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Races

Notes

The "+2 to any Characteristic" only applies to the following: STR, DEX, CON, INT, EGO, PRE. This should be purchased on the Powers tab so that is is above an beyond the Characteristic Maxima of 20.

Human

Total Points: 4

1) Varied Nature: +2 to any Characteristic   [Cost: 2]

2) Skilled: +1 with single Skill or Characteristic Roll (Can choose new skill every 100 total points)   [Cost: 2]

3) Language: Common (Taldane) (idiomatic; literate)   [Cost: 0]

Human Options

Total Points: 4

1) Heart of the Streets: +1 DCV; Only when adjacent to 2 other allies (-1)  plus Environmental Movement (no penalties in crowds)
    >> Replaces Skilled   [Cost: 4]

Half-Elf

Total Points: 17

1) Varied Nature: +2 to any Characteristic   [Cost: 2]

2) Adaptability: +1 with single Skill or Characteristic Roll   [Cost: 2]

3) Elf Blood: Treat as both human and elven when appropriate   [Cost: 0]

4) Low-Light Vision: Halve Darkness Penalties or Double Radius of Light Sources   [Cost: 1]

5) Elven Immunities: +1 with Ego Rolls; Only for Breakout Rolls (-1)   [Cost: 1]

6) Elven Immunities: LS (Immunity: Magical Sleep)   [Cost: 3]

7) Long-lived: LS (Longevity: 200 Years)   [Cost: 1]

8) Keen Senses: +1 PER with all Sense Groups   [Cost: 3]

9) Language: Common (Taldane) (idiomatic; literate)   [Cost: 0]

10) Language: Elven (idiomatic; literate)   [Cost: 4]

Half-Elf Options

Total Points: 13

1) Dual Minded: +2 with Ego Rolls; Only for Breakout Rolls (-1)
    >> Replaces Adaptability   [Cost: 2]

2) Integrated: +1 with Persuasion, Disguise, Knowledge (local)
    >> Replaces Adaptability   [Cost: 3]

3) Sociable: Luck 3d6; Only in social situations (-2), Only to re-attempt influence skills (-2)
    >> Replaces Adaptability   [Cost: 3]

4) Water Child: Swimming +2m (8m total)  plus Environmental Movement (no penalties in water)  plus Language: Aquan (basic conversation)
    >> Replaces Adaptability   [END: 1; Cost: 5]

Half-Orc

Total Points: 16

1) Varied Nature: +2 to any Characteristic   [Cost: 2]

2) Orc Blood: Treat as both human and orc when appropriate   [Cost: 0]

3) Infravision: IR Perception (Sight Group)   [Cost: 5]

4) Intimidating: +3 PRE; Fear and Intimidation only (-1/2)   [Cost: 2]

5) Weapon Familiarity: Orc weapons are not considered Uncommon   [Cost: 0]

6) Orc Ferocity: +15 STUN, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; When STUN is 0 or less; +1/4); 1 Charge (-2)   [Cost: 3]

7) Language: Common (Taldane) (idiomatic; literate)   [Cost: 0]

8) Language: Orc (idiomatic)   [Cost: 4]

Half-Orc Options

Total Points: 33

1) Beastmaster: +1 with Animal Handler
    >> Replaces Orc Ferocity   [Cost: 2]

2) Bestial: +1 PER with all Sense Groups
    >> Replaces Orc Ferocity   [Cost: 3]

3) Cavewight: +1 with KS: Dungeoneering  plus +1 with Survival; Underground Only (-1)
    >> Replaces Intimidating trait   [Cost: 2]

4) Chain Fighter: All chain weapons are Common Melee weapons
    >> Replaces Weapon Familiarity   [Cost: 0]

5) Gatecrasher: +2 DC for breaking things
    >> Replaces Orc Ferocity   [END: 1; Cost: 6]

6) Plagueborn: LS (Immunity All terrestrial diseases; Immunity: Ingested Poisons); Requires A Roll (CON -3 Roll; -1 1/4)
    >> Replaces Intimidating and Orc Ferocity traits   [Cost: 3]

