Eclipse Pathfinder – Basics and Races

Top hat as an icon for magic

Hey, GM! Watch me pull a species out of my hat!

I’ve put up articles on how to build (and expand on or modify in an assortment of ways) the various Pathfinder classes in Eclipse. (Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer), Hence here we have the basic package deal for Pathfinder games and the assorted Pathfinder variations on the races.

The Pathfinder Package Deal is actually a small template, which provides… .

  • +2 to an Attribute, Corrupted/the attribute is fixed by race (8 CP).
  • Fast Learner, Specialized and Corrupted/only works as long as the user sticks to a particular archetype and relatively narrow plan of development chosen at level one at each level, points may only be spent on skills and additional hit points (2 CP).
  • Immunity/not being allowed to buy up their (normally maximized) level one hit die later on. Uncommon/Minor/Major (3 CP). There are several ways to get more hit points which are more effective – but Pathfinder effectively equates skill points and hit points as far as “favored classes” go, and this is the easiest way to go about that.
  • Pathfinder normally grants immunity to the experience-point cost of making magic items on the grounds that “experience isn’t something you use up”. Unfortunately this means that a long-term, campaign – where years may pass between major adventures – destroys the magic-item economy. It also misses the fact that “experience points” – some sort of magical energy that accumulates in you until it transforms you – have nothing at all to do with experiences or memories. Ergo, I’m going to substitute Action Hero (the Crafting option), Specialized and Corrupted/the user still has to spend the time, and money, and may ONLY create items by spending action points (2 CP). That will let characters use their item-creation feats without spending XP, but will limit item creation during any long stretches of downtime.
  • Pathfinder provides a +3 bonus to “Trained In-Class Skills”. This isn’t properly part of Eclipse, it’s simply an option attached to the skills system – “Characters get a +3 bonus on skills that fit their character concept”. The awkwardness in Eclipse comes in deciding which skills qualify as “In-Class” given that Eclipse doesn’t really HAVE classes. The simplest option is simply to let the character consider Craft, Profession, and their selection of a dozen other skills “in-class”. No cost.

The Pathfinder Package Deal thus has a basic cost of 15 CP – three more than you can normally get out of a package deal. Fortunately, all Pathfinder characters suffer from a major disadvantage; Accursed (must use the Pathfinder versions of spells even where those have been downgraded, may not take “overpowered” feats, -3 CP).

That gives us a net cost of 12 CP for the Pathfinder Package Deal – and it gives Eclipse-style builds an option; they can accept the Pathfinder Package Deal, or they can use another one, or none at all.

Pathfinder gave the basic races a slight power-up so as to make them more attractive than the various races that were published later on – and so were subject to power creep. Since Eclipse lets players build up racial abilities, and provides a firm pricing system on racial powers, there’s no reason for that – and so the “Pathfinder Package Deal” given above can be applied to pretty much any species.

Now, as far as the actual Pathfinder Races go… unless noted otherwise, all basic Pathfinder races are medium-sized, have a base speed of thirty feet, and speak common.

Dwarf Racial Traits (31 CP. Pathfinder Template adds to Wisdom).

  • +2 Constitution,–2 Charisma (Attribute Shift, 6 CP).
  • Their base movement is Corrupted for Increased Effect; it is reduced to 20 feet, but is never modified by armor or encumbrance (no cost).
  • Occult Sense/Darkvision (6 CP).
  • Defender/+1 AC (Double Specialized: only versus monsters AND only versus creatures with the giant subtype, for +4 AC, Corrupted/does not improve with level, 4 CP)
  • +1 to Appraise, Specialized for Double Effect/Only for checks made to determine the price of nonmagical goods that contain precious metals or gemstones (1 CP).
  • +1 Warcraft, Specialized/only versus humanoid creatures of the orc and goblinoid subtypes, Corrupted/does not add to iterative attacks (2 CP).
  • +2 racial bonus on saving throws against poison (Resist, 3 CP).
  • +2 racial bonus on saving throws against spells, and spell-like abilities (Resist, 3 CP).
  • +4 to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Specialist x2: +4 to resist being Bull Rushed or Tripped (Both Specialized: defensive only, Corrupted: only when standing on the ground, 2 CP)
  • Occult Sense/Detect Unusual Stonework (Specialized and Corrupted/only provides a +2 bonus to Perception to notice unusual stonework and an automatic Perception check when passing within ten feet of such stonework, 2 CP)
  • Proficient with Dwarven Cultural Weapons (Specialized: only fully works with simple and martial weapons, simply reduces exotic Dwarven weapons to martial ones, 1 CP)
  • Bonus Language: Dwarven (1 CP).

