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RPG Superstar 2009 Top 16, 2012 Top 32

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Because a race focused entirely on Linguistics is funny:

Dreamspeaker Standard, 10 RP
Humanoid (dreamspeaker) 0 RP
Medium 0 RP
Normal speed 0 RP
Linguist array 2 RP
+4 Int, -2 Str, -2 Dex, -2 Con -2 RP
Dreamspeaker 2 RP
Magical Linguist 2 RP
Gift of Tongues 2 RP
Gifted Linguist 2 RP
Power Word - Terrify as Terrifying Croak, 2 RP

Liberty's Edge

Name: Half-Zombie

Power Level: Standard (10RP)

Concept: A Gravewalker witch archetype (witch doctor) lost his wife. Her soul (really an evil spirit) entered his poppet familiar and told him to raise her as a zombie and continue their life together. Using his command undead ability, he continued life thusly, producing half-zombie offspring through necrophilia and necromantic magic with his undead bride.

The build:
Half-undead 5 RP
Size: Medium 0 RP
Base Speed: Slow -1 RP
Gr. Paragon Abilities -1 RP (+4 Str, -2 Con, -2 Int)
Language: Xenophobic 0 RP
Bite 1 RP
Nat. Att. (Slam) 1 RP
Ferocity 4 RP
Resurrection Vuln. -1 RP
Swarming 2 RP
Total 10 RP

More complete post with flavor text and for comments here.


Toy Soldier

The imagination of children often calls out to the First World. Sometimes, when a child whose imagination bridges the gap between the material and the First World is noticed and targeted by fell forces from beyond the material plane, a spark of the vivid nature of the first world coalesces into a defender and champion. Regardless of whether this guardian fails or succeeds in his or her duty, it remains alive and sentient; becoming free to pursue it's own goal.

Standing eight to twelve inches tall, these beings are often composed of wood or tin, and with coloration or dress of many kinds as varied as there are races in the world what count toy makers or wood carvers among their number.

Type: Fey (Half Construct) 8 RP
- Low light vision
- +2 saves vs poisons, mind effecting effects, disease, and effects that cause fatigue or exhaustion
- Cannot be raised or resurrected
- Do not eat, breathe, or sleep unless they want to
Size: Tiny 4 RP
- +2 Dexterity, -2 Strength
- +2 size bonus on attack rolls & armor class
- -2 penalty on Combat Maneuver checks & CMD.
+8 size bonus on stealth checks
Reach 0 feet.
Slow Speed -1 RP
Weakness Modifiers (-1 RP)
+2 Strength, +2 Wisdom, -4 Dexterity
Xenophobic Language Array 0 RP
-Language is cultural/racial language of Doll Maker-
Bonus Languages: Sylvan, Draconic, Common, Gnome
Fearless 1 RP
+ 2 racial bonus on all saving throws against fear

Total RP spent:

11

Proper Format:

The imagination of children often calls out to the First World. Sometimes, when a child whose imagination bridges the gap between the material and the First World is noticed and targeted by fell forces from beyond the material plane, a spark of the vivid nature of the first world coalesces into a defender and champion. Regardless of whether this guardian fails or succeeds in his or her duty, it remains alive and sentient; becoming free to pursue it's own goal.

Standing eight to twelve inches tall, these beings are often composed of wood or tin, and with coloration or dress of many kinds as varied as there are races in the world what count toy makers or wood carvers among their number.

Toy Soldier Racial Traits
+2 Wisdom -2 Dexterity: Toy Soldiers possess a keen sense of intuition even when new to the world, though they are stiff in motion due to bodies carved, smelted, or sewn without intent for action.
Tiny: Toy Soldiers are Tiny sized creatures and gain a +2 bonus on attack rolls and armor class, a -2 penalty on Combat Maneuver checks & CMD, and a +8 bonus on stealth checks. They posses a reach of 0 feat and must enter an opponents square to attack them, this movement provokes an attack of opportunity.
Short Step: Due to their lacking stature, Toy Soldiers only have a base movement speed of 20 feet.
Low Light Vision:
Fearless: Toy Soldiers receive a +2 racial bonus on saving throws against fear effects
Animated Anatomy: Objects brought to life, Toy Soldiers gain a +2 on saving throws versus poisons, mind effecting effects, disease, and effects that cause fatigue or exhaustion. They do not need to eat, sleep, or breath unless they desire to do so that they may benefit from them.
Fragile Life: If a Toy Soldier is slain, he cannot be raised or ressurected.
Languages: Toy Soldiers begin play speaking the racial or cultural language of the child whose need gave them life. Toy Soldiers with high Intelligence scores can choose from the following: Sylvan, Draconic, Common, & Gnome.