7) Rock Climber: +1 with Breakfall  plus +1 with Climbing
    >> Replaces Intimidating trait   [Cost: 4]

8) Sacred Tatoo: +1 Overall; Only to resist or avoid effects (-1), Luck Based (-1/2)
    >> Replaces Orc Ferocity   [Cost: 5]

9) Scavenger: +1 with PS: Appraise  plus +1 PER with Find hidden objects  plus Detect Spoiled Food, Poisons, and Potions 16-/13- (Unusual Group); Sense Affected As More Than One Sense Smell/Taste (-1/2)
    >> Replaces Intimidating trait   [Cost: 5]

10) Toothy: HKA 1 point (1d6 w/STR); Must Follow Grab (-1/2)
    >> Replaces Orc Ferocity trait   [END: 1; Cost: 3]

Elf

Total Points: 22

1) Intellectual: +2 INT   [Cost: 2]

2) Agile: +2 DEX   [Cost: 4]

3) Low-Light Vision: Halve Darkness Penalties or Double Radius of Light Sources   [Cost: 1]

4) Elven Immunities: +1 with Ego Rolls; Only for Breakout Rolls (-1)   [Cost: 1]

5) Elven Immunities: LS (Immunity: Magical Sleep)   [Cost: 3]

6) Long-lived: LS (Longevity: 800 Years)   [Cost: 3]

7) Keen Senses: +1 PER with all Sense Groups   [Cost: 3]

8) Weapon Familiarity: Elven Weapons are not considered Uncommon   [Cost: 0]

9) Language: Elven (idiomatic; literate)   [Cost: 0]

10) Language: Common (Taldane) (completely fluent; literate)   [Cost: 3]

11) Elven Magic: +1 with Spellcraft; Only to identify properties of items (-1)   [Cost: 1]

12) Elven Magic: +1 with Spellcasting; Only to overcome Spell Resistance (-1)   [Cost: 1]

Elf Options

Total Points: 34

1) Skychild: UV Perception (Sight Group)   [Cost: 5]

2) Lightbringer: Sight Group Flash Defense (5 points)  plus Sight Group Images, Darkness penalties: 0-5m -0, 5-10m -1, 10-15m -2, Normal Sight Only, Area Of Effect (15m Radius Explosion; +1/4), Costs Endurance Only To Activate (+1/4), Time Limit (20 Minutes; +1) (12 Active Points); Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4)  plus Aid Light Powers 1 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4); Only to Aid Self (-1), Increased Endurance Cost (x3 END; -1), Instant (-1/2)
    >> Replaces Elven Immunities and Elven Magic traits   [END: 4; Cost: 11]

3) Eternal Grudge: +2 vs. Hit Location penalties; Only against dwarves and orcs (-1 1/2)
    >> Replaces Elven Magic traits   [Cost: 2]

4) Silent Hunter: +2 to offset movement penalties with Stealth
    >> Replaces Elven Magic traits   [Cost: 2]

5) Spirit of the Waters: Swimming +2m (8m total)  plus Environmental Movement (no penalties in water)  plus Language: Aquan (basic conversation)
    >> Replaces Elven Magic and Weapon Familiarity traits   [END: 1; Cost: 5]

6) Woodcraft: +1 with KS: Nature  plus +1 with Survival
    >> Replaces Elven Magic traits   [Cost: 3]

7) Desert Runner: LS (Safe in Intense Cold; Safe in Intense Heat); Terrestrial Extremes Only (-1)  plus LS (Eating: Character only has to eat once per week)  plus Reduced Endurance (1/2 END; +1/4) applied to Running
    >> Replaces Elven Magic traits   [Cost: 6]

Dwarf

Total Points: 26

1) Tough: +2 CON   [Cost: 2]

2) Wise: +2 EGO   [Cost: 2]

3) Slow: Running -4m, Adjust characteristic and then delete   [Cost: -4]

4) Steady: Environmental Movement (no movement penalties while encumbered)   [Cost: 3]

5) Infravision: IR Perception (Sight Group)   [Cost: 5]

6) Long-lived: LS (Longevity: 200 Years)   [Cost: 1]

