League of Pathfinders: Core Races

THE BIG BROTHER·5/6/2017, 12:25:46 PM·1 votes·989 views

I've been working on creating a League of Legends setting for Pathfinder, starting with races from the setting. While League is home to a wide bevy of characters, the variance between power levels of species means not all of them are suitable for playable races. The following are what I think to be some of the key races of the setting though I do have more made.

These races were created using the Race Builder chapter of Advanced Race Guide, published by Paizo Inc, and range between 8-11 RP.


HUMAN +2 to One Ability Score: Humans gain a +2 racial bonus on one ability score of their choice at creation to represent their varied state. Medium: Humans are Medium creatures and thus have no bonuses or penalties due to their size. Normal Speed: Humans have a base movement speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


KIILASH +2 Strength, +2 Dexterity: Kiilash are swift and strong. Medium: Kiilash are Medium creatures and thus have no bonuses or penalties due to their size. Normal Speed: Kiilash have a base movement speed of 30 feet. Darkvision: Kiilash can see perfectly in the dark up to 60 feet. Fearless: Kiilash receive a +2 racial bonus on all saving throws against fear. Primal Hunter: Kiilash receive a +2 racial bonus on Survival checks. Jumper: Kiilash are always considered to have a running start when making Acrobatics checks to jump. Claws: Kiilash have powerful claws, granting them two claw attacks that each deal 1d4 points of damage. Languages: Kiilash begin play speaking Common and Vastayan. Kiilash with high Intelligence scores can choose from the following:


LHOTLAN +2 Dexterity, +2 Charisma, -2 Constitution: Bird-like in nature, lhotlan are quick and charming but far from hardy. Medium: Lhotlan are Medium creatures and thus have no bonuses or penalties due to their size. Normal Speed: Lhotlan have a base movement speed of 30 feet. Darkvision: Lhotlan can see perfectly in the dark up to 60 feet. Artist: Lhotlans receive a +2 racial bonus on one Perform check of choice. Arcane Focus: Lhotlan gain a +2 racial bonus on concentration checks to cast arcane spells defensively. Vastayan Magic: Lhotlan receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, lhotlan receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Gliding Wings: A lhotlan can make a DC 15 Fly check to fall safely from a height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to guide itself, moving 5 feet laterally for every 20 feet it falls. Languages: Lhotlan begin play speaking Common and Vastayan. Lhotlan with high Intelligence scores can choose from the following:


SHADE +2 Constitution, +2 Charisma, -2 Dexterity: The shades still in control of themselves maintain themselves through powerful personalities and sturdy forms, but their decay has slowed their reactions. Remnants: Shades are humanoids with the half-undead and human subtypes. As half-undead, shades gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Medium: Shades are Medium creatures and thus have no bonuses or penalties due to their size. Slow Speed: Shades have a base movement speed of 20 feet. Darkvision: Shades can see perfectly in the dark up to 60 feet. Carrion Sense: Shades have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). Resist Level Drain: Shades take no penalty from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a shade has accrued are removed without the need for any additional saving throws. Fell Magic: Shades gain a +1 to the DC of any saving throws of necromancy spells that they cast. Shades with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day - bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the user's Wisdom modifier. Negative Energy Affinity: Shades are harmed by positive energy and healed by negative energy. Languages: Shades begin play speaking Common. Shades with high Intelligence scores can choose from the following:


URSINE +2 Strength, +2 Wisdom, -2 Intelligence: Powerful and wise, ursine are mired in their ways and do not adapt well to new ideas. Medium: Ursine are Medium creatures and thus have no bonuses or penalties due to their size. Normal Speed: Ursine have a base movement speed of 30 feet. Darkvision: Ursine can see perfectly in the dark up to 60 feet. Cornered Fury: Whenever an ursine is reduced to half their hit points or fewer and has no conscious allies within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Sprinter: Ursine gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Claws: Ursine have knife-like claws, granting them two claw attacks that each deal 1d4 points of damage. Languages: Ursine begin play speaking Common and Ursine. Ursine with high Intelligence scores can choose from the following:


VOIDBORN +2 Constitution, +2 Intelligence, -2 Charisma: Possessing alien cunning and hardness, voidborn waste little time on interpersonal matters. Aberration: Voidborn are creatures of the aberration type. Medium: Voidborn are Medium creatures and thus have no bonuses or penalties due to their size. Normal Speed: Voidborn have a base movement speed of 30 feet. Darkvision: Voidborn can see perfectly in the dark up to 60 feet. Light Blindness: Abrupt exposure to direct sunlight blinds voidborn for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Natural Armor: Voidborn gain a +2 natural armor bonus to their Armor Class. Planeswalker: Voidborn receive a +2 racial bonus on Knowledge (planes) checks. Bite: Voidborn have a natural bite attack that deals 1d6 points of damage. This is a primary natural attack. Languages: Voidborn begin play speaking Voidspeak. Voidborn with high Intelligence scores can choose from the following: Common


YORDLE +2 Dexterity, +2 Intelligence, -2 Wisdom: Yordles are agile and bright but possess strange thought processes. Fey: Yordles are creaturs of the fey type. Small: Yordles are Small creatures, granting them a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Normal Speed: Yordles have a base movement speed of 30 feet. Low-Light Vision: Yordles can see twice as far as humans in dim light conditions. Eternal Hope: Yordles gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, a yordle may reroll and use the second result. Sociable: When a yordle attempts to change a creature's attitude with a Diplomacy check and fails by 5 or more, it can try to influence the creature a second time even if 24 hours have not passed. Kneecapper: Yordles gain a +4 racial bonus on combat maneuver checks to trip opponents. Master Tinker: Yordles gain a +1 on Disable Device and Knowledge (engineering) checks. They are proficient with any weapon they have personally crafted. Languages: Yordles begin play speaking Common and Yordle. Yordles with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


I have more of these I'll probably post at some point, but these are the core races for now. I also have some alternate race traits, feats, and equipment for these, but I'll post those when I have them organize better. Lemme know what you think!

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