 feat at level 1); Skilled (4 RP, +1 skill rank each level); Skill bonus (2 RP, +2 to Knowledge (local) checks);
Magical Racial Traits: -
Movement Racial Traits: -
Offense Racial Traits: -
Senses Racial Traits: -
Other Racial Traits: Multitalented (2 RP, choose 2 favored classes);
 

Type Quality: Humanoid (0 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Human Heritage (0 RP, +2 to one stat)
+2 to one stat, since they are very close to humans in terms of capacity.
Defense Racial Traits: Desert Runner (2 RP, +4 to Con/Fort checks to avoid fatigue / exhaustion / ill effects from running, starvation, thirst, etc.); Fearless (1 RP, +2 vs fear);
Feat and Skill Racial Traits: Skill bonus (2 RP, +2 to Survival checks); Flexible bonus feat (4 RP); Stalker (1 RP, Perception and stealth are always class skills);
Magical Racial Traits: -
Movement Racial Traits: -
Offense Racial Traits: Orc Ferocity (2 RP, fight 1 extra round when at <0 hp); Weapon familiarity (1 RP, proficiency with handaxe and throwing axe)
Senses Racial Traits: -
Other Racial Traits: -
 

Tiste Andii RP Total: 15
Type Quality: Outsider, native (Kurald Galain) (3 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Flexible (2 RP, +2 to two ability scores)
+2 to Int: I base this on their incredibly long life, during which they have time to acquire vast amounts of knowledge.
+2 to Dex: Apart from Spinnock, Tiste Andii are usually described as tall and lithe, and their combat style seems to rely more on agility than brute force.
Defense Racial Traits: -
Feat and Skill Racial Traits: Skill Bonus (2 RP, +1 to Knowledge (arcana) and Spellcraft checks);
Magical Racial Traits: Lesser Spell-like ability (2 RP, use Darkness 1/day);
Movement Racial Traits: Swift as Shadows (3 RP, ½ penalties for using stealth at full speed and sniping);
Offense Racial Traits: Weapon familiarity (1 RP, proficiency with short sword and rapier);
Senses Racial Traits: Darkvision 120’ (1 RP, 60’ granted by type)
Other Racial Traits: -
 

Tiste Edur RP Total: 13
Type Quality: Outsider, native (Kurald Emurlahn) (3 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Standard (0 RP, +2 to one physical stat, +2 to one mental stat, -2 to one stat)
The Tiste Edur are described as barbaric. They are behind in terms of technology. A lot of them employ sorcery. They are belligerent and easily corruptible. Their culture celebrates strength, be it brute force or the ability to subjugate other creatures. Going with this premise:
+2 to Str
+2 to Cha
-2 to Wis
Defense Racial Traits: Desert Runner (2 RP, +4 to Con/Fort checks to avoid fatigue / exhaustion / ill effects from running, starvation, thirst, etc.); Shadow Blending (1 RP, 50% miss chance in dim light);
Feat and Skill Racial Traits: Skill bonus (2 RP, +2 to Knowledge (nature) checks); Static Bonus Feat (2 RP, Spell Focus (conjuration))
Magical Racial Traits: -
Movement Racial Traits: -
Offense Racial Traits: Weapon familiarity (1 RP, proficiency with scimitar and warspear (homebrew martial 2H d10 X3, in honor of Trull))
Senses Racial Traits: Low-light vision (1 RP), Darkvision 60’ (granted by type)
Other Racial Traits: -
 

Tiste Liosan RP Total: 13
Type Quality: Outsider, native (Kurald Thyrllan) (3 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Standard (0 RP, +2 to one physical stat, +2 to one mental stat, -2 to one stat)
(Taken from encyclopediamalazica.pbworks.com) They tend to be naturally arrogant, idealistic and naive, and precise and diligent to the point of obsession. Some hold to the sacred text entitled Osric's Visions. They are also incredibly resilient, having survived a cusser in the end of HoC. With this in mind:
+2 Con
+2 Wis
-2 Cha
Defense Racial Traits: Energy Resistance (fire) (1 RP, resistance 5);
Feat and Skill Racial Traits: Skill bonus (2 RP, +2 to Knowledge (religion) checks); Skill bonus (2 RP, +2 to Ride checks);
Magical Racial Traits: Lightbringer (2 RP, immune to light-based blindness/dazzle, +1 level for light effects, use light at will); Arcane Focus (1 RP; +2 to cast spells defensively);
Movement Racial Traits: -
Offense Racial Traits: Weapon familiarity (1 RP, proficiency with longsword and lance);
Senses Racial Traits: Darkvision 60’ (granted by type)
Other Racial Traits: -

Tiste Andii are wizards, Tiste Edur are sorcerers and Tiste Liosan are Clerics.
 

Toblakai RP Total: 15
Type Quality: Humanoid (0 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Flexible (2 RP, +2 to two ability scores) and +2 to Str (4 RP) as an advanced racial trait.
The Toblakai are giants. Not much is known of them, and not many members of the race are seen in the books, with the exception of Karsa, his two companions and Bellurdan Skullcrusher. The Teblor are very naturally resistant, and heal rapidly, which is probably a by-product of their use of blood-oil, which contains otataral. They have four lungs.
+4 Str: I need the Toblakai to be stronger than the Edur, to which I’ve already given a +2 to Str. The Str bonus is also to take into account their size.
+2 to Con: Due to their size and described as being tougher than humans. Also because their extra organs give them better survival chances.
Defense Racial Traits: Hardy (3 RP, +2 to saves vs poison, spells, spell-like abilities); Stubborn (2 RP, +2 to Will saves vs enchantments, reroll 1 missed save);
Feat and Skill Racial Traits: Skill Bonus (2 RP, +2 to Intimidate checks);
Magical Racial Traits: -
Movement Racial Traits: -
Offense Racial Traits: -
Senses Racial Traits: -
Other Racial Traits: Hold Breath (1 RP, 4X Con before suffocating)
 

Jaghut RP Total: 13
Type Quality: Humanoid (0 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: 30’ (0 RP)
Language Quality: Linguist (1 RP, common + class race (if any), learn any language with extra intelligence)
Ability score modifier quality: Standard (0 RP, +2 to one physical stat, +2 to one mental stat, -2 to one stat)
Jaghut are long-lived, have multiple duplicate organs and live solitary lives, adverse to the notion of community.
+2 Con: because they can live long lives and have extra organs that give them better survival chances.
+2 Int: they are great crafters and have had more time in their long lives to accumulate knowledge.
-2 Cha: they are very solitary
Defense Racial Traits: Energy Resistance (cold) (1 RP, resistance 5); Healthy (2 RP, +4 to Fort saves vs disease and poison);
Feat and Skill Racial Traits: Skill Bonus (2 RP, +2 to Craft checks); Skill Bonus (2 RP, +2 to Knowledge [Engineering]); Stonecunning (1 RP);
Magical Racial Traits: Less Spell-like Ability (1 RP, use Create Water (ice form only) 1/day); Arcane Focus (1 RP; +2 to cast spells defensively);
Movement Racial Traits: -
Offense Racial Traits: -
Senses Racial Traits: Darkvision 60’ (2 RP)
Other Racial Traits: -
 

Level Up!

An Advertisement

Advertisement4

Top