I gave significant thought to giving this race a Fire Vulnerability, because even though they are not outsiders...I just see Wooden, Tin, or fluff made toys the kind of thing that would suffer greatly from flame. Anyhow...I give you the Toy Soldier. What do you think?


Skittering Scourge

Skittering scourges are multiple legged bug men with a penchant for adventure. Skittering scourges are driven out of their homes by a racial wanderlust that compels them to do an adventure, usually with other scourges, but sometimes with other groups and adventuring parties. They are typically well received, despite their nasty appearances as they are skilled fighters with positive personalities.

+2 Charisma, +2 Dexterity, -2 Wisdom
Wanderlust and their strong desire to prove themselves for status in their scourgeclans makes them a little loopy.
Medium
Standard speed
Standard languages (1 points)
Skittering (Sprinter and Climber) 2 points
Stalker (1 Point)
Low Light Vision and Darkvision (3 points)
Stability (1 point)
Skit Happens: Re-Roll Reflex save 1/Day (1 point)
Weapon Familiarity 1: Dire flail and ranseur proficiency. Scorpion whips are considered martial weapons.

RPG Superstar 2009 Top 32

Epic Meepo wrote:

Because a race focused entirely on Linguistics is funny:

Dreamspeaker Standard, 10 RP
Humanoid (dreamspeaker) 0 RP
Medium 0 RP
Normal speed 0 RP
Linguist array 2 RP
+4 Int, -2 Str, -2 Dex, -2 Con -2 RP
Dreamspeaker 2 RP
Magical Linguist 2 RP
Gift of Tongues 2 RP
Gifted Linguist 2 RP
Power Word - Terrify as Terrifying Croak, 2 RP

Word!

Shadow Lodge

My take on my own homebrew elves.

Kaynavra: These warlike elves are constantly involved in conflict. Their home, the Phantom Zone is very hostile, each day they must fight to harvest their lands or forage for food. They are most numerous in the Petrified Forest where fungi grow on the mineralised trees. They live in fortified treetop retreats and use giant vultures to travel between communities. They are also skilled horse riders having learned much from their allies the Xungians. Society is fiercely opposed to magic and a total ban is imposed by a kind of military police called the Watchers.

Advanced Humanoid (Elf) 0 RP
Medium 0 RP
Fast speed 1 RP
Xenophobic array 0 RP
Flexible Modifier: +2 Dex, +2 Wis 2RP
Low Light Vision 1RP
Stalker 1RP
Weapon Familiarity: Bows and Kaynar(Elven knife, perhaps a Kukri) 1RP
Skill Bonus: +2 Climb, +2 Handle Animals 4 RP

Makes a 10 point build, but the inclusion of fast means they count as "Advanced"

Lantern Lodge

Half Djinni

Type
Outsider (native) 2 RP

Size Medium 0 RP

Base Speed
Normal 0 RP

Ability Score Modifiers
Flexible (+2 Dex, +2 Cha) 2 RP

Languages
Standard array 1 RP

Other Racial Abilities
Advanced Strength 4 RP
Advanced Dexterity 4 RP
Advanced Wisdom 4 RP
Advanced Intelligence 4 RP
Elemental Affinity 1 RP
Elemental resistance (Acid) 1 RP
Improved Elemental Resistance 1 RP
Darkvision 60 ft. 0 RP
Fly 50 Average 8 RP
Natural Armor 2 RP
Quick Reactions 2 RP
Invisibility 1/day 2 RP
Create Food & Water 1/day 2 RP

Total RP: 40 RP

Analysis: This is a pretty cool write-up and gives some comparable feel of a Djinni but it’s not even close to other comparable races at this cost.
Example: The Half-Janni in the Qadira companion book is vastly superior to this race and is theoretically cheaper. The Half-Janni is rated as a +2 CR. This would be a +3 CR.


