Race Builder: Sample Races


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Alpha Orcs

Point Expenditures for Alpha Orcs
0 RP Type: Humanoid (orc, human)
0 RP Size: Medium
0 RP Base Speed: Normal
2 RP Ability Scores: Flexible Modifiers
0 RP Language Trait: Xenophobic (choose from common, orc, draconic, goblinoid
1 RP Defensive Racial Ability: Defensive Training, Lesser (humans)
3 RP Defensive Racial Ability: Defensive Training, Greater
1 RP Movement Racial Ability: Fast
4 RP Offensive Racial Ability: Ferocity
1 RP Offensive Racial Ability: Weapon familiarity (Firearms, Man Catcher)
2 Senses Racial Ability: Darkvision
4 Senses Racial Ability: Scent
2 Genetic Suite: Master Tinker (2) or Natural Armor (2) or Silent Hunter (2)

Alpha Orcs Racial History

Though their name suggests they are merely a superior breed of orc, they are in fact partly human. Many years prior to the present (though the actual meaning of time passage when comparing differing dimensions can be disputed...) the military of a nation in a highly advanced technological world (one might say it was a world with super villains and heroes) with little to no (common) knowledge of magic came upon a dimensional rift. Orcs poured through it. Of course, the orcs were no match for the technology of the nation and were quickly dispatched with many prisoners taken for interrogation (i.e. experimentation).

This "experimentation" resulted in an attempt to create super-soldiers that could be used for many purposes ranging from combat to crowd control. Using the Orc DNA to improve certain aspects, they were genetically designed to be superior in many categories but easily controlled. But, there were dissenters within the program and those who wished to destroy it from without. Many of the specimens grown in uterine vats had their chosen DNA altered to make them far more independent thinking, and some even rebellious. With the aid of an outside agency (some individuals referred to as super heroes), these free thinking Alpha Orcs made an escape and took with them many stored embryos (with the free thinking genes) and fled through an unstable dimensional door.

This trip was fraught with danger and much of the technology brought with them was lost. They held off many who thought to take control of them but finally claimed a reasonable amount of security. However, after much internal strife, they made a decision and abducted many women from some local human and orc tribes so that they could implant the remaining embryos brought from the old world and assure the survival of their race. The result brought forth an unforeseen outcome. None of the Alpha Orcs had been previously raised by mothers who had loved them. They were born out of vats.

This led to an awakening in the Alpha Orcs who had been focused solely on military survival. In the generations since, the Alpha Orcs have remained largely xenophobic but have begun to expand their area of control and have sought to trade with others in order to learn that which they have forgotten and raise the bar to new heights.

Alpha Orcs (racial description)

Alpha Orcs are a young, proud race resulting from genetic tampering with the intent of making super soldiers on some far off technologically advanced world. They have worked hard to ensure their survival and have only recently begun to reach out to other races and societies. Their current home world has a small population and a number of dimensional doors. They keep many secrets of their own which they have refused to divulge even for the much sought after knowledge of magic.

Physical Description: Alpha Orcs have an appearance that closely resembles their lesser Orc brethren but they are not quite as tall and not nearly so thick. Most are long limbed, almost to the point of being very unusual. They have dark, thick hair and eyes whose color covers a wide range. They often cut their hair short, even the females, and typically carry themselves in a distinctly disciplined and military manner.

Society: The Alpha Orc society is quite xenophobic as a result of having fought so long for their survival. They are communal but also have close family ties. Although they demand adherence to a strict set of rules, they do not tolerate slavery or magical compulsion. Those who do not follow the rules of the homeland are excommunicated. But, in the homeland, they have quite a bit of technology that they use with the most notable of these being firearms, even advanced ones. Resources have limited their production and growth as a society.

Relations: Alpha Orcs have little love for their Orc cousins and less still for their Human cousins, although their skill at fighting their human cousins will allow them the comfort of trading with them. They feel both empathy and pity for the Half-Orcs they have met and there are numerous ostracized Alpha Orcs who have sought to ally themselves with such half breeds. They resent the hatred they receive from Elves and Dwarves and have no trouble in returning it to these groups.

Alignment and Religion: Alpha Orcs have been forced to live a regimented life in order survive but they chafe under it as they have many progenitors that were genetically engineered to be free thinkers. But, they still have a high genetic disposition toward cooperation as they were engineered to work in combat groups. But, having escaped with little culture (and none of it their own) they have very little cultural identity regarding divinity and the afterlife. Many who leave the homeland flock to various congregations.

Adventurers: There has been a recent surge in Alpha Orc adventurers as they have sought to investigate the world and dimensions around them. This includes spies and scouts as well as those who have been excommunicated. They are numerous gunslingers and monks and rangers among them. Practitioners of magic (both arcane and divine) as well as rogues are virtually nonexistent in those of the first generation to leave the homeland.

Male Names: David, Evan, Richard, Thomas etc.
Female Names: Beverly, Jennifer, Sarah, Vanessa

Alpha Orc Racial Traits

+2 to any two abilities: Alpha Orcs were engineered to be superior

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

Swift-footed: Alpha Orcs were engineered to move quickly about the battlefield. They have a base movement of 40'.

Darkvision: Alpha Orcs were given the genetics of darkvision so as to be elite units on a modern battlefield.

Scent: The Orcish olfactory senses were heightened to keep these battlefield predators from being ambushed.

Ferocity: Alpha Orcs were engineered to fight to the death. An Alpha Orc remains conscious and can continue fighting even if its hit point total is below 0. The Alpha Orc is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches a negative amount equal to its Constitution score.

Defensive Training: Alpha Orcs were designed to react to human movements and gain a +4 dodge bonus when facing humans

Combat Training: Alpha Orcs were genetically engineered to react to the brutal modern battlefield with firearms and receive a +2 dodge bonus to AC.

Weapon Familiarity: Being genetically engineered for riot control and fighting on the modern battlefield, Alpha Orcs are proficient with Man Catchers and Firearms. They pick up the items and instinctively recognize their use.

Genetic Suites: Alpha Orcs were designed to fill various roles and there appear to be a number of genetic suits they have received. Choose one of the following: Master Tinker (+1 on disable device and knowledge: engineering, proficient with any weapon personally created), Natural Armor (+1 bonus to natural armor), or Silent Hunter (reduce the penalty for stealth checks when moving by -5 and can make stealth checks at -20 while running).

Languages: Alpha (The First, their language). Alpha Orcs with high intelligence scores can learn from the following: Common, Orc, Goblin, and Draconic.


Would love to see a write up of illi.... Er... Mind fl...er... Squid-faced aliens. And Giff.


Tiburon, scourge of the seas

Monstrus Humanoid 2 RP
Swim 1 RP
Bite (x2) 2 RP
Ferocity 4 RP
Amphibious 2 RP
Relentless 1 RP
Weapon Familiarity (Trident & Net) 1 RP
Stalker 1 RP
+14
Normal Speed 0 RP
Xenophobic Array 0 RP- Aquan (Common,
+0
Weakness Modifiers -2 RP (+2 Str, -2 Dex, +2 Wis, -4 Cha)
Elemental Vulnerability (Electricity) -2 RP
-4
____
10 RP

So basically these are shark men with large jaws and a ferocious demeanor. They don't deal well with people, and are on the big and bulky end of medium size. I tried to make them good for things other than just fighter types, which I think stalker and a wisdom bonus help in that regard. I wanted to make it aligned with the plane of water but as it isn't an elemental I had to settle for a vulnerability to electricity.


