Post by Zyraen on Jan 31, 2021 20:54:20 GMT 8
AVAILABLE RACES
Core : Dwarves, Elves, Half-Elves, Halflings (small), Humans
Additions for Hells Rebels : Aquatic Elf (subgroup under Elf), Tiefling, Strix (Wing-Clipped)
Unlisted (will provide details only on demand) : Gnomes, Half-Orcs, Tengu
Note that Pathfinder Races usually come with a large amount of customisation, and it has been reflected here.
For simplicity, there is a "Default" under each race also, which allows you to simply pick a Race without any further choices.
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STARTING LANGUAGES : Common, Racial Language (if non-human) or Regional Language (if human), plus languages equal to half your Streetwise or History (whichever higher)
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GENERAL RACIAL RULES
After you have chosen your Race, pick one Racial and two Racial Traits (unless otherwise stated) from the chosen Race.
Racial Traits cannot be retrained. That said, tweaking during first two levels or so is fine. You may not choose the same Racial Trait more than once.
Unless otherwise stated, all races have a base speed of 6, which is reduced by 1 in heavy armor.
FRW Bonus : Up to one Racial Trait may be replaced with one of following
- Tough : +1 Fortitude
- Nimble : +1 Reflex
- Resolute : +1 Will
Bonuses to the same defense never stack with those from a different Racial trait on the same character.
SKILL BONUS: Skill bonuses from your race do not stack with each other. They only add up with your existing Skill Points to a max of +7 to the Skill (before adding Stat).
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DWARF (Speed 5, no speed reduction due to heavy armor)
Languages : Dwarven
Default: Swift Rally (racial), Ample Reserves, Darkvision
Racial) Swift Rally. Once per encounter, you can Rally as a swift action.
Racial) Toughness. Once per encounter, as a swift action, you either gain 5 THP, or Resist 5 to all damage until ENT. This value increases by 5 at levels 11 and 21.
Trait) Ample Reserves : You gain +4 bonus to your Reserve Value. This does not stack with any other feats/items etc.
Trait) Darkvision: You have Darkvision 10.
Trait) Deep Warrior: You gain +1 attack against creatures that can be identified by Dungeoneering.
Trait) Dusksight: You have Low Light Vision and halve your melee attack penalties from any concealment.
Trait) Hardy: You gain +1 Fortitude, and +5 to saving throws against poison effects. The bonus to Fortitude does not stack with the FRW bonus.
Trait) Hatred: You gain +1 attack against orcs, goblins, giants, ogres, trolls.
Trait) Lorekeeper : You gain +2 to any two of following - Engineering, History, Dungeoneering, Religion
Trait) Prepared for the Worst: You are not unguarded when surprised, and can make OAs even when surprised (but not Interrupts). When you roll initiative, you can draw one item (including weapon/implement) as a free action, or mark/quarry as a free action. You must worship Torag to take this Trait.
Trait) Resilience: You gain Resilience (+2 to all saving throws) as a free Feat.
Trait) Stand Fast: You can ignore 1 square of any forced movement (pull push slide). When an attack would knock you prone, you can make a saving throw to avoid falling prone.
Trait) Stone-faced : You gain +2 to any two of following - Sense Motive, Bluff, Diplomacy, Intimidate
Note that you may not choose any two from the following Trait groups
A) Darkvision, Dusksight
B) Lorekeeper, Stone-faced
C) Deep Warrior, Hatred
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ELF
Languages : Elven
Default: Peerless Aim (racial), Keen Senses, Loremaster
Racial) Peerless Aim: Once per encounter, as a free action you may reroll an attack roll or add +2 to it.
Racial) Walk Beyond: Once per encounter, as a move action you may teleport 5 squares.
Trait) Breadth of Experience: You have done all sorts of jobs before. You gain a +4 bonus to all checks to appear and behave as a member of any particular general profession.
Trait) Elven Immunities: You gain +1 to Will, and are immune to sleep effects.
Trait) Environmental Resistance: Choose from Acid, Cold, Fire, or Lightning. You gain Resist 5 to that type of damage. This increases by 5 at Levels 11, 21. You must have grown up in a region where this damage is common/likely to come by.
Trait) Envoy: The number of languages you know due to (half of) Streetwise or History is doubled.
Trait) Expert: You gain +2 in any two of the following skills - Acrobatics, Stealth, Nature, Perception, Sense Motive, Bluff, Diplomacy, Handle Animal, Intimidate.
Trait) Forestwalk: You ignore difficult terrain due to forests and have a +2 bonus to Nature.
Trait) Irrepressible: You gain +2 to saving throws against effects that Daze, Stun or Dominate
Trait) Keen Senses: You gain +2 bonus to Perception and Low Light Vision
Trait) Loremaster: You gain 8 skill points, which must be spent on Intelligence-based Skills.
