Pathfinder Rules Portal

Pages made for the purpose of expressing Dawn of a New Age in Pathfinder are listed below.

Races


Dragonborn

+2 Consitution, +2 Charisma, -2 Dexterity. Dragonborn are physically hearty and strong-willed, but are not as nimble as other races.

Medium: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dragonborn have a base land speed of 30 feet.

Draconic Heritage: Dragonborn receive a +2 racial bonus on Knowledge (History) and Intimidate.

Dragon Blood: Dragonborn count as dragons for any effect related to race.

Keen Senses: Dragonborn receive a +2 racial bonus on Perception skill checks.

Dragon Breath: Dragonborn have retained the dragon breath of their draconic heritage, manifesting itself in the form of a 30-foot cone. The type of energy breath weapon is determined by choosing one of the following: Acid, Lightning, Fire or Cold. A Dragonborn breath weapon deals 1d6 points of damage for every three character levels. A successful Reflex save (DC 10 + ½ Dragonborn’s Hit Die + Dragonborn Consitution modifier) reduces damage in half. Dragonborn can use their breath weapon three times per day.

Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Eladrin

+2 Dexterity, +2 Intelligence, –2 Constitution: Eladrin are nimble, both in body and mind, but their form is frail.

Medium: Eladrin are Medium creatures and receive no bonuses or penalties due to
their size.

Normal Speed: Eladrin have a base speed of 30 feet.

Low-Light Vision: Eladrin can see twice as far as humans in conditions of dim light.

Elven Immunities: Eladrin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Eladrin Magic: Eladrin receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Eladrin receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Eladrin are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “Eladrin” in its name as a martial weapon.

Languages: Eladrin begin play speaking Common, Elven and one other language of choice. Eladrin with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Elf

+2 Dexterity, +2 Wisdom, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and receive no bonuses or penalties due to
their size.

Normal Speed: Elves have a base speed of 35 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Mechanatrix

+1 Character Level

+2 to CON & INT
-2 to DEX & CHA
+1 natural armor
+2 to all saving throws
+4 to Craft, Knowledge (architecture), Listen, Knowledge (planes) & Search; +6 to Spot; +8 to Profession (engineer)

Outsider (native)
Darkvision 60'

Shocking Grasp 1/day

Electricity Healing

Cold Resistance 5
Fire Resistance 5
Immune to Electricity

Great Fortitude

Favored Class: Fighter

Phoelarch

Tibbit

Tiefling

+2 Dexterity, +2 Charisma, and –2 Wisdom.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-like ability: Tieflings can use prestidigitation at will as a spell-like ability. Also, they can cast darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Setting Rules


Sourcebook notes


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