Fiend Specific half-fiend
Half-Succubus Rev 2.0 (Female only ?)
Advanced Race: 40 points

This creature looks very human, but exceeds normal human limits of beauty. Having the little succubus blood she does have, she can resist elements and poison and social scene well, but a gift from her succubus ancestor's does give her ability to change shape, even if it is limited to humans.

Type: Outsider (Native) +2
Size: Medium +0
Speed: Normal +0
Abilities: Advanced Modifiers (STR+2,DEX+2, CON+2, CHA+4,-2WIS) +4
Advanced Intelligence +4:
Advanced Wisdom +4:
Advanced Charisma +4:
Advanced Charisma +4:
Stats final:+2STR, +2DEX, +2CON, +2INT +8CHA,
Languages: Standard Array +1 (Common, Abyssal, Bonus; Elven, Dwarf, Halfling, Gnome, orc, goblin, draconic)
Racial Abilities:
-------19 point
Fiendish Resistance +2
Specific Outsider Resistance +2 (Custom look in Racial Ability Ideas thread)
Restricted Change Shape(same gender and base race (ref below)) +2 (Custom look in Racial Ability Ideas thread)
Spell Resistance, Lesser +2
Natural Armor +2
Improved Natural Armor +1
Stubborn +1
Racial Base (see below) +3 or +4
Random Spell-like ability (see below) +2
Total RP: 40

Racial Base
Aasimar: (+4)
Adaptability +1
Dual-Minded +1
Spell-Like Ability (**) +2
Restricted Change Shape (*))
*Select one: Aasimar, Human, or Half-Elf
Once selected, selection is permanent.
** Select one: (Charm Person +2/day) or (Unnatural Lust +1/day)
Once selected, selection is permanent.

Changeling: (+3)
Claws +2
Improved Natural Armor +1
Restricted Change Shape (*))
*Select one: Changeling, Human, or Half-Elf
Once selected, selection is permanent.

Human: (+3)
Adaptability +1
Poison Resistance +1
Spell-Like Ability (Charm Person 1/day) +1
Restricted Change Shape (Human)

Half-Elf: (+3)
Adaptability +1
Elf Immunities +2
Restricted Change Shape (Half-Elf)

Elf: (+3)
Weapon Familiarity(Elf(racial) and Whip) +1
Elf Immunities +2
Restricted Change Shape (Elf)

Random Spell-like ability
Gain a semi-random Spell-like ability.
You can chose either Group 1 or Group 2
Roll a 1d6 and the result is the spell
Group One:
1 = (Charm Person +2/day),
2 = (Comprehend Languages +2/day)
3 = (Enlarge Person(Self-only)+2/day)
4 = (Reduce Person(Self-only)+2/day)
5 = (Touch of Idiocy +2/day)
6 = (Vanish +2/day)
Group Two:
1 = (Invisibility(self-only) +1/day)
2 = (Minor Image +1/day)
3 = (Mirror Image +1/day)
4 = (Misdirection +1/day)
5 = (Undetectable alignment +1/day)
6 = (Unnatural Lust +1/day)

Decisions:
Stats+2DEX,+2INT,+4CHA
Why, a true succubus has a CHA of 26!
26-10=16, 16/2=8 (half-succubus level).
Succubus were smart and their off-spring would need that as well so +2INT,
I looked at the stats (3.5 version) for succubus and saw DEX was the highest and could not have the race as a pure mental race so +2 DEX was given.
Racial Abilities:
They need their resistances of their fiendish parents (elements, poison and enchantments)
Succubi are known for their changing into the most desirable form, so I needed a shape change option, but limited as it losses potentacy.
Succubi were good with words and langauges so Gift of tongues. Added Natural armour for a defensive boost.

Lantern Lodge

rebalanced nekogami:

Nekogami:

Ability Modifiers; +2 Strength, +2 Dexterity; Nekogami are strong and agile but show not too many differences from their human cousins

Type. Outsider (Native); Nekogami are the mostly human blooded descendants of a minor goddess.

Medium: Medium races have no bonuses or penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet

Darkvision 60 ft: Members of this race can see in the dark up to 60 feet. This works like the dwarf ability of the same name

Fast Speed; a Nekogami has a base land speed of 40 feet.

Divine Will, a Nekogami, due to their Divine Nature Receives a +2 Racial bonus on will saving throws

Human Adaptability; a Nekogami receives a bonus feat at first level for which she meet the prerequisites. In addition, she counts as a human of her equivalent ethnicity for the purpose of racially specific prerequisites. Such as feats or traits that require her to be human

Languages: Common, one Regional Human language appropriate to their homeland, Bonus Languages. Aklo, Sylvan, Giant, Draconic, Elven, Tengu Any other regionally appropriate human language.

Fluff:

Nekogami are the Biologically diluted mortal Descendants of Lady Shuriken of House Nekogami of the Minkai Empire. They are Typically Slight of frame with dark hair, yellow tinted skin, toned wiry muscles, and hazel hued eyes. They typically take the life of a monk, ninja, or fighter. Most Nekogami tend to be Vigorous with the ferocity of a Tiger in combat. They usually tend to live in human dominated sections within the Minkai empire and a few exist elsewhere. Female Nekogami are typically smaller in bust and rump as an adaption to increase their mobility. And due to the fact that male Nekogami have a hard time growing facial hair. Some of them take pride in what facial hair they have, protecting it with the vigor a lion has for his main. They are strong and agile, unlike what their wiry frames would suggest. They appear almost human, with the exception of their major feline mental tendencies. It’s the women that do the hunting and act as the dominant sex. And the men tend to protect the children and take over when their partner is incapacitated. They think like a predator, seeing their victims as prey to assist in sustaining them, are as Vigorous as a tiger, and tend to have conservative tendencies derived from a combination of their heightened metabolism, practical lifestyle, desire to avoid unwanted attention, and preference for comfortable, loose fitting garb. A simple robe usually suffices for either gender.

New Minor Deity. Nekogami Shuriken L/N

Nekogami Shuriken is the Child Goddess of Tigers, the Hunt, and pleasure Derived through Trial. She is of Lawful Neutral Alignment and is a Subcontractor of the gods, Irori, Erastil, and Zon Kuthon. In life, she was a human monk whom had reached godhood in her youth and is a minor Goddess. The gods refer to her as a “Child” in comparison to themselves. Because of both her apparent comparative youth, and her lack of comparative maturity. She started Adventuring at the Age of 14 and spent 2 years climbing the Ladder of power until she passed the test of the starstone at the age of 17.

Shuriken Nekogami’s Favored Weapon is the unarmed strike and Her domains are Darkness, Animal (Animal Companion must be a Tiger), Healing, and Liberation.

purchase:

flexible modifiers (2RP)
native outsider (2RP)
Dual minded (1RP)
Fast Speed (1RP)
Standard Language Array (1RP)
Human Bonus Feat (4RP)
Human Blood (0RP)
Medium Size (0RP)

Total 11 TP

Liberty's Edge

Here's my humble submission:

Demi-Goblins

The result of a Mad Wizard's experimentation into making a
more controllable breed of Goblinoid, the Demi-Goblins are
a hybrid of human blood mixed with various Goblinoid sub-races.