Trait) Planar Guardian: You gain +1 to attack rolls against non-good outsiders.
Trait) Sense Thoughts: You gain Telepathy 5. Alternatively, you can gain Telepathy 2 and Sense Motive +2.
Trait) Weapon Familiarity: You are proficient with military ranged weapons and the longsword/rapier (both are 1H Prof3 1d8).
Trait) Warded: You gain +1 bonus to all saving throws.
Note that you may not choose any two from the following Trait groups
A) Breadth of Experience, Envoy
B) Expert, Loremaster
C) Sense Thoughts, Warded
AQUATIC ELF (only for Hell's Rebels)
Default: Peerless Aim (Racial), Aquatic, Keen Senses
Trait) Aquatic: You have swim speed 6, and do not take penalties for fighting underwater, and have water breathing.
The Aquatic trait may not be chosen with Breadth of Experience, Envoy, Expert, Forestwalk, Loremaster, Planar Guardian, Sense Thoughts.
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HALF-ELF
Language: Elven
Default: Heroism (Racial), Keen Senses, Sociable
Racial) Heroism : Once per encounter, as no action when you roll a d20, add your Sec Trait (max 6) to a d20 roll.
Racial) Peerless Aim: Once per encounter, as a free action you may reroll an attack roll or add +2 to it.
Trait) Ancestral Weapon : You gain the feat Exotic Weapon Proficiency. This does not count towards your feat limit.
Trait) Elven Immunities: You gain +1 to Will, and are immune to sleep effects.
Trait) Irrepressible: +2 to saving throws against effects that Daze, Stun or Dominate
Trait) Keen Senses: You gain +2 bonus to Perception and Low Light Vision
Trait) Prowess: You gain prowess in a skill of your choice
Trait) Sociable: You gain +2 in any two of following - Bluff, Diplomacy, Sense Motive, Streetwise
Note that you may not choose Prowess and Sociable together.
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HALFLING (Small, ie Speed 5 and further slowed by heavy armor)
Language: Halfling
Default: Charmed Life (Racial), Lucky, Quick Step
Racial) Charmed Life : Once per encounter, when you are hit by an attack, use an interrupt and the attacker rerolls the attack roll. If this is the first use of the ability and it still hits you, this ability is not expended.
Special: If you roll a natural 1 on a d20 roll, you may expend Charmed Life as no action to reroll that d20 roll.
Trait) Fearless: You gain +1 Will, and when you are hit by a Fear effect you may immediately make a saving throw to ignore the effect, although you still take damage as usual. The bonus to Fortitude does not stack with the FRW bonus.
Trait) Irrepressible: +2 to saving throws against effects that Daze, Stun or Dominate
Trait) Keen Senses: You gain +2 bonus to Perception and Low Light Vision
Trait) Lucky: You gain a +1 bonus to all saving throws.
Trait) Quick Step: Your speed is 6 instead of 5.
Trait) Shadowy: You gain +2 bonus to Acrobatics and Stealth.
Trait) Small Quarters Combatant: You may shift into the space of a creature at least two size categories larger than you, even though it is normally considered difficult terrain. You may also enter the space of a creature one size larger than you, but treat the space as difficult terrain.
Trait) Sure Footed: You gain +2 to Athletics and Acrobatics.
Trait) Stealthy Stride: You gain the feat Stealthy Stride. This does not count towards your feat limit.
Note that you may not choose any two of the following together - Keen Senses, Quick Step, Sure Footed, Shadowy.
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HUMAN
Language: Common. If you have at least +7 in Streetwise or History when you start the game, you may choose Infernal in place of Common as your extra starting language.
Default: Heroism (Racial), Combat Readiness, Skilled
Racial) Heroism : Once per encounter, as no action when you roll a d20, add your Sec Trait (max 6) to a d20 roll.
Trait) Combat Readiness : Half Sec Trait bonus (max 4) to Initiative
Trait) Draconic Heritage: Darkvision 2 and Low Light Vision
Trait) Skilled : +5 to starting skill points
Extra Feat: You may give up your Heroism and a Racial Trait to start with a free feat, which does not count to your feat limit. This cannot be taken with Draconic Heritage.
Core : Dwarves, Elves, Half-Elves, Halflings (small), Humans
Additions for Hells Rebels : Aquatic Elf (subgroup under Elf), Tiefling, Strix (Wing-Clipped)
Unlisted (will provide details only on demand) : Gnomes, Half-Orcs, Tengu
Note that Pathfinder Races usually come with a large amount of customisation, and it has been reflected here.
For simplicity, there is a "Default" under each race also, which allows you to simply pick a Race without any further choices.
FAQ
Qn: Wait, what about Racial bonuses to Stats and all that?