7) Defensive Training: +2 DCV; against giants only (-2)   [Cost: 3]

8) Greed: +1 with Appraise; Only to determine the value of non-magical goods with gems or metals (-1)   [Cost: 1]

9) Hatred: +2 vs. Hit Location penalties; Only against orcs and goblinoids (-1 1/2)   [Cost: 2]

10) Hardy: +1 with poisons, spells, and spell-like abilities; Only to resist effects (-1)   [Cost: 1]

11) Stability: +2 DCV; against attempts to trip, shove, or knockdown (-2)   [Cost: 3]

12) Stonecunning: Detect Unusual Stonework 16-/13- (Sight Group)  plus +1 PER with Stonecunning   [Cost: 4]

13) Weapon Familiarity: Dwarven Weapons are not considered Uncommon   [Cost: 0]

14) Language: Dwarven (idiomatic; literate)   [Cost: 0]

15) Language: Common (Taldane) (completely fluent; literate)   [Cost: 3]

Dwarf Options

Total Points: 17

1) Iron Hide: Resistant Protection (1 PD/1 ED)   [Cost: 3]

2) Ancient Enmity: +2 vs. Hit Location penalties; Only against drow (-1 1/2)
    >> Replaces Hatred   [Cost: 2]

3) Craftsman: +1 with any roll to create an object from metal or stone
    >> Replaces Greed   [Cost: 3]

4) Deep Warrior: +1 DCV; against aberrations only (-2)  plus +1 OCV; Only to Grab (-1 1/2), against aberrations only (-1)
    >> Replaces Defensive Training   [Cost: 3]

5) Lorekeeper: +2 with KS: History; Only pertaining to Dwarves and their enemies (-1)
    >> Replaces Greed   [Cost: 1]

6) Relentless: +1 OCV; Shove, Trip, Move Through (-1)
    >> Replaces Stability   [Cost: 2]

7) Stonesinger: Aid Earth Powers 1 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4); Only to Aid Self (-1), Increased Endurance Cost (x3 END; -1), Instant (-1/2)
    >> Replaces Stonecunning trait   [END: 3; Cost: 3]

Gnome

Total Points: 27

1) Adjusted Characteristic Maxima: STR 15, DEX 23, DCV 9, BODY 15   [Cost: 0]

2) Tough: +2 CON   [Cost: 2]

3) Naturally Agreeable: +2 PRE   [Cost: 2]

4) Small: +1 DCV   [Cost: 5]

5) Small: +2 with Stealth   [Cost: 4]

6) Short: Running -4m, Adjust characteristic and then delete   [Cost: -4]

7) Low-Light Vision: Halve Darkness Penalties or Double Radius of Light Sources   [Cost: 1]

8) Defensive Training: +2 DCV; against giants only (-2)   [Cost: 3]

9) Hatred: +2 vs. Hit Location penalties; Only against reptillians and goblinoids (-1 1/2)   [Cost: 2]

10) Keen Senses: +1 PER with all Sense Groups   [Cost: 3]

11) Illusion Resistance: +1 to perceive through or resist an illusion   [Cost: 2]

12) Obsessive: +1 with PS: Craft or Profession of choice   [Cost: 1]

13) Weapon Familiarity: Dwarven Weapons are not considered Uncommon   [Cost: 0]

14) Language: Gnome (idiomatic; literate)   [Cost: 0]

15) Language: Sylvan (completely fluent)   [Cost: 3]

16) Language: Common (Taldane) (completely fluent; literate)   [Cost: 3]

Gnome Options

Total Points: 35

1) Academician: +1 with KS: Area of choice
    >> Replaces Obsessive trait   [Cost: 1]

2) Master Tinker: +1 with Mechanics  plus +1 with KS: Engineering
    >> Replaces Defensive Training and Hatred traits   [Cost: 3]

3) Warden of Nature: +1 DCV; Against aberrations, oozes, and vermin only (-1)  plus +2 vs. Hit Location penalties; Against aberrations, oozes, and vermin only (-1 1/2)
    >> Replaces Defensive Training and Hatred traits   [Cost: 4]

