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Serafina
2012-08-14, 02:19 PM
I already demonstarted one such race here. (http://www.giantitp.com/forums/showthread.php?p=13725088#post13725088) This is going to be a thread for more of them.

The Advanced Race Guide gives a solution to balance races with more race points than the core races. The parties level is adjusted upwards for the purpose of calculating what foes they encounter. At higher levels this adjustment goes down for the same amount of race points - so i figured, why not give players more race points as they advance in level?

Now a lot of people still want to play the normal races, and that's fine. Thus i will not only present normal templates - half-dragon, half-celestial and such - but also templates that give more mundane advancements (more skills, attributes or such) that can simply represent that you are an advanced member of your race.

The templates presented here will refer to "Racial Heritage". That means how you retain some of the abilities of your race. They all cost about the same amount of points, and can also change your size etc.




Effects on your Campaign

Templates allow your players to play extraordinary, sometimes monstrous characters.
Templates make character stronger. Significantly stronger at higher levels. Characters without levels in a player class should never have templates, since templates represent special members of their race, or half-breeds between a normal race and some monstrous creature.

Templates make your character stronger, but they are adjusted in a way suggested in the Advcanced Race Guide - thus they should not necessitate a large increase in encounter difficulty (RAW they require none). They do not use Level Adjustment, so your players wont have to use that clunky mechanic.




How to apply Templates

Any character can select a template at character creation. It replaces his normal race, but he must select one racial heritage and gains all the benefits of it, as described in the template.
As a character gains Hit Dice (such as by gaining character levels), he unlocks new powers of his template, at 6, 11 and 16 HD.

Some templates can be acquired during gameplay. A character can never have more than one template, but if he has none and gains one it effectively changes his race. He replaces all the benefits of his old race and automatically has the racial heritage of his old race, applying its benefit as described in his template. Should a character lose bonus feats, skill ranks or other abilities due to this, he can no longer use anything that had those as a prerequisite until he fulfills the prerequisite again.

Any spells a race receives are spell-like abilties and use the characters HD for caster level.




Racial Heritage

Every Template has a Heritage - the race you originate from. Your Heritage determines your languages, some of your traits, your size and base speed and sometimes your attributes. You can always take feats, prestige clases and Archetypes of your Heritage, and you can replace racial traits you have with those available to the race of your heritage.
Dwarfen Heritage: You have the Defensive Training, Stability, Greed, Stonecunning, Hatred and Weapon Familiarity traits of a Dwarf. Your base speed is 20 feet, but it is never reduced by encumbrance or armor. You have the Dwarf subtype, speak Common and Dwarven, and can select the bonus languages of a Dwarf. If applicable, you gain +2 Constitution, +2 Wisdom and -2 Charisma.
Elfish Heritage: You have the Keen Senses and Weapon Familiarity traits of an Elf. You have the Elf subtype, speak Common and Elven and can select the bonus languages of an Elf. If applicable, you gain +2 Intelligence, +2 Dexterity and -2 Constitution.
Gnome: You have the Defensive Training, Hatred, Obsessive and Weapon Familiarity traits of a Gnome. You are small and your base speed is 20 feet. You have the Gnome subtype, speak Common, Gnome and Sylvan and can select the bonus languages of a Gnome. If applicable you gain +2 Constitution, +2 Charism and -2 Strength.
Half-Elf: You have the Adaptability and Multitalented traits of a Half-Elf. You have the Elf and Human subtype, speak Common and Elven, and can select the bonus Languages of a Half-Elf. If applicable you receive +2 to any attribute.
Halfling: You have the Sure-footed, Weapon Familiarity and Keen sense traits of a Halfling. You are small and your base speed is 20 feet. You have the Halfling-subtype, speak Common and Halfling and can select the bonus languages of a Halfling. If applicable you gain +2 Dexterity, +2 Charisma and -2 Strength.
Half-Orc: You have the Orc Ferocity and Weapon Familiarity traits of a Half-Orc. You have the Orc subtype, speak Common and Orc and can select the bonus languages of an Half-Orc. If applicable you receive +2 to any attribute.
Human: You gain an additional skill rank at first level and one additional rank whenever you gain a level. You have the Human subytpe, speak, gain one bonus language as if you had a high intelligence score and can select any bonus language. If applicable you receive +2 to any attribute.

More Heritages may be introduced for other races, but for now i'll stick to the core races.

Serafina
2012-08-14, 02:20 PM
Reserved for a List of Templates

Serafina
2012-08-14, 02:25 PM
Paragon Templates do not change what race you are - you are still a Dwarf or an Elf, but you excel in a certain area.