Ans: That is covered in the Trait Array. Even from the beginning, UB was more of the idea of nurture rather than nature, or just being "un-bound". That and saving the time spent to look up matching races, and finding the idea that Dwarves (for example) don't have any good thieves among all of them to be quite bizarre.
Qn: What about Alignment? LG NG CG and all that?
Ans: Generally speaking the characters are assumed to be not Evil, and not Lawful, since they are Rebels. Although Pathfinder utilises Alignment a lot, for purpose of UB, Alignment will not see mainstream use. You can decide your own alignment based on what you think your character is, or just leave it open-ended. Generally speaking, Virtues & Vices are more meaningful.
Qn: Wait, what about Racial bonuses to Stats and all that?
Ans: That is covered in the Trait Array. Even from the beginning, UB was more of the idea of nurture rather than nature, or just being "un-bound". That and saving the time spent to look up matching races, and finding the idea that Dwarves (for example) don't have any good thieves among all of them to be quite bizarre.
Qn: What about Alignment? LG NG CG and all that?
Ans: Generally speaking the characters are assumed to be not Evil, and not Lawful, since they are Rebels. Although Pathfinder utilises Alignment a lot, for purpose of UB, Alignment will not see mainstream use. You can decide your own alignment based on what you think your character is, or just leave it open-ended. Generally speaking, Virtues & Vices are more meaningful.
=============
STARTING LANGUAGES : Common, Racial Language (if non-human) or Regional Language (if human), plus languages equal to half your Streetwise or History (whichever higher)
============
GENERAL RACIAL RULES
After you have chosen your Race, pick one Racial and two Racial Traits (unless otherwise stated) from the chosen Race.
Racial Traits cannot be retrained. That said, tweaking during first two levels or so is fine. You may not choose the same Racial Trait more than once.
Unless otherwise stated, all races have a base speed of 6, which is reduced by 1 in heavy armor.
FRW Bonus : Up to one Racial Trait may be replaced with one of following
- Tough : +1 Fortitude
- Nimble : +1 Reflex
- Resolute : +1 Will
Bonuses to the same defense never stack with those from a different Racial trait on the same character.
SKILL BONUS: Skill bonuses from your race do not stack with each other. They only add up with your existing Skill Points to a max of +7 to the Skill (before adding Stat).
=============
DWARF (Speed 5, no speed reduction due to heavy armor)
Languages : Dwarven
Default: Swift Rally (racial), Ample Reserves, Darkvision
Racial) Swift Rally. Once per encounter, you can Rally as a swift action.
Racial) Toughness. Once per encounter, as a swift action, you either gain 5 THP, or Resist 5 to all damage until ENT. This value increases by 5 at levels 11 and 21.
Trait) Ample Reserves : You gain +4 bonus to your Reserve Value. This does not stack with any other feats/items etc.
Trait) Darkvision: You have Darkvision 10.
Trait) Deep Warrior: You gain +1 attack against creatures that can be identified by Dungeoneering.
Trait) Dusksight: You have Low Light Vision and halve your melee attack penalties from any concealment.
Trait) Hardy: You gain +1 Fortitude, and +5 to saving throws against poison effects. The bonus to Fortitude does not stack with the FRW bonus.
Trait) Hatred: You gain +1 attack against orcs, goblins, giants, ogres, trolls.
Trait) Lorekeeper : You gain +2 to any two of following - Engineering, History, Dungeoneering, Religion
Trait) Prepared for the Worst: You are not unguarded when surprised, and can make OAs even when surprised (but not Interrupts). When you roll initiative, you can draw one item (including weapon/implement) as a free action, or mark/quarry as a free action. You must worship Torag to take this Trait.
Trait) Resilience: You gain Resilience (+2 to all saving throws) as a free Feat.
Trait) Stand Fast: You can ignore 1 square of any forced movement (pull push slide). When an attack would knock you prone, you can make a saving throw to avoid falling prone.
Trait) Stone-faced : You gain +2 to any two of following - Sense Motive, Bluff, Diplomacy, Intimidate
Note that you may not choose any two from the following Trait groups
A) Darkvision, Dusksight
B) Lorekeeper, Stone-faced
C) Deep Warrior, Hatred
=============
ELF
Languages : Elven
Default: Peerless Aim (racial), Keen Senses, Loremaster
Racial) Peerless Aim: Once per encounter, as a free action you may reroll an attack roll or add +2 to it.
Racial) Walk Beyond: Once per encounter, as a move action you may teleport 5 squares.
Trait) Breadth of Experience: You have done all sorts of jobs before. You gain a +4 bonus to all checks to appear and behave as a member of any particular general profession.
Trait) Elven Immunities: You gain +1 to Will, and are immune to sleep effects.
Trait) Environmental Resistance: Choose from Acid, Cold, Fire, or Lightning. You gain Resist 5 to that type of damage. This increases by 5 at Levels 11, 21. You must have grown up in a region where this damage is common/likely to come by.