The results were mixed; While the Demi-Goblins have inherited
the stature of their human ancestors, they also lack the innate
agility of their Goblinoid kin. They nevertheless excel in
stealth tactics, and are often trained to fight as such.

Demi-Goblin
Type
Humanoid (human, goblinoid) (0 rp)
Size
Medium (0 rp)
Base Speed
Normal (30 ft) (0 rp)
Ability Score Modifiers
Human Heritage (0 rp)
Languages
Standard (1 rp)
Racial Abilities
Darkvision 60 ft. (2 rp)
Silent Hunter (2 rp)
Sneaky (4 rp)

Total RP: 9


Before the age of Dinosaurs, one of the oldest civilization was built by the race of amphibian with vaguely humanoid shape, elongated body ,and long finny tail. But relatively moderate, they could not withstand savege reptilians. Now, they survive in only a few tribes along the darkest subterranean rivers and lakes.

Type:Humanoid (Olmfolk) 0RP
Size: medium 0RP
Speed: Normal ORP
Abilities Greater Paragon Modifiers –1 RP
-2STR, +4CON, -2CHA
Languages: Xenophobic 0RP
Olmfolk; Aklo, Common, Draconic, and Undercommon

Defensive Training, Lesser; Humanoid(Reptilian) 1RP
Swim 1RP
Ferocity 4RP
Skill Bonus; Escape Artist+2 2RP
Stalker 1RP
Darkvision 120ft 3RP
Light Blindness -2RP
Amphibious 2RP

Total 11RP


Heres my take on the Durzagon (Duergar TIeflings). I did take some liberties with the rules though (mostly the natural attacks).

Type: Outsider (Native) 2 RP
Size: Medium 0 RP
Speed: Slow -1 RP
Ability Modifiers: Weakness (+2 Con, +2 Wis, -4 Cha) -1 RP
Languages: Standard Array 1 RP
Racial Traits:
Duergar Immunities 4 RP
Fiendish Resistance 2 RP
Stability 1 RP
Fiendish Sorcery 1 RP
Natural Attack (Beard/Claws) 1 RP
Darkvision 120 ft. 3 RP
Light Sensitivity -1 RP
Total RP: 12

+2 Constitution, +2 Wisdom, –4 Charisma: Durzagon are hearty and observant, but also stubborn and belligerent.
Slow and Steady: Durzagon have a base speed of 20 feet, but their speed is never modified by armour or encumbrance.
Darkvision: Durzagon can see in the dark up to 120 feet.
Duergar Immunities: Durzagon are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Fiendish Resistance: Durzagon have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Durzagon sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Natural Attack: Male Durzagon have a Beard natural attack that deals 1d6 slashing damage. Female Durzagon have 2 Claw natural attacks that deal 1d4 points of slashing damage.
Stability: Durzagon receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Light Sensitivity: Durzagon are dazzled as long as they remain in an area of bright light.
Languages: Durzagon begin play speaking Common, Dwarven, and Undercommon. Durzagon with high Intelligence can choose bonus languages from the following: Abyssal, Elven, Infernal, Orc, Goblin.


Fiend Specific half-fiend
Half-Succubus Rev 2.1 (Female only ?)
Advanced Race: 40 points

This creature looks very human, but exceeds normal human limits of beauty. Having the little succubus blood she does have, she can resist elements and poison and social scene well, but a gift from her succubus ancestor's does give her ability to change shape, even if it is limited to humans.

Type: Outsider (Native) +2
Size: Medium +0
Speed: Normal +0
Abilities: Advanced Modifiers (STR+2,DEX+2, CON+2, CHA+4,-2WIS) +4
Advanced Intelligence +4:
Advanced Wisdom +4:
Advanced Charisma +4:
Advanced Charisma +4:
Stats final:+2STR, +2DEX, +2CON, +2INT +8CHA,
Languages: Standard Array +1 (Common, Abyssal, Bonus; Elven, Dwarf, Halfling, Gnome, orc, goblin, draconic)
Racial Abilities:
-------19 point
Fiendish Resistance +2
Specific Outsider Resistance +2 (Custom look in Racial Ability Ideas thread)
Restricted Change Shape(same gender and base race (ref below)) +2 (Custom look in Racial Ability Ideas thread)
Spell Resistance, Lesser +2
Natural Armor +2
Improved Natural Armor +1
Stubborn +1
Racial Base (see below) +3 or +4
Random Spell-like ability (see below) +2
Total RP: 40

Racial Base
Aasimar: (+4)
Adaptability +1
Feat(Alertness) +1
Spell-Like Ability (**) +2
Restricted Change Shape (*))
*Select one: Aasimar, Human, or Half-Elf
Once selected, selection is permanent.
** Select one: (Charm Person +2/day) or (Unnatural Lust +1/day)
Once selected, selection is permanent.

Changeling: (+3)
Claws +2
Improved Natural Armor +1
Restricted Change Shape (*))
*Select one: Changeling, Human, or Half-Elf
Once selected, selection is permanent.

Human: (+3)
Adaptability +1
Poison Resistance +1
Spell-Like Ability (Charm Person 1/day) +1
Restricted Change Shape (Human)

Half-Elf: (+3)
Adaptability +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Half-Elf)

Elf: (+3)
Weapon Familiarity(Elf(racial) and Whip) +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Elf)

Random Spell-like ability
Gain a semi-random Spell-like ability.
You can chose either Group 1 or Group 2
Roll a 1d6 and the result is the spell
Group One:
1 = (Charm Person +2/day),
2 = (Comprehend Languages +2/day)
3 = (Enlarge Person(Self-only)+2/day)
4 = (Reduce Person(Self-only)+2/day)
5 = (Touch of Idiocy +2/day)
6 = (Vanish +2/day)
Group Two:
1 = (Invisibility(self-only) +1/day)
2 = (Minor Image +1/day)
3 = (Mirror Image +1/day)
4 = (Misdirection +1/day)
5 = (Undetectable alignment +1/day)
6 = (Unnatural Lust +1/day)

Decisions:
Stats:+2STR, +2DEX, +2CON, +2INT +8CHA,
Why, a true succubus has a CHA of 26!
26-10=16, 16/2=8 (half-succubus level).
Succubus were smart and their off-spring would need that as well so +2INT,
Given it's Impressive mental total, I balanced it with some physical improvements
Racial Abilities:
They need their resistances of their fiendish parents (elements, poison and enchantments)
Succubi are known for their changing into the most desirable form, so I needed a shape change option, but limited as it losses potentacy. Added Natural armour for a defensive boost.


Fiend Specific tiefling
Succubus touchedRev 2.1 (Female only ?)
Advanced Race: 20 points

This creature looks very human, but exceeds normal human limits of beauty. Having the little succubus blood she does have, she can resist elements and poison and social scene well, but a gift from her succubus ancestor's does give her ability to change shape, even if it is limited to humans.

Type: Outsider (Native) +2
Size: Medium +0
Speed: Normal +0
Abilities: Flexible (DEX, CHA) +2
Advanced Intelligence +4:
Advanced Charisma +4:
Stats final:+2DEX, +2INT, +4CHA
Languages: Standard Array +1 (Common, Abyssal, Bonus; Elven, Dwarf, Halfling, Gnome, orc, goblin, draconic)
Racial Abilities:
Fiendish Resistance +2
Restricted Change Shape(same gender and base race (ref below)) +2 (Custom look in Racial Ability Ideas thread)
Racial Base (see below) +3 or +4
Total RP: 20

Racial Base
Aasimar: (+4)
Adaptability +1
Feat(Alertness) +1
Spell-Like Ability (**) +2
Restricted Change Shape (*))
*Select one: Aasimar, Human, or Half-Elf
Once selected, selection is permanent.
** Select one: (Charm Person +2/day) or (Unnatural Lust +1/day)
Once selected, selection is permanent.