Just a Test.
===
Synthetic Human (Level: Monstrous)

While many humans believe themselves to be the ‘Greatest’ race among all of Golarion, a hubris that likely stretches across comic boundaries, they are but deluded fools that never see the merit of other races so not see his own purposeless existence. I have created those that will transcend the human disease, and will soon scorch it from this world and every other. “Fear. For We are among You.” -Father , Grimoires of a Full Metal Alchemist

Racial Abilities
Type: Humanoid (Artificial Being) 0
Ability Score Modifiers: Advanced Modifiers (4 RP):
+2 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, -2 Wisdom.
Size: Medium 0
Base Speed: 50 feet (2 RP)
See in Darkness (4 RP): Synthetic Humans can see perfectly in darkness of any kind, including that
created by deeper darkness.
Defensive Training, Lesser (Human) (1 RP): The designated foes of Father are humans and thus all Synthetic Humans, willing or not, know inherently how to best evade the attacks on their person. Synthetic Humans gain a +4 Dodge Bonus to AC against Humans.
Defensive Training, Greater (3 RP): Determining that not being hit was the best defense of all Father hard-wired their synthetic minds for maximum evasive ability. A synthetic human gains a +2 dodge bonus to Armor Class.
Fortunate (4 RP): Synthetic Humans get a+2 racial bonus on all saving throws, as to maximize their strengths and overcome their weakness.
Hardy (1 RP): Synthetic Humans gain a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities as they have modeled to survive more than mundane challenges.
Adaptability (1 RP): Synthetic Humans receive Skill Focus as a bonus feat at 1st level.
Bonus Feat (4 RP): Synthetic Humans select one extra feat at 1st level.
Skilled (4 RP): Synthetic Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Language (Linguist Array [2 RP]): Synthetic Humans begin with Common and Draconic. A member of this race with a Intelligence bonus can choose any language (except Druidic and other secret languages) as a bonus language.


well i always wanted to play a half-troll so i thought id try my hand at building one, Lets hope they add some sort of fast healing option in the real book!

Half-Troll Race

Type - Humanoid type (human, Giant subtypes) - 0 rp

size - Medium - 0 rp

Speed - Normal - 0 rp

Ability scores - Humanoid array (+2 to any one ability score) - 0 rp

Languages - Standard array (Common, Giant) - 1 rp

Defensive Abilities
Natural armor (+1 to natural armor bonus) - 2 rp

Offensive Abilities
Bite (1d3 DMG) - 1 rp
Bite (1d4 DMG) - 1 rp

Skill and feat Abilities
Intimidating (reskinned adaptability) - receive "Skill Focus: Intimidate" for free at first level - 1 rp

Senses
Low-Light vision - 1 rp

Weakness Abilities
Elemental Vulnerability - Acid - -2 rp

Elemental Vulnerability - Fire - -2 rp

Total - 3 rp.....

Shadow Lodge

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STILLBORN

The white skinned goblin baby looks down at you from the ceiling of the cave, its hollow eyes following your every step. You almost think that it could be dead, right up until the moment its mouth opens and the blood-curdling moan emerges.

Type Humanoid (Goblinoid) [0 RP] Goblinoid Subtype: Goblinoids are stealthy humanoids who live by hunting and raiding.
Half-Undead Subtype [5 RP]

Darkvision 120’ [1 RP]

Stillborn gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Stillborn take no penalties from energy draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Stillborn are harmed by positive energy and healed by negative energy.

Size Small [0 RP] Stillborn 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.

Base Speed Normal (30') [0 RP]

Ability Score Modifiers [-2 RP]
Paragon ( +4 DEX, -2 INT, -2 WIS, -2 CHA)
Stillborn are fast, but simple and uncaring of social niceties.

Languages Xenophobic (Goblin)
[0 RP]
Bonus languages: Undercommon, Aklo, Draconic, Dwarf

Racial Abilities
Climb [1 RP]
Stillborn have a climb speed of 20 ft, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

See in Darkness [4 RP]
Stillborn can see perfectly in darkness of any kind, including that created by deeper darkness.

Undead Swiftness [1 RP]
Stillborn gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.

Stalker [1 RP]
Perception and Stealth are always class skills for Stillborn.

Terrifying Moan [2 RP]
As a supernatural ability, once per hour, as a standard action, Stillborn can emit a frightful moan. Any creature not of the goblinoid subtype must make a Will saving throw (DC 10 + 1/2 creature’s level + creature’s Charisma modifier) or become shaken for 1d4 rounds. Creatures that save cannot be affected again by a terrifying moan made by a stillborn for 24 hours.
Creatures that are already shaken become frightened for 1d4 rounds instead.

