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World of Darkness based races in Pathfinder

   
World of Darkness based races in Pathfinder

Just a few homebrews I came up with for taking races and creatures from the Old World of Darkness and putting them in Pathfinder, no copyright infringement of any kind is intended, same old, same old.

Troll (Fey) (20 RP)

Trolls are the warriors, the paladins, and the clerics of the Fey realms. They are staunch defenders of their people, but are noticeably ill-at-ease around members of other races, even other fey races, although they have a fondness for Elves of all kinds.

Racial Qualities:

Type: Fey (2 RP)
Senses: Lowlight Vision
Ability Score Modifiers: +2 Strength, +2 Wisdom, -2 Charisma (0 RP)
Languages: Troll characters start speaking Common and Sylvan, and those with high Intelligence scores can learn: Draconic, Elven, Goblin, Infernal, and Celestial
Size (7 RP): Trolls usually stand 7 to 8 feet tall, with bulging muscles, and are Large in size.
Speed: Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

Racial Traits:

Stubborn (2 RP): Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Fey Damage Resistance (3 RP): Members of this race gain DR 5/cold iron.

Relentless (1 RP): Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Swordtrained (4 RP): Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Frenzy (2 RP): Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.


Sidhe (20 RP)

The Sidhe are the nobility of the Fey, lords and ladies made of pure magic. Physically, they resemble Elves, with the addition of multicolored wings, causing many to theorize that they are distant ancestors of the Elves, although the Sidhe themselves do not say either way.



Racial Qualities:

Type: Fey (2 RP)
Senses: Lowlight Vision
Ability Score Modifiers: Greater Paragon (2 RP): Sidhe characters gain +4 Charisma, -2 Strength, and -2 Wisdom.
Speed: Sidhe have a base speed of 30 feet.
Size: Sidhe have a size of Medium, standing 6-7 feet tall normally.
Languages: Sidhe characters start speaking Common and Sylvan, and those with high Intelligence scores can learn: Draconic, Elven, Goblin, Infernal, and Celestial

Racial Traits:

Fey Damage Resistance (3 RP): Members of this race gain DR 5/cold iron.

Arcane Focus (1 RP): Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Spell-Like Ability, Greater (3 RP): Sidhe can cast Suggestion once per day as a spell-like ability. The caster level of the spell is equal to the user's character level.

Flight (5 RP): Sidhe have a fly speed of 40 feet with poor maneuverability.

Skilled (4 RP): Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Selkies (20 RP)

A kith of Fey found only by sea shores, and only near waters that seals inhabit. Selkies inherit their seal skin from another selkie, usually resembling a mundane piece of clothing. When putting it on and submerging in the water they become seals.


Race Qualities:

Type: Fey (2 RP)
Senses: Lowlight Vision
Ability Score Modifiers: +2 Charisma, +2 Dexterity, -2 Wisdom
Speed: 30 Feet
Size: Selkies have a size of Medium
Languages: Selkie characters start speaking Common and Sylvan, and those with high Intelligence scores can learn: Aquan, Elven, Goblin, Infernal, and Celestial

Racial Traits:

Hydrated Vitality (3 RP): Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural saltwater, freshwater, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Fey Damage Resistance (3 RP): Members of this race gain DR 5/cold iron.

Nereid Fascination (3 RP): Members of this race gain the following supernatural ability: Once per day, a member of this race can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier).

Swim (2 RP): Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Amphibious (2 RP): Members of this race are amphibious and can breathe both air and water.

Change Shape, Lesser (3 RP): Selkie’s gain the following supernatural ability: A member of this race can assume the appearance of a seal when donning their passed down sealskin. The form is static and cannot be changed each time it takes this form. The Selkie gains a +10 racial bonus on Disguise checks made to appear as a seal. Changing into a seal is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.

Gregarious (1 RP): When a Selkie successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the Selkie's Charisma-based skills for the next 24 hours.






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