Changeling: (+4)
Claws +2
Natural Armor +2
Restricted Change Shape (*))
*Select one: Changeling, Human, or Half-Elf
Once selected, selection is permanent.

Human: (+3)
Adaptability +1
Poison Resistance +1
Spell-Like Ability (Charm Person 1/day) +1
Restricted Change Shape (Human)

Half-Elf: (+3)
Adaptability +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Half-Elf)

Elf: (+3)
Weapon Familiarity(Elf(racial) and Whip) +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Elf)

Decisions:
Stats+2DEX,+2INT,+4CHA
Why, a true succubus has a CHA of 26!
26-10=16, 16/2=8 (half-succubus level) 8/2 = 4 (succubus touched level).
Succubus were smart and their off-spring would need that as well so +2INT,
I looked at the stats (3.5 version) for succubus and saw DEX was the highest and could not have the race as a pure mental race so +2 DEX was given.
Racial Abilities:
They need their resistances of their fiendish parents (elements)
Succubi are known for their changing into the most desirable form, so I needed a shape change option, but limited as it losses potentacy.
I made the rest based on the qualities of various base races to allow for non-human teiflings.


Fiend Specific tiefling
Succubus touchedRev 2.2 (Female only ?)
Advanced Race: 20 points

This creature looks very human, but exceeds normal human limits of beauty. Having the little succubus blood she does have, she can resist elements and poison and social scene well, but a gift from her succubus ancestor's does give her ability to change shape, even if it is limited to humanoids.

Type: Outsider (Native) +2
Size: Medium +0
Speed: Normal +0
Abilities: Flexible (DEX, CHA) +2
Advanced Intelligence +4:
Advanced Charisma +4:
Stats final:+2DEX, +2INT, +4CHA
----12 points
Languages: Standard Array +1 (Common, Abyssal, Bonus; Elven, Dwarf, Halfling, Gnome, orc, goblin, draconic)
Racial Abilities:
Fiendish Resistance +2
Restricted Change Shape(same gender and base race (ref below)) +2 (Custom look in Racial Ability Ideas thread)
Natural Armor +2
Racial Base (see below) +3 or +4
Total RP: 20

Racial Base
Aasimar: (+4)
Adaptability +1
Feat(Alertness) +1
Spell-Like Ability (**) +2
Restricted Change Shape (*))
*Select one: Aasimar, Human, or Half-Elf
Once selected, selection is permanent.
** Select one: (Charm Person +2/day) or (Unnatural Lust +1/day)
Once selected, selection is permanent.

Changeling: (+3)
Claws +2
Improved Natural Armor +1
Restricted Change Shape (*))
*Select one: Changeling, Human, or Half-Elf
Once selected, selection is permanent.

Human: (+3)
Adaptability +1
Poison Resistance +1
Spell-Like Ability (Charm Person 1/day) +1
Restricted Change Shape (Human)

Half-Elf: (+3)
Adaptability +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Half-Elf)

Elf: (+3)
Weapon Familiarity(Elf(racial) and Whip) +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Elf)

Decisions:
Stats+2DEX,+2INT,+4CHA
Why, a true succubus has a CHA of 26!
26-10=16, 16/2=8 (half-succubus level) 8/2 = 4 (succubus touched level).
Succubus were smart and their off-spring would need that as well so +2INT, I looked at the stats (3.5 version) for succubus and saw DEX was the highest and could not have the race as a pure mental race so +2 DEX

was given.
Racial Abilities:
They need their resistances of their fiendish parents (elements)
Succubi are known for their changing into the most desirable form, so I needed a shape change option, but limited as it losses potentacy.
I made the rest based on the qualities of various base races to allow for non-human teiflings.


Fiend Specific half-fiend
Half-Succubus Rev 2.2 (Female only ?)
Advanced Race: 40 points

This creature looks very human, but exceeds normal human limits of beauty. Having the little succubus blood she does have, she can resist elements and poison and social scene well, but a gift from her succubus ancestor's does give her ability to change shape, even if it is limited to humans.

Type: Outsider (Native) +2
Size: Medium +0
Speed: Normal +0
Abilities: Advanced Modifiers (STR+2,DEX+2, CON+2, CHA+4,-2WIS) +4
Advanced Intelligence +4:
Advanced Wisdom +4:
Advanced Wisdom +4:
Advanced Charisma +4:
Advanced Dexterity +4:
Stats final:+2STR, +4DEX, +2CON, +2INT +2WIS +6CHA,
Languages: Standard Array +1 (Common, Abyssal, Bonus; Elven, Dwarf, Halfling, Gnome, orc, goblin, draconic)
Racial Abilities:
------- 27 point
Fiendish Resistance +2
Specific Outsider Resistance +2 (Custom look in Racial Ability Ideas thread)
Restricted Change Shape(same gender and base race (ref below)) +2 (Custom look in Racial Ability Ideas thread)
Natural Armor +2
Racial Base (see below) +3 or +4
Random Spell-like ability (see below) +2
Total RP: 40

Racial Base
Aasimar: (+4)
Adaptability +1
Feat(Alertness) +1
Spell-Like Ability (**) +2
Restricted Change Shape (*))
*Select one: Aasimar, Human, or Half-Elf
Once selected, selection is permanent.
** Select one: (Charm Person +2/day) or (Unnatural Lust +1/day)
Once selected, selection is permanent.

Changeling: (+3)
Claws +2
Improved Natural Armor +1
Restricted Change Shape (*))
*Select one: Changeling, Human, or Half-Elf
Once selected, selection is permanent.

Human: (+3)
Adaptability +1
Poison Resistance +1
Spell-Like Ability (Charm Person 1/day) +1
Restricted Change Shape (Human)

Half-Elf: (+3)
Adaptability +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Half-Elf)

Elf: (+3)
Weapon Familiarity(Elf(racial) and Whip) +1
Dual-Minded +1
Alertness +1
Restricted Change Shape (Elf)

Random Spell-like ability
Gain a semi-random Spell-like ability.
You can chose either Group 1 or Group 2
Roll a 1d6 and the result is the spell
Group One:
1 = (Charm Person +2/day),
2 = (Comprehend Languages +2/day)
3 = (Enlarge Person(Self-only)+2/day)
4 = (Reduce Person(Self-only)+2/day)
5 = (Touch of Idiocy +2/day)
6 = (Vanish +2/day)
Group Two:
1 = (Invisibility(self-only) +1/day)
2 = (Minor Image +1/day)
3 = (Mirror Image +1/day)
4 = (Misdirection +1/day)
5 = (Undetectable alignment +1/day)
6 = (Unnatural Lust +1/day)

Decisions:
Stats:+2STR, +2DEX, +2CON, +2INT +8CHA,
Why, a true succubus has a CHA of 26!
26-10=16, 16/2=8 (half-succubus level).
Succubus were smart and their off-spring would need that as well so +2INT +2WIS,
Given it's Impressive mental total, I balanced it with some physical improvements
Racial Abilities:
They need their resistances of their fiendish parents (elements, poison and enchantments)
Succubi are known for their changing into the most desirable form, so I needed a shape change option, but limited as it losses potentacy.