Weakness Abilities

Light Sensitivity [-1 RP]
Stillborn are dazzled as long as they remain in an area of bright light.

Vulnerable to Sunlight [-2 RP]
Stillborn take 1 point of Constitution damage after every hour they are exposed to sunlight.

Total [10 pts.]

I liked the half-ghost so much that I combined it with my Deep Goblin!


Living Books

Every now and then, a wizard of potent capacity gets the bright idea of trying to distill all his knowledge down into an unnoticed receptacle, there for him to reclaim if need be, or his heirs to learn from. And what receptacle is more likely to go unnoticed in the world than the human body? So the wizard journeys to each of the Elemental planes, gathering a bit of material from each with which it fashions a vessel. Clay from the plane of earth is used to fashion a body, and elemental water becomes the blood within it, while air becomes it's first breath, and fire becomes the heat of life. Finally, a person is killed, its soul used to bind the elements together and anchor the magic that the wizard would preserve into the entity. But such creations often become self aware, and the power they can command when that happens, tapping into the knowledge they were meant to house, can beggar comprehension, as they make for some of the most potent sorcerers in existence.

Types: Outsider (Native), Humanoid (Human) 2 points
Medium Size 0 points

Slow Speed -1 point:
Most Living Books are crippled in some minor manner, a hallmark of the paranoia of their creators, who wanted to make sure that the knowledge they were making ambulatory could not run away.

Greater Paragon Modifiers (+4 Charisma, -2 Str, -2 Wisdom) -1 point:
Living books are usually created with the express intention of being likable, to help ensure that they are not destroyed due to malice they provoke, and simultaneously in hopes that this will prevent them from making new enemies for their creators. But because they are constructed as fully grown adults, they lack a certain degree of wisdom that humans typically learn during their childhood. Very rarely are they given a highly developed musculature, both because their wizardly creators are typically disdainful of such brutish tactics, and simultaneously fearful that a rogue book could overpower and destroy them at their weakest state if it were physically powerful.

Xenophobic Language Array Auran. Can also choose Ignan, Terran, Aquan, or Common based on intelligence score 0 points
Elemental Affinity x4 4 points:
Constructed as they are of the raw material of all the elements, Living Books possess a rather remarkable ability to utilize any of them. The possess the Elemental Affinity power for all four elements.

Bonus Feats (x2) 8 points:
I'd actually prefer to restrict these feats to metamagic only, but the rules aren't written so that is a workable option.

Light Blindness -2 points:
Eyes which were stolen from a dead man no longer possess the ability to adjust their retinas based on how much light is present, and this leaves a living book curiously vulnerable to sudden and bright lights, against which it's only recourse is to try and block them out with its eyelids.

Total: 10 points


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Qittashar
Height ranges the same as humans, but they possess a more slim and graceful physique. Their eyes are large and almond-shaped with slits for pupils, and their irises are always amber or yellow. Their hair tends towards more dark and muted colors such as ash brown, cool grey, and jet black. Similarly, their skin tones are also dark, and are either ashen or ruddy brown. Since they are naturally a lustful race, they dress in as little as possible in order to attract the most attention. Whether that attention is positive or negative, they can make the best of either situation.

+2 Dexterity, +2 Charisma, -2 Intelligence: Qittashars are sleek and beguiling, but often act with reckless abandon.
Medium: Qittashars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Qittashars have a base speed of 30 feet.
Darkvision: Qittashars can see in the dark up to 60 feet.
Cat's Luck: Qittashars gain the following ability: 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.
Coordinated: Qittashars receive a +2 bonus on Acrobatics skill checks.
Light Sensitivity: Qittashars are dazzled as long as they remain in an area of bright light.
Seduction: Qittashars can use unnatural lust (Ultimate Magic, page 245) as a spell-like ability once per day. The caster level of this spell is equal to the Qittashar's character level.
Overawe: Qittashars receive a +1 bonus to either Diplomacy or Intimidate skill checks.
Stubborn: Qittashars 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 a Qittashar fails such a save, it 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 a Qittashar has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails.
Languages: Qittashars begin play speaking Common and Undercommon. Qittashars with high Intelligence scores can choose from the following: Abyssal, Giant, Gnome, Goblin, Infernal, Orc, and Terran.