All Paragon Templates can be acquired trough intense training, which takes about three months for a sufficiently capable character. As always you can only have one template, but you can swap out a paragon template for another one.



Paragon of Resilience

You are tougher than the other members of your race. You can withstand the worst punishment, and you shrug off spells and effects that would fell lesser members of your race.

Standard Racial Traits
Ability Scores: By Heritage. If you have more than 5 HD you gain +2 to Constitution, if you have more than 15 Hd you gain an additional +2 to Constitution (for a total of +4)
Type: Humanoid and by Heritage
Size: By Heritage
Base Speed: By Heritage
Languages: By Heritage
Height, Weight and Age By Heritage, but your weight increases by 50% and you increase all age categories by 25%

Paragon Heritage:
You gain all the race traits of your heritage race, not just the ones listed under Racial Heritage. Boni from your Race and your Paragom Template stack.

Defense Racial Traits
Resilience against spells: If you have more than 5 HD, you gain a +2 racial bonus to saving throws against spells and spell-like abilities. If you have more than 10 HD you gain Spell Resistance equal to 11+HD.
Tough Bones: If you have more than 10 HD, you gain Toughness as a Bonus Feat.
Only a Scratch: If you have more than 15 HD, you gain Fast Healing 1.

Magic Racial Traits:
Restorative Body: If you have more than 10 HD, you can use Restoration once per day.




Paragon of Subterfuge

You excel at the shadowy arts - you can sneak past anything, avoid detection and strike at your enemies unseen.

Standard Racial Traits
Ability Scores: By Heritage.
Type: Humanoid and by Heritage
Size: By Heritage
Base Speed: By Heritage
Languages: By Heritage
Height, Weight and Age By Heritage

Paragon Heritage:
You gain all the race traits of your heritage race, not just the ones listed under Racial Heritage. Boni from your Race and your Paragom Template stack.

Defense Racial Traits
Spell Avoidance If you have more than 10 HD you gain Spell Resistance equal to 11+HD.

Feat and Skill Racial Traits
Bonus Feat: You select one extra feat at 1st level
Stalker: Stealth and Perception are always class skills for you. If you have more than 10 HD you receive a +5 racial bonus to Stealth checks
Intense Practice: At 6th, 9th and 15th level, you can select Skill Focus in a skill of your choice as a bonus feat.

Magic Racial Traits:
Vanish If you have more than 10 HD, you can use Invisibility once per day. If you have more than 15 HD you can use Invisibility at will and Greater Invisibility once per day.

Offense Racial Traits
Poison Use: You never risk poisoning yourself when applying poison to a weapon.

Senses Racial Traits:
Blindsense: If you have more than 15 HD, you receive Blindsense with a range of 30 feet.

Serafina
2012-08-14, 02:26 PM
These templates represent a variety of things. Not all of them can be acquired, and you can not swap any of these for another template without a Wish, Miracle or similar Magic.



Vicious Half-Dragon

Your draconic heritage manifests itself in vicious claws, teeth and sheer ferocity.

Standard Racial Traits
Ability Scores: By Heritage. If you have more than 15 HD you gain +2 to Constitution.
Type: Dragon and by Heritage
Size: By Heritage
Base Speed: By Heritage.
Languages: By Heritage and Draconic
Height, Weight and Age By Heritage, but you double all age categories.

Racial Heritage:
You gain the race traits listed under racial heritage.

Defensive Racial Traits
Draconic Scales: You grow scales that become thicker as you grow more powerful. If you have more than 5 HD you gain +1 Natural Armor, if you have more than 15 HD this increases to +3 Natural Armor.
Draconic Spell Resistance: If you have more than 10 HD you gain Spell Resistance of 6+HD. This increases to 11+HD if you have more than 15 HD.
Draconic Immunities: You are immune to sleep and paralysis effects.

Movement Racial Traits:
Draconic Wings: You have a pair of leathery wings. If you have more than 5 HD they are strong enough to grant you a +4 racial bonus to Fly checks. If you have more than 10 HD you can fly with a speed of 30 feet and clumsy maneuverability, and if you have more than 15 HD you can fly with a speed of 40 feed and average maneuverability.