Sovereign Court

Rhine (sentient anthropomorphic rhinoceros)

    • Ability Scores: +2 STR, +2 WIS, -2 CHA
    • Size: Medium
    • Speed: Slow (20 ft)
    • Special Abilities:
    ○ Thick Hide: +2 Natural Armor bonus to AC
    ○ Momentum: Your base movement when making a Charge combat maneuver increases by 10 feet. Also, a Rhine does not suffer any penalties to their Armor Class when attacking on a Charge. If any line from your starting space to the ending space passes through a square that slows movement, or contains a creature (even an ally), you can still charge. Any space that blocks movement still prevents a you from charging, as normal.
    ○ Slow and Steady: Your speed is not reduced by wearing medium or heavy armor, or while carrying a heavy load.
    ○ Powerful Charge (gore, 1d6 + Strength Modifier)
    ○ Instinctive: Rhine gain a +2 racial bonus on Perception & Survival skill checks.
    ○ Low-Light Vision
    ○ Animal: Rhine are humanoids of the Animal subtype. An Animal is affected by mind-affecting spells and abilities as if it was a creature of the Animal type in addition to the humanoid type. If the ability does not affect creatures with an Intelligence higher than 2, the Animal gains a +2 bonus on their saving throw, but is otherwise affected by the ability as if their Intelligence were 1 or 2.

Race Points:

    • Ability Scores: 0
    • Size: 0
    • Speed: -4
    • Thick hide: 4
    • Momentum: 5
    • Slow & Steady: 2
    • Powerful Charge: 2
    • Instinctive: 2
    • Low-Light Vision: 1
    • Animal: -1

Total: 11

Sovereign Court

Baroh Steelcleave wrote:
Rhine (sentient anthropomorphic rhinoceros)

So apparently I used something other than the playtest to build this, and now the board won't allow me to edit my post. Here is my update:

    • Type: Humanoid (0 RP)
    • Size: Medium (0 RP)
    • Base Speed: 20 ft. (-1 RP)
    ○ speed is never modified by armor or encumbrance.
    • Ability Modifiers: +2 STR, +2 WIS, -2 CHA (0 RP)
    • Language: Common. Rhine can learn up to seven languages (except for Druidic or other secret languages). Rhine with high Intelligence scores can choose any of those languages as their bonus languages. (1 RP)
    • Natural Armor: +1 Natural Armor bonus to AC (2 RP)
    • Imp. Natural Armor: +1 Natural Armor bonus to AC (1 RP)
    • Imp. Natural Armor: +1 Natural Armor bonus to AC (1 RP)
    • Powerful Charge (gore, 1d6 + Strength Modifier): (2 RP)
    • Low-Light Vision (1 RP)
    • Animal*: Rhine are humanoids of the Animal subtype. An Animal is affected by mind-affecting spells and abilities as if it was a creature of the Animal type in addition to the humanoid type. If the ability does not affect creatures with an Intelligence higher than 2, the Animal gains a +2 bonus on their saving throw, but is otherwise affected by the ability as if their Intelligence were 1 or 2. (-1 RP)
    • Momentum**: Your base movement when making a Charge combat maneuver increases by 10 feet. Also, a Rhine does not suffer any penalties to their Armor Class when attacking on a Charge. If any line from your starting space to the ending space passes through a square that slows movement, or contains a creature (even an ally), you can still charge. Any space that blocks movement still prevents a you from charging, as normal. (4 RP)

*Animal is a situational penalty that I made up off the top of my head that is meant to portray the inherent animalistic nature of the Rhine. Just guesstimating the -1RP cost.
**Momentum is an advanced monstrous ability that I made up off the top of my head that is intended to highlight the instinctual charging capabilities of the Rhinoceros which the Rhine have evolved from. Just guesstimating the 4RP cost.

Total RP Cost: 10.
(even if my guesstimates are slightly off, it should be near a balanced player race)


Weave Adept
0 Humanoid
0 Medium Size
-1 +4 Int, -2 Con, -2 Cha
-1 Slow Speed
3 Create Dried Reeds 3/day
3 Create Bamboo 3/day
1 Skill Focus: Basketweaving
1 Basket Craftsman
2 Craft: Basketweaving +2
2 Darkvision 60ft

Total: 10 RP

Possible +17 Craft: Basketweaving at lvl 1, with a near infinite supply of materials and the ability to craft in total darkness.
Beyond broken.

Grand Lodge

I've been playing around with the rules for the past couple days trying to come up with races for a hypothetical campaign that doesn't quite use the normal fantasy races. I wouldn't mind some feedback or ideas fluff. I'll start with the Kyryk, a race that started as "Take all the stuff you know about elves, but now they're anthropomorphic giant spiders."

Kyryk
Monstrous Humanoid (2 RP): Kyryk only have a humanoid structure superficially, but have far too many eyes and legs. They have darkvision out to 60 feet
+2 dex, +2 int, -2 con: Kyryk are nimble and intelligent hunters, but their spindly bodies are fragile
Small (0 RP): Kyryk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Spider’s Sense (1 RP): A Kyryk’s connection to the weave makes it sensitive to the changes around, and sometimes warns it of danger. Once per day, when you make a Reflex saving throw, you can roll the saving throw twice and take the better result. You must decide to use this ability before the saving throw is attempted.
Natural Armor (2 RP): Kyryk’s hard carapace give them a +1 natural armor bonus.
Natural Weavers (2 RP): Kyryk gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Web Weaving (1 RP): Kyryk naturally produce strong webbing which they use in artwork and construction. Though a single one cannot produce much in a day, a community working together can bend trees into great towering spires. A Kyryk can use Mending as a spell like ability 1/day. The caster level of the spell is equal to the character level of the user
Climb (1 RP): Kyryk have a climb speed of 20 ft., and gain the +8 racial bonus on Climb checks that a climb speed normally grants
Stalker (1 RP): Kyryk are natural born hunters. Perception and stealth are always class skills for them

Total 10 RP
I changed some of the ability names for flavor. Apologies if they don't make sense.


Been working on this all day, a succubus heritage tiefling with a little Golarion flavour.

Noctuling
Deep in the Abyss, the first succubus launches myriad plots to corrupt the mortals of Golarion. One such plot involves pairing her favoured daughters to interbreed with the mortal sorcerers of her cult, hopefully resulting in more powerful cultists initiated at a young age that cannot be banished from the material plane. Continuing this project for centuries, the resulting subrace was dubbed ‘Noctulings’ in honour of their patron.

Magnetic, sensual and impulsive by nature, Noctulings that still work for the cult insinuate themselves into all levels of society, making themselves invaluable to their marks up until Our Lady in Shadow requires their death. Such creatures cannot be totally controlled, however, resulting in a significant number of rogues who want nothing to do with Nocticula or her vile cult. Despite this, their Lady still views each of them as her personal tools to be used as she desires.