Standard Race
Traits & Abilities:
Humanoid (+0rp)
Medium (+0rp)
Normal Speed (+0rp)
Standard Modifiers (+0rp)
Standard Array (Languages) (+1rp)
Darkvision 60ft. (+2rp)
Light Sensitivity (-1rp)
Cat's Luck (+1rp)
Stubborn (+1rp)
Spell-like Ability (+2rp)
Skill Bonus x2 (+4rp)
Total: 10rp


The warriors scattered among the Ice Troll's, appear to be Elves carved from Shadow, and moon light.
Despite their physical resemblance to Elves, The cold fey of Irresen feel no kinship to the Elves of Golarian, (including the Drow), and treat them with the same disdain that they treat any who are not in the service of Baba Yaga.
The Winter Court is stationed in Chillblight, but sends it's minions throughout the lands of Irresen as perceived need, or the daughters of Baba Yaga command.
Appearance: Winter Fey are beautiful and graceful creatures, typically quite slender of build and standing a few inches taller than the average human. Their ears are 6 to 9 inches long and pointed, arching upward gracefully along the side of
the head to points just above the top of the skull. Their eyes are large and dark, showing no whites—and possesses a solid and vibrant hue, typically blue, violet, or silver, upon closer examination. Their hair is most often white, black, or silver, and their skin is always extremely pale, shimmering and flawless.
Cold Fey Racial Traits
+2 Dexterity, +2 Chatisma, –2 Constitution: Cold Fey are nimble, and alluring, but their form is frail.
Medium Humanoid (Fey): Cold Fey are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Cold Fey have a base speed of 30 feet.
Low-Light Vision: Cold Fey can see twice as far as humans in conditions of dim light. See Chapter 7. Fey Damage Resistance: Cold Fey gain DR 5/cold iron.
Shadow Resistance: Cold Fey gain cold resistance 5 and electric resistance 5.
Shadow Blending: Attacks made against Cold Fey 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.
Keen Senses: Cold Fey receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Cold Fey are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.
Languages:Cold Fey begin play speaking Common and Sylvan. Cold fey with high Intelligence scores can choose
from the following: Aklo, Draconic, Dwarven, Giant, Gnome, Goblin, and Orc.

Medium Humanoid (Fey) (1RP)
Standard Modifiers (0RP)
Standard Language array (1RP)
Shadow Resistance (2RP)
Shadow Blending (1RP)
Fey damage resistance (3RP)
Weapon Familiarity (2RP)
Keen Senses (2RP)
Total: 12 pts

Scarab Sages

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Lots of interesting ideas here! I like the idea of taking a core race and creating a modified version predicated upon a compelling back story. In this case I've created a variant of human stemming from this source: The Lost City. (Can be found in here too.) See also the D&D v.3.5 book "Elder Evils".

Cynidicean (Human)
The surviving descendents of the long lost and ill-fated kingdom of Cynidicea have arrived to start anew. With the horrors of Zargon finally behind them, this colony of survivors traversed many mysterious passage ways, crossed many dangerous realms, and have finally settled in dark lands vowing forever that, as they struggle to create a new civilization, they will bring light to the dark places of the "world". The pale-skinned Cynidiceans have actually changed over the generations of travel, and now they are determined to keep their dark history behind them.

Type: Humanoid (human) 0 RP

Size: Medium 0 RP

Base Speed: Normal 0 RP

Ability Score Modifiers: Human Heritage 0 RP

Languages: Standard 1 RP

Racial Abilities:
Illusion Resistance 1 RP (an adaptation from surviving many underground perils)
Poison Resistance 1 RP (an adaptation from rejecting their generations of drug use/exposure to mushroom spores)
Bonus feat 4 RP
Darkvision 60 ft. 2 RP (a mutation stemming from their generations of surviving in darkness)
Light sensitivity –1 RP (ditto)
Dreamspeaker 2 RP (also an adaptation relating to past drug use and their experience surviving the ravages of Zargon and his evil divine powers)

Total RP: 10

As an alternate, remove the darkvision and the light sensitivity, and add low-light vision. RP cost would remain at 10.

As another alternate, which would require more flexible guidelines, simply replace the darkvision with low-light vision. The RP cost would fall to 9, but this would fit the Cynidicean background better.

Edit: many small errors


Here's some monster and NPC races built with the Race Guide rules.