Offense Racial Traits
Draconic Jaw: You gain a Bite Attack. If you are of Medium Size it deals 1D3 damage, if you are Small it deals 1D2 damage. It is a primary weapon, or a secondary weapon if you use a manufactured weapon.
Draconic Claw: If you have more than 10 HD, you gain two Claw Attacks. They deal 1D4 damage if you are of Medium Size, and 1D3 damage if you are Small. They are primary natural attacks, and you can not use them if you wield a weapon.
Wing Slash: If you have more than 15 HD, you can use your wings to attack. They deal 1D4 damage if you are Medium and 1D3 damage if you are small, and are always secondary natural attacks.
Elemental Assault: When you have more than 5 HD, choose acid, cold, fire or electricity (this can not be changed later). Once per day as a swift action, all your natural and manufactured weapons deal an extra 1D6 damage of the chosen element for a number of rounds equal to your HD.
Draconic Tail: If you have more than 10 HD, you can use your tail to make attacks of opportunity. It increases your reach by 5 feet and deals 1D8 damage if you are Medium and 1D6 damage if you are small.

Senses Racial Traits
Darkvision: You can see in the dark up to 60 feet.
Low-Light Vision: You can see twice as far in dim illumination.

Half-dragon package for melee-types. The Claws aren't for everyone, but every mele character should be able to make good use of all the other traits. No Breath-Weapon, but i will likely add that for another type of Half-Dragon - you simply can't squeeze everything into the same package while keeping it useful.



Half-Construct

You are a construct built to resemble a member of another race, or were augmented with magical technology.

Standard Racial Traits
Ability Scores: +4 Constitution, +2 Strength, -2 Wisdom. If you have more than 10 HD you gain another +2 to Constitution, if you have more than 15 HD you gain another +2 to Constitution and +2 to Strength.
Type: By Heritage and Half-Construct
Size: By Heritage
Base Speed: By Heritage.
Languages: By Heritage
Height, Weight and Age By Heritage, but you do not age and weight twice as much as normal members of your race.

Racial Heritage:
You gain the race traits listed under racial heritage.

Defense Racial Trait
Armored Body: Your body is covered in armor plates, which grant you +1 Natural Armor. If you have more than 10 HD this increases by one, and again by 1 if you have more than 15 HD. If you have more than 10 HD you gain Toughness as a Bonus Feat
Mind of the Machine: If you have more than 5 HD, you gain a +2 racial bonus to your will-saving throw.
Arcane Arrester: If you have more than 10 HD you gain Spell Resistance equal to 11+HD.


Feat and Skill Racial Traits
One with the Machine: Disable Device and Intimidate are always class skills for you. If you have more than 5 HD you gain a +1 racial bonus on both skills, and you are proficient with any weapon you have crafted yourself.


Becoming a Half-Constuct
You can start out as a Half-Construct. If you want to become a Half-Construct later in life, you must find a spellcaster with the Craft Construct feat and a Caster Level of at least 10. The procedure costs 2000 GP per Hit Dice and takes as long as building a normal magical item.

Want to play a Warforged Gnome? Now you can. Granted, you don't get all the goodies Eberron Warforged get, but you'll be very tough in return. Standard Warforged can be represented by playing a human Warforged.

Serafina
2012-08-14, 02:29 PM
And yet another reserved post.
To fill it with at least something, i am planning the following categories:
Paragon Templates improve you in one area - sneaking, spellcasting, combat, stuff like that.
Half-Breed Template will be stuff like Half-Celestial, Half-Dragon and so on.
I might also do racial paragons for non-core races, to make it possible to play a high-RP race at lower levels and have it advance like the others. Taht might also include stuff like Drow Noble.

Serafina
2012-08-14, 02:30 PM
Just in case a last post. If i exceed this for some point i will link to posts later in this thread.


By the way, feel free to make requests or build your own templates.

A template should do the following:

Stay in the RP-range. The basic template should be worth a total of 15 RP, and then add 5 RP from level 6-10, 15 RP from 11-15 and 25 RP from 16-20 (not cumulative).

It should grant a racial heritage - that's worth 4 RP. Grant ability scores - you can use Heritage here, which is worht 0 RP, or something fitting the template. Size and Language should be by template and are also worth 0 RP.
That leaves enough for any type but Undead and Construct - but there are half-undead and half-construct for this, which you can later upgrade to the real deal.
Never downgrade anything - if you have an ability at level 7, you should still have it at level 17. Some things can be upgraded or replaced, such as elemental resistance with full immunity.
Keep the abilities useful - a cantrip once per day isn't worth much at level 16. Likewise, don't spread them out too much - each template should be quite useful to at least one type of character.

Paragon Templates gain all the abilities of their race - for simplicity i assume that all core races are worth 10 R (they are 9-11).