General Conversion Notes
For Extended Lifespan I’m comparing the PF “Old” category to 50 for humans in GURPS.
Dark Vision I’m making Night Vision 7 and Low-light I’m making Night Vision 2-3.
If you’re playing a sorcerer, you may trade out a racial template’s Magery for Sorcerous Empowerment.
Born of mysterious origins and raised by unknowing foster parents, changelings are the children of hags and their tricked lovers. Most do not know of their monstrous origins, but there comes a time in every changeling’s life when these roots begin to call out to their host, urging the confused girl toward some end she cannot identify.
Changelings are always female, tall, and slender. A changeling’s hair is typically dark and her skin abnormally pale, but she otherwise looks for all practical purposes like a member of her father’s race. A frequent but not universal trait of changelings is their mismatched, different-colored eyes. Upon reaching puberty and adulthood, the average changeling stands approximately 5-1/2 feet tall and weighs about 110 pounds – average height and weight for a human of their strength.
ST-1 [-10] IQ+1  HT-1 [-10] Will+1 , HP-1 [-2].
Appearance (Attractive) , Charisma 3 (Only on faeries -30%) , Claws (Sharp) , Damage Resistance 1 (Tough Skin -40%) , Detect Magic , Magery 0 , Night Vision (3) . Disadvantages
Curious [-5*]; Destiny (Heed the Call) [-5], Revulsion (Cold Iron) [-1], Supernatural Features (Changeling Traits) [-5].
Changelings also generally have these advantages and disadvantages, but they are not quite so universal as the other traits (which is why they don’t appear on their racial template. It is fairly common,however, for changelings to have one or many of these traits (especially one of the Compulsive Behaviors). Changelings can replace a level of faerie-only Charisma with full Charisma or have both full Charisma and faerie-only Charisma (both apply and ‘stack’ for faerie reactions).
Recommended Advantages: Perception [5/level]; Animal Empathy ; further Appearance; further Charisma [5/level]; Danger Sense ; Patron [Varies]; Hard to Kill [2/level]; Intuition ; Luck [15 or30]; levels of Magery [10/level]; Improved Magic Resistance [5/level]; Musical Ability [5/level]; No Hangover ; Plant Empathy ; and Voice .
Recommended Disadvantages: Broad-Minded [-1]; Chummy [-5]; Compulsive Carousing [-5*]; Compulsive Lying [-15*];Compulsive Spending [-5*], Congenial [-1]; Delusions (“I am completely normal”) [-1];Distractible [-1]; Dreamer [-1]; Imaginative [-1]; Impulsiveness [-10*]; Kleptomania [-15*]; Nightmares [-5*]; Nosy [-1]; Obnoxious Drunk [-1]; Overconfidence [-5*]; Pacifism [varies]; Responsive [-1]; ShortAttention Span [-10*]; Sleepwalker [-5]; Stubbornness [-5*]; Trickster [-15*]; Undiscriminating [-1]; Weirdness Magnet [-15]; and Xenophilia [-10*].
Conversion Notes: I mostly took inspiration from the GURPS 3e Faerie sourcebook which has a character template for changelings and the Pathfinder race. Larger distinctions that I’ve made is reducing their vision quality to something slightly better than low-light vision and adding a quirk-level revulsion to cold iron (quirk-level due to its rarity). Their variable ancestry opens up a lot of traits that players can choose for their Changeling characters (traits which are justified by but will remain outside of their racial templates).
See ouvaton pad.
The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir’s conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs’ status as a unique race, instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis is strengthened by dhampirs’ seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline). Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves.
Hardship and suffering fill a dhampir’s formative years. Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. Humans who witness the seemingly sinister nature of a dhampir child’s supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them.
Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their race. However, even with those they feel attached to, most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they’ll inadvertently turn upon their friends. In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion.
DX+1  HT-1 [-10], +1 Per .
Appearance (Attractive) , Breath-holding 3 , Detect (Undead; Costs 4 FP -20%) , Discriminatory Smell , Extended Lifespan 3 , Night Vision 7 , Resistant (Metabolic Hazards, +8) , Sharp Teeth .
Bad Sight (Only in direct sunlight -30%) [-17], Can be Turned by True Faith [-1], Secret [-5] or Social Stigma (Monstrous) [-10], Supernatural Features (No shadow cast by direct sunlight) or (ghastly pallor in sunlight) [-5]. Feature
Counts as a dhampir.