Derro
Type: Humanoid (Derro) 0 RP
Size: Small 0 RP
Speed: Slow -1 RP
Ability Modifiers: Weakness (+2 Con, +2 Cha, -4 Wis) -1 RP
Languages: Standard Array 1 RP
Racial Traits:
Greater Spell Resistance 3 RP
Natural Armour 2 RP
Improved Natural Armour 1 RP
Poison Use 1 RP
Darkvision 60 ft. 2 RP
Madness 3 RP (Approximate)
Sunlight Vulnerability -2 RP
Total RP: 9

Morlock
Type: Monstrous Humanoid 2 RP
Size: Medium 0 RP
Speed: 30 ft. 0 RP
Ability Modifiers: Paragon (+4 Dex, -2 Int, -2 Wis, -2 Cha)-2 RP
Languages: Xenophobic Array 0 RP
Racial Traits:
Advanced Constitution 4 RP
Advanced Strength 4 RP
Advanced Wisdom 4 RP
Natural Armour 2 RP
Climb 1 RP
Fast 1 RP
Expert Climber 4 RP
Bite x2 2 RP
Swarming 2 RP
Darkvision 120 ft. 3 RP
Scent 4 RP
Light Blindness -2 RP
Total RP: 29

Pure-Blood Azlanti
Type: Humanoid (Human) 0 RP
Size: Medium 0 RP
Speed: 30 ft. 0 RP
Ability Modifiers: Flexible (+2 Con, +2 Cha) 2 RP
Language: Xenophobic Array 0 RP
Racial Traits:
Advanced Dexterity 4 RP
Advanced Intelligence 4 RP
Advanced Strength 4 RP
Advanced Wisdom 4 RP
Bonus Feat 4 RP
Skilled 4 RP
Total RP: 26

And I know this last one probably infringes on numerous copy-rights, but I was bored.......

Hailing from a distant world, the Watchers have traveled the vast rifts of the dark tapestry in an inscrutable quest. The goals of this interstellar mission is unknown to all but the watchers themselves, but it seems to involve collecting as much knowledge as possible. Watchers appear as a spherical object resembling a giant floating head, with one giant central eye and ten smaller eyestalks sprouting from the top of their 'heads'. Despite this horrific appearance, Watchers hold no malice towards this world or its inhabitants, and often show random acts of kindness to those in need.

Watcher
Type: Abberation 2 RP
Size: Large 7 RP
Speed: 5 ft. -4 RP (Ad Hoc)
Ability Modifiers: Flexible (+2 Con, +2 Int) 2 RP
Language: Xenophobic Array 0 RP
Racial Traits:
Natural Armour 2 RP
Improved Natural Armour x3 3 RP
Flight (Good) 10 RP
Bite x2 2 RP
All-Around Vision 4 RP
Eye Rays 4 RP
Limb-Less -10 RP (Ad Hoc)
Total RP: 20

-+2 Constitution, +2 Intelligence
-Abberation Type
-Large Size
-Land Speed 5 ft., Fly Speed 30 ft. (Good)
-Darkvision 60 ft.
-Natural Armour +4
-Watchers posses a bite attack that deals 1d6 damage + 1 ½ their strength modifiers
-All-Around Vision: Watchers gain a +4 bonus on perception checks and cannot be flanked
-Eye Rays: As a standard action a watcher can fire an eye ray from one of his many eye stalks. This is a ranged touch attack with a range of 100 ft. that deals 1d4 damage +1 per 2 hit dice possessed by the watcher. This is a spell-Like ability that is usable at will.
-Limb-Less: You have no limbs and therefore cannot manipulate objects or use weapons or armour. A creature with a watcher-shaped body can wear the following magic items:
• One headband, hat, or phylactery on the body.A watcher can only wear a helmet specially designed to fit over the creature’s entire body.
•Three pairs of eye lenses or goggles over the central eye and up to two eyestalks (one pair per eye or eyestalk).
• Three amulets, brooches, medallions, necklaces, periapts, or scarabs on up to three eyestalks (one item per eyestalk).
•One belt worn about an eyestalk.
•One pair of bracers or bracelets on a pair of eyestalks.
• Up to three rings on up to three eyestalks (one ring per eyestalk).


In my homebrew world I used a couple of races from Star Wars and adapted them to a Renaissance-era level of technology. The Twi'leks of my world are sort of an Italian-like culture and are very innovative in the arts and sciences. The harems of the Turkish-based empire are full of Twi'lek females, and the reds are particularly valuable.