Noctuling Characters
Noctulings are defined by their class levels – they do not possess racial HD. They have the following racial traits.
+4 Charisma, -2 Strength, -2 Wisdom: Noctulings are compelling beings, though slight of build and passionate to the point of foolhardiness.
Darkvision: Noctulings see in the dark up to 60 feet.
Skilled: Noctulings have a +2 racial bonus on Bluff and Perception checks.
Spell-like Ability: Noctulings can use charm person once per day as a spell-like ability. The caster level for this ability equals the noctuling’s class level.
Fiendish Resistance: Noctulings have cold resistance 5, electricity resistance 5 and fire resistance 5.
Fiendish Sorcery: Noctuling sorcerers with the Abyssal or Arcane bloodline treat their caster level as 1 higher when casting bonus spells and bloodline powers. This does not give them early access to level-based powers.
Gifted Linguist: Noctulings gain a +4 racial bonus on Linguistics checks and they learn one additional language every time they put a rank in the Linguistics skill.
Sociable: When Noctulings attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Languages: Noctulings begin play speaking Common and Abyssal. Noctulings with high Intelligence scores can choose any language other than secret languages such as Druidic.

Noctuling
Type
Outsider (abyssal, native) 2RP
Size
Medium 0RP
Base Speed
Normal 0RP
Ability Score Modifiers
Greater paragon modifiers (+4Cha, -2Str, -2Wis) -1RP
Languages
Linguist Array 2RP
Racial Abilities
Darkvision 60ft. -RP
Fiendish resistance 2RP
Fiendish Sorcery 1RP
Gifted Linguist 2RP
Skill bonus (Bluff) 2RP
Skill bonus (Perception) 2RP
Spell-like ability 1RP
Sociable 1RP
Total RP: 14

If you want to bring the RP in line with the Tiefling, knock off Gifted Linguist and go the Standard Array under Languages.

RPG Superstar 2012 Top 32

AMAZON

Amazons are the daughters of the Fire Goddess. They are fiery women trained in the ways of war.

Type: Humanoid (human)
Size: Medium
Base Speed: Normal
Ability Score Modifiers: +2 Constitution, +2 Charisma, -2 Wisdom. Amazons are tough and seductive, but impetuous.

Racial Abilities:

Daughter of the Sacred Flame: Amazons are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental and brass, gold, or red draconic bloodlines, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. This ability does not give amazons early access to level-based powers; it only affects powers that they could already use without this ability. If an amazon has a Charisma of 11 or higher, she also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the amazon’s character level.

Fiery Spirit: Amazons gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an amazon fails such a save, she receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the amazon has a similar ability from another source (such as a rogue’s slippery mind class feature), she can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails

Greater Defensive Training: Amazons gain a +2 dodge bonus to Armor Class.

Seductive: When amazons attempts to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Sister in Arms: Amazons are used to living and fighting communally with other members of their race. Up to two amazons can share the same square at the same time. If two amazons that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Weapon Familiarity (1 RP): Amazons are proficient with all bows and the atlatl.

Languages: Common. Amazons with high Intelligence can choose bonus languages from the following: Celestial, Elven, Ignan, or Sylvan.


One of the players in our group recently wanted to play a character that looked half snake and half person, but on an actual human scale (the stats for Marilith and Lillend Azata both make it clear they're giants based on the stats of their weapons), as well as without having it be some kind of angel/demon. Using the Advanced Races creation rules from the beta document made available, and a standard race 10 RP point buy set up - as well only options that weren't in advanced or monstrous categories (monstrous humanoid is not the same as a monstrous category selection) - we were able to put this together.

JUNGLE SNAKE PEOPLE

Type: Monstrous Humanoid (Reptillian)

Size: Medium

Land Speed: 30 ft.
Climb Speed: 20 ft. (+8 Racial Bonus on Climb Checks)
Swim Speed: 30 ft. (+8 Racial Bonus on Swim Checks)

Ability Modifiers: +2 Dex, +2 Strength, -2 Intelligence

Languages: Draconic, those with high intelligence scores may choose from the following: Common, Orc, Gnoll, Giant.

Racial Abilities:

- Jungle Snake People have Dark Vision 60 ft.
- Jungle Snake People have a +4 racial bonus to CMD against Bull Rush or Trip.
- Jungle Snake People always have Stealth and Perception as class skills.
- Jungle Snake People get a 10 ft. Racial Bonus when using Charge, Run, or Withdraw.
- Jungle Snake People can hold their breath while swimming for 4 times their constitution before they are at risk.
- Jungle Snake People may carry objects with their tail, but never to wield weapons. They may use the tail retrieve small stowed objects on their personage as a swift action.

POINT TALLY: (includes justifications)

- 0 Points: Standard Abilities (chosen to best balance with other players races)
- 2 Points: Monstrous Humanoid (includes Darkvision 60, they definitely have a specific animal feature rather than being completely humanoidish)
- 0 Points: Xenophobic Language (they don't get out much)
- 1 Point: Stability (It's not impossible to knock them down, but harder than normal without legs)
- 1 Point: Climb (all other similar monsters in the book had one)
- 1 Point: Swim (various similar monsters in the book had one)
- 1 Point: Sprinter (While doesn't normally go faster than other player races, can speed up in certain circumstances)
- 1 Point: Stalker (They are a race that most often hunts for food in a jungle)
- 1 Point: Hold Breath (The race often swims in jungle rivers and are very good at holding their breath for distance swimming)
- 2 Points: Prehensile Tail (There's little point in making a race where the point is a snake tail unless it does something)

TOTAL: 10 Points

The general idea of the concept is something like a tribal village of hunter/gatherer people deep in the jungle that happen to have a snake tail instead of legs. We're currently in the process of writing up an official lore information section, but I was wondering if anyone had thoughts on this so far. The name given might not be the actual final name when we're done, and we are definitely open to suggestion. We are especially open to suggestion if someone has a better idea for the set of languages available.


YawarFiesta wrote:


All ponies:

Language Trait:

Xenophobic* (0 RP) Equestrian (¿common?), bonus: Zebra, common, other, other.

More pony stats...

YawarFiesta, you're my hero.

Okay, here's a few:

Shalan (Elven for "Immortal")
Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: 30 - Normal (0 RP)
Stats: +2 to any one stat - Human Heritage (0 RP)
Language: Common - Standard Array (1 RP)
Abilities
Skill Ability - Skill Focus (Knowledge (History)) (2 RP)
Magical Ability - Raise dead, self only (7 RP I guess)
10 RP Race (I guess)

The 'Shalan' is in some book with elves (I really can't remember which one) the elven word for Immortal, and in a game I played a long time ago, that was the name for the immortals. Like, from the movie 'Highlander'. The raise dead, while a higher level spell than the rules allow, is self only, but does make teh character immortal (unless the head is cut off), so I figure that would be worth 7 RP, brining the total up to 10. Alternatively, you could replace 'Raise Dead' with 'Reincarnation' and call the race 'Time Lord' from Doctor Who.

Warforged (Because they're cool)
Type: Half-Construct(7 RP)
Size: Medium (0 RP)
Speed: 30 - Normal (0 RP)
Stats: +2 to Con, +2 to Intelligence, -2 to Charisma - Standard Mod (0 RP)
Language: Common and the language of the race that built them - Standard Array (1 RP)
Abilities
Defensive Ability - Natural Armor +1 (2 RP)
10 RP Race

Warforged are very sturdy and well constructed, and they are also programmed with a great deal of knowledge, but they have difficulty asserting themselves and understanding the complexities of other races, as they were only made for war.