The Supernatural Features of a dhampir can vary. A player may take more Supernatural Features appropriate for a dhampir as personal disadvantages (though 5 points of these belong to the racial template and the rest will count to your disadvantage limit).
Conversion Notes: Wikipedia says that Dhampirs sometimes lack a shadow in Albanian folklore. I might want to make a list of features.
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves’ meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that dwarves are a race frozen in time.
Nothing could be further from the truth, however, as dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led dwarves to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, dwarves have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy.
While it is said that dwarves are not venturesome or inventive, it would be more accurate to say that they maintain a focus on and dedication to each task they undertake and every change they adopt, vetting such changes thoroughly before adopting them wholeheartedly. When faced with new circumstances and new needs, they react by applying tried and true tools and techniques systematically, using existing methods whenever possible rather than trying to invent novel solutions for every situation. If necessity requires, however, they throw themselves with equal vigor into developing the next perfect procedure for demolishing the obstacles that get in their way. Once their desired goal is obtained, they focus on consolidating each new piece of territory or conceptual advance. Dwarves thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create.
ST+1  HT+1  HP+1  Will+1 , FP+3  Basic Move-1 [-5].
Damage Resistance 1 (Tough Skin -40%) , Expert Craftdwarfship , Extended Lifespan 2 , Improved Magic Resistance 1 , Night Vision 7 , Lifting ST 2 , Resistant to Poison (+3) .
Alcohol Tolerance , Resisitant To Knockback 2 (+2 to ST for knockback purposes only) .
Greed (15-) [-7], Stubbornness [-5]
Limited Bad Temper [-1].
SM-1; Armor isn’t interchangeable with humans except torso, arm, and foot armor and clothing fit SM 0 humanoids and vice versa.
Conversion Notes: I’m making a comparison using nearly all of the various templates https://pastebin.com/h3W5W0Z0. Resonating Aria has Dwarves with regular Magic Resistance (which I honestly appreciate – they can get magical enchantment through their deities or something).
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves’ long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will.
However, their links to nature are not entirely driven by pragmatism. Elves’ bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.
Elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Elves take great joy in forging alliances with races that share or exceed their long lifetimes, and often work to befriend dragons, outsiders, and fey. Those elves who spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the of watching wave after wave of companions age and die before their eyes.
ST-1 [-10] DX+1  IQ+1  HT-1 [-10], Will+1 , Per+1 .
Acute Hearing 1 , Acute Vision 1 , Extended Lifespan 3 , Improved Magic Resistance 1 , Magery 1 , Night Vision 2 , Telescopic Vision 1 .
Elves often also have Appearance (Attractive) , Perfect Balance , and Voice . The talents Forest Guardian, Gifted Artist, and Musical Ability are common.
Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the fey’s mysterious realm, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. Though gnomes are no longer truly fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world.
Gnomes can have the same concerns and motivations as members of other races, but just as often they are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. A gnome may risk his life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the gnome those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force. While such apparently fickle and impulsive acts are not universal among gnomes, they are common enough for the race as a whole to have earned a reputation for being impetuous and at least a little mad.
Combined with their diminutive sizes, vibrant coloration, and lack of concern for the opinions of others, these attitudes have caused gnomes to be widely regarded by the other races as alien and strange. Gnomes, in turn, are often amazed how alike other common, civilized races are. It seems stranger to a gnome that humans and elves share so many similarities than that the gnomes do not. Indeed, gnomes often confound their allies by treating everyone who is not a gnome as part of a single, vast non-gnome collective race.
ST-1 [-10] Will+1 , Per+1 , FP+2  Basic Move-1 [-5].
Animal Empathy , Animal Friend 1 , Extended Lifespan 2 , Green Thumb 1 , Magery 0 , Magical School Familiarity (Illusion & Creation) , Night Vision 2 , Pitiable , Plant Empathy .
Curious (12-) [-5], Trickster (15-) [-7].
Conversion Notes: I have not looked at the other templates yet. This is just what I’ve got from the PF stats so far.
Replace Extended Lifespan 2  with Terminally Ill (1 year; mitigator: experience new and exciting things -60%) [-30] and Gnomes change from a 36-point race to a 2-point race.
Elves have long drawn the covetous gazes of other races. Their generous lifespans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, humans have held up elves as models of physical perfection, seeing in these fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, and are drawn to the passion and impetuosity with which members of the younger race play out their brief lives.
Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, such trysts may lead to the birth of half-elves, a race descended from two cultures yet inheritor of neither. Half-elves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike. Caught between destiny and derision, half-elves often view themselves as the middle children of the world.
Will+1 , Per+1 
Extended Lifespan 1 , Longevity , Night Vision 2 .
Social Stigma (half-breed) [-5].
Languages: Half-elves begin play speaking Elven or Taldane and can choose any languages they want (except secret languages, such as Druidic). Conversion notes: http://localhost:9001/p/halfelf
As seen by civilized races, half-orcs are monstrosities, the result of perversion and violence—whether or not this is actually true. Half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Half-orcs as a whole resent this treatment, and rather than play the part of the victim, they tend to lash out, unknowingly confirming the biases of those around them. A few feared, distrusted, and spat-upon half-orcs manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it’s easier just to crack a few skulls. Some half-orcs spend their entire lives proving to full-blooded orcs that they are just as fierce. Others opt for trying to blend into human society, constantly demonstrating that they aren’t monsters. Their need to always prove themselves worthy encourages half-orcs to strive for power and greatness within the society around them.
Acute Taste/Smell 2 , Hard to Subdue 3 , Night Vision 7 , Outdoorsman 1 .
Appearance (Unattractive) [-4], Social Stigma (Barbarian) [-10].
Half-orcs have Social Stigma (Barbarian) in Ustalav. Many people in Ustalav (and beyond) are Intolerant of Half-Orcs and Orcs. Impressive Appearance is a separate advantage for half-orcs. Half-Orcs can have the Perk “Orcish Good Looks” which serves as Appearance among orcs.
Conversion Notes: I have made this mostly from the PF stats, rather than looking at any templates (including my own). http://localhost:9001/p/halforc The DF:Savage has, as an extra feature, that the PC would be denied entry into town on a roll of 6-. That version should be used if the GM and the players would rather play it that way or in particular countries which are enthusiastically intolerant of orcs and half-orcs, probably including those countries bordering Belkzen (or whatever that place is called).
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races. Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability to find humor in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.
Halflings are inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Often unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet halflings’ curiosity often overwhelms their good sense, leading to poor decisions and narrow escapes. While harsh experience sometimes teaches halflings a measure of caution, it rarely makes them completely lose faith in their luck or stop believing that the universe, in some strange way, exists for their entertainment and would never really allow them to come to harm.
Though their curiosity drives them to seek out new places and experiences, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life. Without a doubt, halflings enjoy luxury and comfort, but they have equally strong reasons to make their homes a showcase. Halflings consider this urge to devote time, money, and energy toward improving their dwellings a sign of both respect for strangers and affection for their loved ones. Whether for their own blood kin, cherished friends, or honored guests, halflings make their homes beautiful in order to express their feelings toward those they welcome inside. Even traveling halflings typically decorate their wagons or carry a few cherished keepsakes to adorn their campsites.
ST-1 [-10] DX+1  Per+1 , Basic Move-1 [-5]/
Charisma 1 , Extended Lifespan 1 , Fearlessness 1 , Halfling Marksmanship 1 , Luck , Perfect Balance , Pitiable .
Languages: Halflings begin play speaking Halfling and can choose from the following languages: Dwarven, Elven, Gnome, Goblin, and Taldane.
Conversion Notes: Haven’t looked at any of the other templates yet. This is all just based on the PF stats.
I don’t really agree with this, but it’s a place to start for human ethnicities. Humans are the default race. You cost 0 points but everyone likes you and you’re the best. Be the next Aroden.
Orcs are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when forced to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak. They take slaves from other races, orc men brutalize orc women, and both abuse children and elders, on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. Surrounded at all times by bitter enemies, orcs cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.
ST+3  IQ-2 [-40] HT+1 , Per+1 , HP+2 , FP+1 .
Discriminatory Smell , Hard to Kill 1 , Hard to Subdue 5 , Night Vision 8 , Outdoorsman 1 , Striking Strength 1 .
Appearance (Unattractive) [-4], Bad Temper (12-) [-10], Social Stigma (Monster) [-15]
Taboo Trait (Cannot have positive Appearance without the Impressive modifier).
Orcs often also have Bully (12-) [-10] and Callous [-5]. Orcs can have the Perk “Orcish Good Looks” which serves as Appearance among orcs. Impressive Appearance is a separate advantage for orcs. Many people in Ustalav (and beyond) are Intolerant of Half-Orcs and Orcs.
Conversion Notes: This is probably close enough.