Twi'lek
Standard Race: 10 Points

Twi'leks are a humanoid species from the planet Ryloth. They have distinctive features including colorful skin, which vary in pigment from individual to individual, and a pair of shapely prehensile tentacles that grow from the base of their skulls. The tentacles, called "brain-tails", "lekku", or "head-tails" are used for communication and cognitive functions.

Type: Humanoid (0)
Size: Small (0)
Speed: Normal (0)
Abilities: +2 Dex, +2 Cha, -2 Wis (0)
Languages: Standard (1)
Racial Abilities:
Fortunate (4)
Gift of Tongues (2)
Low-Light Vision (1)
Skill Bonus (Appraise +2) (2)

Total RP: 10


After being inspired by This I've decided to make an anthropomorphic behold..err..I mean watcher.
Heres a more humanoid and less copyright-infringy version
Humanoid Watchers:
Watcher
Type: Abberation 2 RP
Size: Medium 0 RP
Speed: 30 ft. 0 RP
Ability Modifiers: Flexible (+2 Con, +2 Int) 2 RP
Language: Xenophobic Array 0 RP
Racial Traits:
Flight (Poor) 6 RP
All-Around Vision 4 RP
Eye Rays 4 RP
Total RP: 18

-+2 Constitution, +2 Intelligence
-Abberation Type
-Medium Size
-Land Speed 30 ft., Fly Speed 30 ft. (Poor)
-Darkvision 60 ft.
-All-Around Vision: Watchers gain a +4 bonus on perception checks and cannot be flanked
-Eye Rays: As a standard action a watcher can fire an eye ray from one of his many eye stalks. This is a ranged touch attack with a range of 100 ft. that deals 1d4 damage +1 per 2 hit dice possessed by the watcher. This is a spell-Like ability that is usable at will.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The Nephilim were constructs created by the gods centuries ago to purge the world of mortal life in order to start again with a clean slate. The war ended when half the Nephilim betrayed their gods in order to stand with mortal kind. The old gods in turn left the Nephilim behind. They have lost much of their power over the centuries.

Nephilim appear to be idealized humans made of white marble, glorious in their countenance, but slow to change and learn.

Nephilim (Forgotten) (10 RP) Standard Race

Type: Half-Construct Native Outsider (9 RP)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Ability Score Modifiers: +2 Constitution, -2 Intelligence, +2 Charisma (0 RP)
Language Trait: Common, Celestial, Auran, Ignan, Dwarven, Elven, Draconic, Sylvan, Aklo (1 RP)

Nephilim (True) Advanced Race (20 RP)
True Nephilim never betrayed their deities, but were left behind on the material plane anyway. True Nephilim continue the quest they started all those centuries ago.

Type: Half-Construct Native Outsider (9 RP)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Ability Score Modifiers: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Charisma (4 RP)
Language Trait: Common, Celestial, Auran, Ignan, Dwarven, Elven, Draconic, Sylvan, Aklo (1 RP)
Ancient Foe: Humanoid (Human) (2 RP)
Celestial Resistance: Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5. (2 RP)
Slam: Slam Attack 1d8 (1 RP)
Hatred: +1 bonus on attack rolls against Humanoid (Elf), Humanoid (Dwarf) (1 RP)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Balen 10 RP
Balen are large friendly, clumsy, loud and gregarious people native to the oceans and water ways. Balen live in nomadic pods, carrying their few possessions with them on their travels through the world's waters. Balen love to adventure, but are keenly sensitive to drying out, so they usually stay close to bodies of water in order to stay hydrated.

Type: Humanoid (Balen, Giant, Aquatic) (0 RP)
Size: Large (7 RP)
(-1 Attack, -1 AC. +1 CMB and CMD. -4 Stealth. Space 10 ft/10ft.
Speed: Normal
Ability Scores: +2 Str, -2 Dex, +2 Con, -2 Int, +2 Cha. (0 RP)
Languages: Common, Giant, Aquan, Elven, Sylvan, Aklo, Gnome, Halfling, Atlantean. (1 RP)
Blubber: (Natural Armour) (2 RP)
Swim: Swim Speed 30 Ft. +8 bonus to Swim Checks (1 RP)
Vulnerable To Drying: 1 Point of Constitution Damage every hour exposed to open air. (-2 RP)
Hold Breath: Balen can hold their breath for a number of rounds equal to 4 times their Constitution score before risking drowning or suffocating. (1 RP)


Here's my version of an elf-orc hybrid.