Elf Racial Traits (27 CP. Pathfinder Template adds to Intelligence)

  • +2 Dexterity, –2 Constitution (Attribute Shift, 6 CP).
  • Occult Sense/Low-Light Vision (6 CP).
  • Immunity/Sleep Effects (Uncommon/Minor/Major, 3 CP)
  • +2 on saves against enchantment spells and effects (Resist, 3 CP).
  • +2 bonus on caster level checks made to overcome spell resistance (+2 Caster Levels, Specialized and Corrupted/only to overcome spell resistance, 4 CP).
  • +2 on Spellcraft skill checks made to identify the properties of magic items (Specialized, 1 CP).
  • +2 on Perception skill checks (2 CP).
  • Proficiency with Elven Cultural Weapons (A narrow group, Specialized/only reduces elven exotic weapons to martial weapons, 1 CP).
  • Bonus Language/Elven (1 CP).

Gnome Racial Traits (30 CP. Pathfinder Template adds to Constitution).

  • +2 Charisma, –2 Strength (Attribute Shift, 6 CP).
  • Shrinking I (Corrupted: Reduces base movement to 20′, 8 CP)
  • Occult Sense/Low-Light Vision (6 CP).
  • +4 dodge bonus to AC against monsters of the giant type. Defender/+1 AC (Double Specialized: only versus monsters AND only versus creatures with the giant subtype, for +4 AC, Corrupted/does not improve with level, 4 CP)
  • Ability Focus/Illusions, Specialized/only adds +1 to the DC of saves against their illusions rather than +2 (3 CP).
  • Occult Talent (Normally allows Speak With Animals, Dancing Lights, Ghost Sound, and Prestidigitation, 6 CP).
  • +1 to hit humanoid creatures of the reptilian and goblinoid subtypes (Warcraft, Specialized versus humanoids with the reptilian or goblinoid subtypes only, Corrupted: does not add to iterative attacks, 2 CP).
  • +2 on saves against illusions (Resist, 3 CP).
  • +2 on the Perception skill (2 CP).
  • +2 on a Craft or Profession skill of their choice (2 CP).
  • Proficiency with Gnomish Cultural Weapons (A narrow group, Specialized/only reduces gnomish exotic weapons to martial weapons, 1 CP).
  • Bonus Languages: Gnome and Sylvan (2 CP).

That comes out to a total of 45 CP. That would be a problem, but – fortunately – the entire racial package is Corrupted: Pathfinder gnomes are tied to the fey. They are widely regarded as strange, do not form large social groups and rarely form long-term bonds (which pretty well cripples them as a sapient species), and have a hard time interacting with other races. The GM should play this up – and reduce the cost of the race to 30 CP.

Half-Elf Racial Traits (26 CP).

  • Half-elves get to pick which attribute enjoys the Pathfinder Template bonus – buying off a Corruption worth (4 CP).
  • Half-Elves get to pick two “favored classes” at first level, buying down he Pathfinder Templates “Fast Learner” ability to merely “Corrupted” (1 CP).
  • Occult Sense/Low-Light Vision (6 CP).
  • +1 Bonus Feat (6 CP).
  • Count as both elven and human for any effect related to race (No cost).
  • Immunity/Sleep Effects (Uncommon/Minor/Major, 3 CP)
  • +2 against enchantment spells and effects (Resist, 3 CP).
  • +2 on Perception skill checks (2 CP).
  • Bonus Language: Elven (1 CP).