Avari (The cat race I created before Bestiary 3 came out, based off Katt, Rei, and Clay from the Breath of Fire series)
Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: 30 - Normal (0 RP)
Stats: +2 to Dex, +2 to Cha, -2 to Wis - Standard Mod (0 RP)
Language: Common and Avari - Standard Array (1 RP)
Abilities
Defensive Ability - Greater Defensive Training - +2 Dodge bonus to AC (3 RP)
Movement Ability - Sprinter - +10' movement when using run action (1 RP)
Movement Ability - Climb - 20' climb speed and +8 to Climb (1 RP)
Skill Ability - Stalker - Stealth and Perception always class skills (1 RP)
Skill Ability - Skill Bonus - +2 to Perception (2 RP)
Senses Ability - Lowlight Vision (1 RP)
10 RP Race

The Avari were the race I created back during the Pathfinder Beta (I think I even posted them during the Beastiary 3 beta) because I've always liked cat-people. Also, for everyone who know that the race in the games was called the 'Woren', I never thought that was a particularly good name, myself, so I ended up renaming the race my own name.


Pathfinder Roleplaying Game Superscriber

1/2-Oni (outsider, native, human)

12 RP race

size: medium
speed: 30
stats: +2 str, +2 con
claws
darkvision 120'
low light vision
natural armor +1
12 RP race

There were lots of cool magical abilities that could have been built into this race but my gm wanted to keep the rp points down to 12 or less so this is what we came up with. I'm looking forward to playing this character soon.


Eastern Humans
Eastern Humans are originally a group of tribes who merged to build cities and towns. As such, they utilize a highly clan-based society.
Medium (0)
Humanoid (0)
Human Subtype
Human Heritage Modifier(0): +2 to any 1 ability score
Normal Speed(0)
Fearless(1): +2 on saves vs Fear.
Skilled(4)
Sprinter(1): +10 feet to speed when charge, run, or withdraw.
Master Tinker(2): +1 Disable Device and K(Engineering), auto prof in any weapon personally crafted.
Linguist Array(2): Common, Milivaran(Eastern Human). High Int can choose any non-secret.
Total(10)

Western Humans
Western Humans grow up in crowded cities, where pestilence and vermin run rampant. The Monarch of the region has recently been strangely silent.
Medium (0)
Humanoid (0)
Human Subtype
Human Heritage Modifier(0): +2 to any 1 ability score
Normal Speed(0)
Bonus Feat(4)
Plagueborn (2): +2 saves vs disease, ingested poison, nausea and sickening.
Swarming(2): Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Linguist Array(2): Common, Grevian(Western Human). High Int can choose any non-secret.
Total(10)

Augment(Juggernaught)
Humans who have augmented themselves with construct bits to improve their combat abilities.
Medium (0)
Humanoid(0)
Human Subtype
Half Construct(7): +2 saves on disease, mind-affecting effects, poison, and exhaustion and fatigue. Cannot be raised or resurrected. Don't breathe, eat, or sleep unless they want to gain some benificial effect.
Paragon Modifiers(-2): +4 Constitution, -2 Int, -2 Wis, -2 Cha
Slow Speed(-1)
Darkvision 60'(2)
Adaptability(1): Skill Focus as a bonus feat.
Natural Armor(2) +1 Natural armor
Spell Resistance, Lesser(2): SR = 6+HD
Light Blindness (-2)
Standard Language Array(1): Common, Milivaran or Grevian; High int choose from Elven, Milivarian or Grevian, Fharil, Dwarven, Gnome, Orc, and Goblin.
Total(10)

Augment(Brainiac)
Humans who have augmented themselves with construct bits and a synthetic brain upgrades to improve their mental abilities.
Medium (0)
Humanoid(0)
Human Subtype
Half Construct(7): +2 saves on disease, mind-affecting effects, poison, and exhaustion and fatigue. Cannot be raised or resurrected. Don't breathe, eat, or sleep unless they want to gain some benificial effect.
Paragon Modifiers(-2): +4 Int, -2 Str, -2 Dex, -2 Con
Normal Speed(0)
Dual Minded(1): +2 to all Will Saves.
Low-Light Vision(1)
Adaptability(1): Skill Focus as a bonus feat.
Linguist Array(2): Common, Milivaran or Grevian. High Int can choose any non-secret.
Total(10)

Fharil
Small Rodent-like creatures that swarm city slums and sewers.
Small Size (0)
Monstrous Humanoid (2): Darkvision 60 ft.
Normal Speed(0)
Normal Abilities(0): +2 Str Con, +2 Wis, -2 Cha
Bite(2): Natural Bite Attack: 1d3
Climb(1): 20 ft climb speed. +8 bonus to climb checks.
Natural Armor(2): +1 Natural Armor
Camouflage (1): +4 Stealth while in marshes or forested areas.
Weapon Familiarity(1): Punching Dagger, Whip
Standard Language Array(1): Common, Fharil; High int choose from Elven, Milivarian, Grevian, Orc, Goblin, Gnoll, and Dwarven.
Total(10)

Necrite
Humans who were killed, and brought back to life after too long being dead.(Raise Dead Mishap)
Medium Size(0)
Humanoid(0)
Human Subtype
Half-Undead Subtype(5): Darkvision 60ft, +2 saves vs disease and mind-affecting. No penalties from energy draining effects(though still die if negative levels > HD. After 24 hours, negative levels are removed without saves. Healed by Positive, healed by negative.
Normal Speed(0)
Mixed Weakness Ability Modifiers(-2): +2 Dex, +2 Con, -2 Dex, -4 Wisdom
Hardy(1)
Shadow Resistance(2): energy resistance 5 Cold and 5 Electricity
Shadow Blending(1): Attacks made against members of this race while they are in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. This is a supernatural ability.
Climb(1): 20ft climb speed, +8 on Climb checks.
Intigrated(1): +1 Bluff, Disguise, K(Local)
Light Sensitivity(-1)
Stalker(1): Perception and Stealth are always class skills.
Standard Language Array(1): Common, Milivaran or Grevian; High int choose from Elven, Milivarian or Grevian, Fharil, Dwarven, Gnome, Orc, and Goblin.
Total(10)

Elvhen
After millenia spent in the wilds, elves have evolved into plant creatures.
Small Size(0)
Plant(8): Low Light Vision, Immune to Mind affecting effects. Immune to Paralysis, poison, polymorph, sleep effects, and stunning. Eat and Breath, but does not need to sleep unless wants to gain benifit from such.
Elf Subtype
Slow Speed(-1)
Mixed Weakness Ability Modifiers(-2): +2 Dex, +2 Cha, -2 Con, -4 Str
Natural Armor(2): +1 Natural Armor
Elven Magic(2)
Standard Language Array(1): Common, Elven; High int choose from Dwarven, Gnome, Goblin, Orc, Milivarian, Grevian, and Fharil.
Total(10)


Nerdar
Nearly two Millenia ago, a Dwarven Wizard merged his people with stone, creating the Nerdar. This race of Dwarves are living stone.
Medium(0)
Outsider(Native)(2): Darkvision 60 ft.
Dwarf Subtype
Ties to Elemental Plane of Earth
Slow Speed(-1)
Greater Paragon Modifiers(-1): +4 Con, -2 Dexterity, -2 Charisma
Elemental Resistance(1): Acid 5
Hardy(1)
Natural Armor(2): +1 Natural Armor
Hatred(1): Orcs, Goblins.
Stonecunning(1)
Greed(1)
Weapon Familiarity(1) Battleaxes and Heavy Picks.
Weapon Familiarity(1) Warhammers and Dwarven Weapons.
Standard Lingusit Array(1): Common, Dwarven, High Int may choose from standard dwarf bonus languages.
Total(10)

