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