Half-Orc Racial Traits (17 CP)

  • Half-Orcs get to pick which attribute enjoys the Pathfinder Template bonus – buying off a Corruption worth (4 CP).
  • Occult Sense/Darkvision (6 CP).
  • +2 on Intimidate skill checks (2 CP).
  • Count as both human and orc for any effect related to race (No cost).
  • May remain active below zero hit points (but above dead) for one round once per day. Immunity/Unconsciousness due to being below zero hit points (Common, Major, Major, Specialized and Corrupted – only for one round, only once per day, 3 CP).
  • Proficiency with Orcish Cultural Weapons (A narrow group, Specialized/only reduces orcish exotic weapons to martial weapons, 1 CP).
  • Bonus Language: Orc (1 CP).

Halfling Racial Traits (31 CP, Pathfinder Template adds to Charisma).

  • +2 Dexterity, –2 Strength (Attribute Shift, 6 CP).
  • Shrinking I (Corrupted: Reduces base movement to 20′, 8 CP)
  • +2 bonus on all saving throws against fear (Resist, 3 CP).
  • +1 racial bonus on all saving throws (Resist, 9 CP).
  • +2 Acrobatics, Climb, and Perception (6 CP).
  • Proficiency with Halfling Cultural Weapons (A narrow group, Specialized/only reduces halfling exotic weapons to martial weapons, 1 CP).
  • Speak Halfling (1 CP).
  • Disadvantage – Racial reputation as sneaky thieves (-3 CP).

Human Racial Traits (13 CP).

  • Humans get to pick which attribute enjoys the Pathfinder Template bonus – buying off a Corruption worth (4 CP).
  • Bonus Feat (6 CP).
  • Fast Learner, Specialized in Skills (3 CP).

Yes, Humans are still kind of boring.

Eclipse: The Codex Persona is available in a Shareware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion. It will be updated with Eclipse III when that’s done as well.

   Oh yes, here’s the OGL on the Pathfinder SRD site I referenced.

16 Responses

  1. A few things here. First, the Pathfinder package deal doesn’t say anything about altering the progression of bonus CPs for feats.

    To be clear, Eclipse states (p. 9) that characters gain +6 CP at character levels 1, 3, 6, 9 etc. rather than a bonus feat. Given that Pathfinder gives feats at every odd-numbered level, however, should Eclipse-Pathfinder characters receive this +6 CP at every odd-numbered level as well?

    Also, the drawback in this package (Accursed: must use Pathfinder versions of spells) doesn’t seem like it’d be that big of a drawback for martial characters such as fighters, barbarians, etc. Is this an oversight, or is it incumbent on possible multiclassing, magic items, etc.?

    • Dear me, I am a bit behind on answers aren’t I? Sorry about the delay (again). I just keep winding up with far too much to do.

      As with some of the characters for variant games, bonus feats just translate into +6 CP each regardless of what progression the game master opts to apply. Thus there are some characters up with extra feats at level one, or who are getting them every even level. That decision, like the experience point chart in use, and the skill selection, generally applies to all the characters in a given game though – and so isn’t really a part of Eclipse.

      If a given GM says “Pathfinder classes are fine, but I’m sticking with levels 1, 3, 6, 9, etc for bonus feats” then so be it. If they want to go 1, 2, 4, 6, etc, then that too would apply to everyone.

      The “spell” part of that drawback is a little more serious than it seems even for Martial Characters; it doesn’t matter if the spell effect comes in a potion or item, if it’s affecting the – lets call it “resistant” – character, its effects are limited to the Pathfinder version. Secondarily, the prohibition on “overpowered” feats generally mean that characters using Pathfinder builds generally aren’t eligible for quite a lot of Eclipse options – such as most of the Path of the Dragon, Inherent Spells, Innate Enchantments, Mystic Artist, and many more. They’re limited to the kind of feats that you find in Pathfinder.

      It’s still not precisely even of course – but it’s only three character points to begin with, and is – in either case – probably far more trouble than those three character points are worth anyway.

      Basically, if you slap this package deal onto your build, it will function as a Pathfinder Class does in the Eclipse framework – while players who prefer the 3.5 methods of doing things can simply pick a different package deal and continue to do things the way that they prefer. I do hate telling people that they can’t play what they want to.