Gnirix
After two Millenia of tinkering with magic and the wilds, Gnomes have evolved into true Fey.
Small(0)
Fey(1): Low Light Vision
Gnome Subtype
Slow Speed(-1)
Standard Ability Scores(0): +2 Con, +2 Cha, -2 Str
Spell Resistance, Greater(3): SR = 11+level
Gnome Magic(1)
Hatred(1): Reptilian, goblinoid
Skill Bonus(2): Perception +2
Sociable(1)
Weapon Familiarity(1): Gnome
Standard Languages(1): Common, Gnome, High Int may choose from Standard Gnome bonus languages.
Total(10)

Gnoll
Gnolls are both more civilized and more animalistic at the same time. They no longer rely on natural toughness(Racial HD) and train themselves better(Class Levels), though they have evolved a natural bite attack. They tend to get along with humans better than their ancestors did, and often live in cities alongside other races.
Humanoid(0)
Medium (0)
Normal Speed (0)
Flexible Ability Scores(2): +2 Str, +2 Con
Xenophobic Languages(0): Gnoll; High Int may choose from Common, Dwarven, Goblin, and Elven
Natural armor(2): +1 Nat Armor
Sprinter(1): +10 feet to speed when charge, run, or withdraw.
Bite(2): Bite Attack 1d4
Darkvision 60 ft. (2)
Weapon Familiarity(1): Battleaxe, Bows
Total(10)

The Exchange

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Half-nymph (Version 7)

Original Nymphs where minor godesses, beautfiful creatures of nature asociated with the stars, the montains, the rivers, the oceans, the arts, and so on (like the Dryades, Nereids, Aurae, Muses, Menead). The following heritage of the nymphs is far inferior. Still the half-nymphs are true to the nymphs heritage specially in their beauty and cunning. Magic and magical inspiration comes natural to them, so they are able spell casters (gonna add some special feauters for favored class).

Half-Nymphs would look otherwise as normal human, but they are far more beautiful in a way that surpasses the other earthly kin's and steps into the divine. A half-nymphs scent is delightful, her demeanor tends to be graceful and charming, and her mind quick and witty. They are specially good at convincing others to do their bidding and are hard to convince thereselves. Most of them wine up being capricious and selfish, but still they feel atracted to innocence and a purity of essence. They favor liberty above all (or almost all), and will feel inclined to reward anyone who aids her stay free.

Racial Traits
• Medium: Half-nymphs are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
• Normal Speed: Half-nymphs have a base speed of 30 feet. (0 RP)
• Low-Light Vision: Half-nymphs can see twice as far as humans in conditions of dim light. (1 RP)
• Nymph immunities: Half-nymphs get a +2 racial saving throw bonus against enchantment spells and effects.(1 RP)
• Unearthly grace: A half-nymph adds ½ of her Charisma modifier as a deflection bonus to her Armor Class and CMD if she wears no armor. (RP 5)
• Delicate figure: Half-nymphs are beautiful and cunning, but they are also frail.
+2 charisma, +2 intelligence, - 2 constitution. (0 RP)
• Beautiful voice: Half-nymphs add a +1 to “talked” usage of the bluff, perform, and diplomacy skills checks (feint and playing instruments don’t count). They also take a penalty of -2 on “talked” usage of intimidate checks. (1 RP)
• Languages: Half-nymphs begin play speaking Common and Sylvan. Half-nymphs with high Intelligence scores can choose any languages they want (except for demonic languages like Abyssal). (2 RP)
• TOTAL: 10 RP

Racial Feats
• Harmonious melody:
o A song passed among generations of nymph’s that makes opponents regard you as more charismatic.
o Prerequisites: Cha 13, half-nymph.
o Benefit: Half-nymphs can sing a beautiful song 3 times per day that affects all non-nymph creatures within a 60-foot spread. This is done as a standard action. The song gives her a bonus of +1 on charisma checks against the creatures that listen to the song of all charisma based abilities including spells, skills, and nymph traits like unearthly grace and charming gaze. The effect lasts for one hour times the character level. Once a creature is affected by harmonious melody, it can’t be affected again for 24 hours. It’s a sonic effect and based on language.
• Charming gaze:
o Meeting your beautiful eyes causes humanoid creatures the urge to assist you.
o Prerequisites: Cha 13, caster class, caster level 3, non-lawful, half-nymph.
o Benefits: A half-nymph’s gaze can charm any creature meeting her gaze and within 30 feet. She can do this as a free action once per day. An affected creature can attempt a DC Will to resist the effects. If the save fails, the opponent acts as if affected by a charm person spell. A half-nymph can suppress this ability as a free action. The save DC is Charisma-based.


These horrible rat monsters are of a size similar to a dwarf. They infest any place where food or garbage (or corpses) can be found. They are to humanoids what normal rats are to similarly sized animals, but more aggressive.

Medium Monstrous Humanoid
Speed 30 ft, Climb 20 ft (+8 skill bonus)
+2 Con, +2 Wis, -2 Cha: Everyone despises Rattocissores, put they are too damned tough and cunning to get rid of them.
Rattana (Common, Undercommon, Halfling, Goblin)
Plagueborn: +2 Fort against ingested poison, diseases, nauseated, sickened. Rattocissores are [i]tough[/], that's the great problem.
Fearless: +2 Will against fear. I they don't retreat, they cannpt be scared of.
Bite 1d4
Darkvision 60 ft


Here's the race I made

Named after the delicate yet intricate metalworks on their bodies, the filigree are a race of humans who understand the the superiority of metal over the inherent weaknesses of flesh, and as such seek to perfect their body with mechanical enhancements. At birth, a piece of their body is amputated and replaced with a metal prosthetic. This prosthetic bonds with their body and grows with them. As a Filigree ages, this bond becomes stronger.

Physical Descriptions:
Filigrees look like humans except they have metal parts on their bodies, some of which replace existing body parts (usually an arm or leg). Additionally, Filigrees are commonly known for having purple eyes. Because they are still part human, Filigrees have skin colors that range from dark to white, with eye color that varies through different color (especially purple)

Society:
Because of their belief in self-perfection, all Filigrees specialize in some sort of skill to benefit their community. They live in tight-knit communities, and usually shun outsiders, seeing them as inferior. Filigrees do not speak common: They speak Zelky, a language known only by members of this race.

Filigree Racial Traits

+2 to One Ability Score[b] Being still human, Filigrees have very varied natures (0 RP)

[b]Medium (0 RP)

Normal Speed (0 RP)

Half Construct: Filigrees gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. They cannot be raised or resurrected. Additionally, Filigrees do not need to eat or sleep, unless they want to gain some benefit (A Filigree can drink a potion to gain its effects or sleep to regain spells, but is not required to do either to stay alive).
(7 RP)

Adaptability: Filigrees receive Skill Focus as a bonus feat at first level to reflect their specializations. (1 RP)

Lesser Spell Resistance: The metal enhancements in their bodies allow the Filigree to absorb some spells cast at them and discharge them into the air harmlessly with no effect. A Filligree has Spell Resistance equal to 6+its character level. (2 RP)

Xenophobic: Filigrees begin play knowing only Zelky. Filigrees with high enough intelligence scores can learn common

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