Trait) Envoy: The number of languages you know due to (half of) Streetwise or History is doubled.
Trait) Expert: You gain +2 in any two of the following skills - Acrobatics, Stealth, Nature, Perception, Sense Motive, Bluff, Diplomacy, Handle Animal, Intimidate.
Trait) Forestwalk: You ignore difficult terrain due to forests and have a +2 bonus to Nature.
Trait) Irrepressible: You gain +2 to saving throws against effects that Daze, Stun or Dominate
Trait) Keen Senses: You gain +2 bonus to Perception and Low Light Vision
Trait) Loremaster: You gain 8 skill points, which must be spent on Intelligence-based Skills.
Trait) Planar Guardian: You gain +1 to attack rolls against non-good outsiders.
Trait) Sense Thoughts: You gain Telepathy 5. Alternatively, you can gain Telepathy 2 and Sense Motive +2.
Trait) Weapon Familiarity: You are proficient with military ranged weapons and the longsword/rapier (both are 1H Prof3 1d8).
Trait) Warded: You gain +1 bonus to all saving throws.
Note that you may not choose any two from the following Trait groups
A) Breadth of Experience, Envoy
B) Expert, Loremaster
C) Sense Thoughts, Warded
AQUATIC ELF (only for Hell's Rebels)
Default: Peerless Aim (Racial), Aquatic, Keen Senses
Trait) Aquatic: You have swim speed 6, and do not take penalties for fighting underwater, and have water breathing.
The Aquatic trait may not be chosen with Breadth of Experience, Envoy, Expert, Forestwalk, Loremaster, Planar Guardian, Sense Thoughts.
=============
HALF-ELF
Language: Elven
Default: Heroism (Racial), Keen Senses, Sociable
Racial) Heroism : Once per encounter, as no action when you roll a d20, add your Sec Trait (max 6) to a d20 roll.
Racial) Peerless Aim: Once per encounter, as a free action you may reroll an attack roll or add +2 to it.
Trait) Ancestral Weapon : You gain the feat Exotic Weapon Proficiency. This does not count towards your feat limit.
Trait) Elven Immunities: You gain +1 to Will, and are immune to sleep effects.
Trait) Irrepressible: +2 to saving throws against effects that Daze, Stun or Dominate
Trait) Keen Senses: You gain +2 bonus to Perception and Low Light Vision
Trait) Prowess: You gain prowess in a skill of your choice
Trait) Sociable: You gain +2 in any two of following - Bluff, Diplomacy, Sense Motive, Streetwise
Note that you may not choose Prowess and Sociable together.
=============
HALFLING (Small, ie Speed 5 and further slowed by heavy armor)
Language: Halfling
Default: Charmed Life (Racial), Lucky, Quick Step
Racial) Charmed Life : Once per encounter, when you are hit by an attack, use an interrupt and the attacker rerolls the attack roll. If this is the first use of the ability and it still hits you, this ability is not expended.
Special: If you roll a natural 1 on a d20 roll, you may expend Charmed Life as no action to reroll that d20 roll.
Trait) Fearless: You gain +1 Will, and when you are hit by a Fear effect you may immediately make a saving throw to ignore the effect, although you still take damage as usual. The bonus to Fortitude does not stack with the FRW bonus.
Trait) Irrepressible: +2 to saving throws against effects that Daze, Stun or Dominate
Trait) Keen Senses: You gain +2 bonus to Perception and Low Light Vision
Trait) Lucky: You gain a +1 bonus to all saving throws.
Trait) Quick Step: Your speed is 6 instead of 5.
Trait) Shadowy: You gain +2 bonus to Acrobatics and Stealth.
Trait) Small Quarters Combatant: You may shift into the space of a creature at least two size categories larger than you, even though it is normally considered difficult terrain. You may also enter the space of a creature one size larger than you, but treat the space as difficult terrain.
Trait) Sure Footed: You gain +2 to Athletics and Acrobatics.
Trait) Stealthy Stride: You gain the feat Stealthy Stride. This does not count towards your feat limit.
Note that you may not choose any two of the following together - Keen Senses, Quick Step, Sure Footed, Shadowy.
============
HUMAN
Language: Common. If you have at least +7 in Streetwise or History when you start the game, you may choose Infernal in place of Common as your extra starting language.
Default: Heroism (Racial), Combat Readiness, Skilled
Racial) Heroism : Once per encounter, as no action when you roll a d20, add your Sec Trait (max 6) to a d20 roll.
Trait) Combat Readiness : Half Sec Trait bonus (max 4) to Initiative
Trait) Draconic Heritage: Darkvision 2 and Low Light Vision
Trait) Skilled : +5 to starting skill points
Extra Feat: You may give up your Heroism and a Racial Trait to start with a free feat, which does not count to your feat limit. This cannot be taken with Draconic Heritage.