  2. […] This last bullet point is an indicator that Barney’s stats are built using the Pathfinder Package Deal, found at Eclipse Pathfinder – Basics and Races. […]

  3. […] point is an indicator that Dirk’s stats are built using the Pathfinder Package Deal, found at Eclipse Pathfinder – Basics and Races. I should mention that this will be true for pretty much all the Eclipse characters I’ll be […]

  4. […] always, this last bullet point is based off of the Pathfinder Package Deal that all Pathfinder-style characters get with […]

  5. […] I’ve referenced the Pathfinder Package Deal virtually every time I’ve posted a character. While I usually link back to where it was originally posted, or simply refer to a previous post with such a link, I’m going to repost it in full here, for ease of reference. To make sure that credit is given where it’s due though, I’ll reiterate that the material below was originally written over at the Emergence Campaign Weblog. […]

  6. My group is really interested in Eclipse, as we have reached the same frustration level with the “class” style of PF and D&D… we came from a GURPS background and the ability to build what we want has been hindered since we made the switch to PF… however, we prefer the attribute, skill, and combat systems of the d20 system, so we’re happy to have found Eclipse: Codex Persona to help us with our woes.

    That said, I’ve been rebuilding my character using your info here and in the codex persona… I have this question. Would you not also include the d6 as the base hit die in your package? … In PF, there is not a class whatsoever that has less than a d6 hit die.


    • I know this wasn’t directed towards me, so I hope no one minds my chiming in here.

      Strictly speaking, there’s no reason you can’t have the above Package Deal include an additional 6 CP (the note on package deals on page 18 of Eclipse lists 6-12 CP as a recommendation, not a rule) to give it “Fast Learner/specialized for double effect, must be spent on Hit Dice” which would bump everyone up to a minimum Hit Die size of d6. (As a note, you may want to consider this a template, in which case while it does fall well below the 32-CP cut-off for being a +1 ECL template, any other such templates added will stack for determining that limit).

      That said, this is really a question of how powerful you want your characters to be. The above change will save them 40 CP over the course of 20 levels, which is almost two “free” levels’ worth of power. This is on top of the existing package deal laid down in this article, the stronger (albeit only slightly) races, the fact that Pathfinder characters gain a feat every odd level instead of every third level (a net gain of 18 CP by level 20), and, if you use the traits rules (which seem to be near-standard for Pathfinder characters these days), an additional 6 CP at character creation.

      I’d also say that the freedom from class conventions cuts both ways; the same way that Eclipse Pathfinder characters don’t need to standardize their Base Attack Bonus to the size of their Hit Dice, they don’t need to necessarily use Pathfinder’s d6 minimum for Hit Dice.

      That said, that’s just my opinion, if it works for your group – including the GM – then definitely go for it. Just remember that that works for NPCs too.

      • First up… thank you for contributing there Alzrius. I’ve barely been able to get every-other-day articles up instead of daily ones, much less answer questions recently.

        And Alzrius is quite right – Pathfinder gave every class a minimum of d6 hit dice, but there’s no actual rule that says a class couldn’t have d4 hit dice if the designer wanted them to. In Eclipse things are even freer; if you want more hit points there are a lot of ways to get them, you can pick other defenses instead, and you’re free to take Template Levels that don’t come with a base hit die or skill points at all (that’s not a very good deal, but it works with some concepts). Of course… a lot of characters have better things to do with their points then invest in larger hit dice. Thus, like the +3 bonus to “class” skills, this is best represented as a world law – simply noting that “levels provide a base d6 hit die rather than a d4. If you want to buy it up, but it up from there”.

  7. […] handles Pathfinder just fine – so here are Eclipse breakdowns for Pathfinder -Basics and Races and the class breakdowns for the  Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Monk, […]

  8. […] Pretty much all of these are written up for Pathfinder, and usually use the Pathfinder Package Deal. […]

  9. […] Pathfinder Package Deal: +2 Bonus to Dexterity. […]

  10. […] see how Basic 5E’s presentation of the classic four races compares to their 3.5 and Pathfinder counterparts under the Eclipse […]

  11. […] Package Deal: Uncle does not currently have a package deal. If you want him to fit Pathfinder standards, go ahead and apply the Pathfinder Package Deal. […]

  12. […] Pathfinder Package Deal and Race (Human): This has no cost. Outside of providing a +2 bonus to an attribute and Pathfinder’s “Favored Class” benefits, this won’t have that much effect. […]

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