4) Pyromaniac:    [END: 1; Cost: 1]

5) Magical Linguist:    [END: 1; Cost: 1]

6) Gift of Tongues: +1 with Persuasion  plus Linguist (Add skill enhancer and delete) 
    >> Replaces Defensive Training and Hatred traits   [Cost: 5]

7) Gnome Magic: Aid Illusion Powers 1 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4); Only to Aid Self (-1), Increased Endurance Cost (x3 END; -1), Instant (-1/2)   [END: 3; Cost: 3]

8) Dancing Lights: Sight Group Images; 1 Continuing Charge lasting 1 Minute (-1), Limited Range (30m; -1/4)   [END: [1 cc]; Cost: 4]

9) Ghost Sound: Hearing Group Images; 1 Continuing Charge lasting 1 Minute (-1), Limited Range (30m; -1/4)   [END: [1 cc]; Cost: 2]

10) Prestidigitation: Hearing Group and Normal Sight Images; No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4)   [END: [1 cc]; Cost: 6]

11) Speak with Animals: Mind Link , Animal class of minds, Any Willing Target; Eye Contact Required (throughout; -1), 1 Continuing Charge lasting 5 Minutes (-3/4)   [END: [1 cc]; Cost: 5]

Halfling

Total Points: 29

1) Adjusted Characteristic Maxima: STR 15, DEX 23, DCV 9, BODY 15   [Cost: 0]

2) Agile: +2 DEX   [Cost: 4]

3) Strong-Willed: +2 PRE   [Cost: 2]

4) Small: +1 DCV   [Cost: 5]

5) Small: +2 with Stealth   [Cost: 4]

6) Short: Running -4m, Adjust characteristic and then delete   [Cost: -4]

7) Fearless: +7 PRE; Only to resist fear and intimidation (-2)   [Cost: 2]

8) Halfling Luck: Luck 1d6   [Cost: 5]

9) Keen Senses: +1 PER with all Sense Groups   [Cost: 3]

10) Sure-Footed: +1 with Acrobatics, Breakfall, and Climb   [Cost: 3]

11) Weapon Familiarity: Halfing Weapons are not considered Uncommon   [Cost: 0]

12) Language: Halfling (idiomatic; literate)   [Cost: 0]

13) Language: Common (Taldane) (completely fluent; literate)   [Cost: 3]

14) Hatred: +2 vs. Hit Location penalties; Only against reptillians and goblinoids (-1 1/2)   [Cost: 2]

Halfling Options

Total Points: 34

1) Lucky Halfling: Luck 1d6, Usable Simultaneously (all targets standing within 10 meters of Grantor; +1), Recipient must remain close to Grantor
    >> Replaces Halfling Luck trait   [Cost: 10]

2) Craven: Lightning Reflexes (+4 DEX to act first with All HTH Attacks); Only when contributing to Multiple Attacker bonus (-2)  plus +1 OCV; Only when contributing to Multiple Attacker bonus (-2)  plus Running 4m; Only when afraid (-1)  plus +1 DCV; Only when afraid (-1)  plus Vulnerable to Fear Attacks (x1 1/2 Effect)
    >> Replaces Fearless and Halfling Luck   [END: 1; Cost: 7]

3) Low-blow: +2 vs. Hit Location penalties; Only against larger creatures (-1/2)
    >> Replaces Keen Senses   [Cost: 4]

4) Outrider: +1 with Animal Handling, Riding, KS: Nature
    >> Replaces Sure-Footed trait   [Cost: 3]

5) Swift as Shadows: +2 to offset movement penalties with Stealth
    >> Replaces Sure-footed trait   [Cost: 2]

6) Underfoot: +1 DCV; Only against larger creatures (-1/2)
    >> Replacing Halfing Luck   [Cost: 3]

7) Wanderlust: +1 with Survival and rolls pertaining to travel, maps, and geography
    >> Replaces Fearless and Halfling Luck traits   [Cost: 3]

8) Warslinger: Reload sling as zero-phase action
    >> Replaces Sure-Footed trait   [Cost: 2]

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Shane Harsch,
Apr 11, 2011, 3:06 PM
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