Thursday, September 11, 2008

Snake Eyes: New Races

While the following races aren't necessarily new, they either aren't statted in Pathfinder or are a variant of existing races. All of these are available to players whenever they want to build one.

Dwarf, Highland
After the Devastation, some dwarves found themselves unwilling to return to their caverns, feeling that banding together with other survivors made their continued existence more likely. These dwarves are more social than most, but their long exposure to human impulsivity makes them less prone to the usual dwarven patience.

Racial Abilities:
Ability Scores: +2 Constitution, +2 Intelligence, -2 Wisdom. Highland Dwarves are as tough as normal dwarves and resoundingly clever, but have a tendency towards recklessness. They're more personable than normal dwarves, but not to an extent that makes them stand out against other races.
Medium: Highland dwarves are shorter than humans, but stocky and are therefore medium size.
Slow and Steady: Highland Dwarves have a base land speed of 20 feet, but are unhindered by armor or loads.
Darkvision: Since they have only been above ground for a generation, Highland dwarves retain Darkvision out to 60 feet.
Highland Song: Highland Dwarves may always treat Perform (Wind Instruments) as a class skill. In addition, Highland Dwarves get a +2 racial bonus to Perform (Wind Instruments) checks made to play the bagpipes.
Keen Senses: Highland Dwarves get a +2 bonus on taste and touch-based Perception checks.
Greed: Highland Dwarves treat Appraise as a class skill to determine the value of precious metals, gemstones, or any nonmagical item that includes them.
Hearty: Highland Dwarves recieve a +2 bonus to saving throws against spells and spell-like abilities. In addition, Highland Dwarves may add their Charisma bonus to saving throws against Compulsion and Fear effects, do to their tendency to be natural leaders.
Weapon Familiarity: Highland Dwarves are automatically proficient with Warhammer, Great Axe, and Heavy Pick. In addition, they treat any exotic weapon with "Dwarven" in its name as a martial weapon.
Hatred: Since Highland Dwarves have been busy with the horrors above ground rather than below, they recieve +1 bonus on attack rolls against evil outsiders.
Defensive Training: Highland Dwarves receive a +4 dodge bonus against giants.
Stability: Highland Dwarves receive a +4 bonus to resist trip or bull rush attempts while standing on the ground.
Favored Class: Fighter or Wizard
Languages: Highland Dwarves speak common and dwarven, and can learn Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.
Level Adjustment: +0

Tiefling
Humans have a recorded tendency to breed with nearly anything, and fiends are no exception. Tieflings may be descended from Devils as well as Demons, but most on Otep are of demonic stock due to their presence over their lawful counterparts. Tieflings may appear completely human, or may have horns, fangs, or claws, but a large percentage of their number have tails. Tieflings are quick-witted, as slow individuals rarely survive to reproduce, or even into adulthood.

Ability Scores: +2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are quick in body and mind, but those that are not sociopathic still seem a bit "off."
Medium Size: Tieflings are the standard size for humans, though individual heights may vary.
Outsider: Tieflings are Outsiders with the Native subtype. They can be resurrected as if they were humans.
Fiendish Quickness: Tiefling base landspeed is 40 feet. In addition, Tieflings get a +2 racial bonus to Initiative checks. This speed is the result of slow Tieflings being eliminated from the population, usually by bands of peasants with torches and pitchforks.
Unholy Vision: Tieflings have Darkvision out to 60 feet. In addition, they can use their darkvision to see through magical darkness created by spells and spell-like abilities they cast (but not those cast by others).
Inborn Training: As Outsiders, Tieflings are automatically proficient with all simple and martial weapons.
Quick Witted: Tieflings have a +2 racial bonus on Bluff checks and Stealth checks. This tendency has developed as Tieflings unable to talk or sneak their way out of trouble rarely survive.
Demonic Vestiges: All Tieflings bear some traces of their fiendish legacy. All Tieflings have resistance 5 to Cold, Electricity, and Fire. In addition, each Tiefling has one of the four following traits with the accompanying physical sign. If the physical sign is removed (to permit blending in with the human masses), the benefit is lost:
-Claws. Tiefling claws may be long and curved or short and razor sharp. If a Tiefling wears gauntlets or thick gloves the claws are not visible but cannot be used. Each claw deals 1d4 slashing damage.
-Fangs. A Tiefling may have only a longer pair of canines, or an entire set of pointed teeth. A Tiefling with Fangs gains a bite attack that deals 1d6 of piercing damage.
-Horns. Tiefling horns may be pointed (like a bull) or curved (like a ram), and grant the Tiefling a gore attack that deals 1d6 piercing damage plus the Tiefling's strength modifier.
-Tail. Tiefling tails are typically non-prehensile. The tale gives the Tiefling a better sense of balance, resulting in a +2 racial bonus to Acrobatics checks and a +4 racial bonus to resist a bull rush.
Spell-like abilities: A Tiefling can cast Darkness once per day, using his character level as his caster level. Starting at level 6, a Tiefling can cast Darkness one additional time per day. At level 10, a Tiefling can cast his Darkness spell-like ability as a Swift action instead of a standard action.
Favored Class: Rogue or Fighter
Languages: Tieflings speak Common and either Infernal or Abyssal and can choose any bonus language, provided they have a high enough intelligence.
Level Adjustment: +1

Aasimar
Descended from humans and celestial, Aasimar are beautiful, graceful creatures infused with the holy light. Aasimar are regarded highly in Otep, where their light touches all too few in a land in the shadow of darkness.

Ability Scores: +2 Wisdom, +2 Charisma. Aasimar are calm and beautiful.
Medium Size: Aasimar recieve no bonuses or penalties for their size.
Normal Speed: Aasimar have a base land speed of 30 feet.
Outsider: Aasimar are Outsiders with the Native subtype. They can be resurrected as if they were humans.
Darkvision: Aasimar have Darkvision out to 60 feet.
Natural Champion: As Outsiders, Aasimar are automatically proficient with all simple and martial weapons.
Celestial Hide: Aasimar have resistance 5 to acid, cold, and electricity.
Radiance: Aasimar can channel the holy light that is part of their being. Activating or deactivating Radiance is a free action and can be used for a total number of rounds each day equal to the Aasimar Charisma bonus plus 3, (minimum 3 rounds). While Radiance is in effect, attack rolls and damage rolls made against the Aasimar take a -1 penalty. Creatures that aim their attacks without using sight (for example, blindsight) do not suffer this penalty. Using Radiance eliminates any concealment the Aasimar possesses. Using Radiance while invisible has no effect, but counts against the Aasimar's total rounds per day of Radiance.
Keen: Aasimar get a +2 racial bonus to Perception and Diplomacy checks because they are perceptive and charitable.
Spell-like abilities: An Aasimar can cast Daylight once per day, using his character level as his caster level. Starting at level 6, an Aasimar can cast Daylight one additional time per day. At level 10, an Aasimar can cast his Daylight spell-like ability as a Swift action instead of a standard action.
Favored Class: Paladin or Bard
Languages: Aasimar speak Common and Celestial, and can choose any language, assuming they have a high enough Intelligence.
Level Adjustment: +1

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