Erfolc
Erfolc (sometimes spelled errfolk, identifying them as the children of an erroneous act) are the rare, hybrid offspring of elves and orcs. Erfolc are sterile--they cannot produce offspring with their own kind or any other race.

Type: humanoid (elf, orc) (0 RP)
Size: Medium (0 RP)
Speed: normal (0 RP)
Ability Score Modifiers: Greater paragon (+4 Str, -2 Con, -2 Cha) (-1 RP)
Languages: Standard (Common plus elf or orc--depending on where the character lived in childhood; draconic, elf, giant, gnoll, gnome, goblin, orc, sylvan) (1 RP)
Racial Abilities: Elf blood (1 RP); Orc blood (1 RP), Darkvision 60ft (2 RP); Elven immunities (2 RP); Orc ferocity (2 RP); Skill bonus (Perception) (2 RP); Weapon familiarity (falchions and longbow) (1 RP); Sterile (-1 RP)


High Golem
High Golems are dwarf-golem hybrids constructed during an ancient war. The skill to create new high golems has been lost--but many of these creatures remain dormant, awaiting awakening.

Type: humanoid (half-construct, dwarf) (7 RP)
Size: Medium (0 RP)
Speed: Slow (-1 RP)
Ability Score Modifiers: Greater paragon (+4 Con, -2 Dex, -2 Cha) (-1 RP)
Languages: Xenophonic (Dwarven; common, gnome, goblin, undercommon) (0 RP)
Racial Abilities: Half-construct traits (allocated above); Darkvision 60 ft (2 RP); Defensive training (as dwarves) (1 RP); Stability (1 RP); Hatred (as dwarves) (1 RP); Hardy (1 RP); Weapon familiarity (as dwarves) (2 RP)
TOTAL RP: 13


Catling
Catlings are distant cousins to catfolk. They are a smaller breed that have become adept at city life.

Type: humanoid (catfolk) (0 RP)
Size: Small (0 RP)
Speed: Normal (0 RP)
Ability Score Modifiers: Standard (-2 Str, +2 Dex, +2 Cha) (0 RP)
Languages: Standard (as catfolk) (1 RP)
Racial Abilities: Cat’s luck (1 RP); Low-light vision (1 RP); Skill bonus (Perception) (2 RP); Skill bonus (Stealth) (2 RP); Skill bonus (Survival) (2 RP); Spell-Like Ability (Feather fall) 1/day (1 RP)
TOTAL RP: 10

Grand Lodge

Any body try to stat up a doppleganger yet?

RPG Superstar 2015 Top 8

Lordtoad wrote:

Catling

Catlings are distant cousins to catfolk. They are a smaller breed that have become adept at city life.

Type: humanoid (catfolk) (0 RP)
Size: Small (0 RP)
Speed: Normal (0 RP)
Ability Score Modifiers: Standard (-2 Str, +2 Dex, +2 Cha) (0 RP)
Languages: Standard (as catfolk) (1 RP)
Racial Abilities: Cat’s luck (1 RP); Low-light vision (1 RP); Skill bonus (Perception) (2 RP); Skill bonus (Stealth) (2 RP); Skill bonus (Survival) (2 RP); Spell-Like Ability (Feather fall) 1/day (1 RP)
TOTAL RP: 10

This is an excellent cat-like race! I would change survival to acrobatics (balance, tumble, jump...).


This is my stats for sprites. It's actually intended for NPCs mostly. I'm not sure what kind of a CR adjustment I should give it. Maybe none?
I intend it to be a generic set of stats for sprites in general, so there are still pixies, etc, so that I don't have to stat out every single variety of sprite.

Sprite Racial Traits

+8 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, -4 Strength: Sprites are extremely agile and mentally superior, but very weak.

Tiny: Sprites have a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Sprites take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these character can fit into a single square. Sprites typically has a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since it has no natural reach, it does not threaten the squares around it. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures cannot typically flank an enemy.

Slow Speed: Sprites have a base speed of 20 feet.

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

Fey Damage Resistance: Sprites gain DR 5/cold iron.

Fey Variety: Sprites come in a number of different varieties, thus they may select 4 rp worth of additional abilities to represent the differences between different kinds.

Flight: Sprites have a fly speed of 50 ft. with average maneuverability.

Natural Armor: Sprites gain a +1 natural armor bonus.

Sociable: When sprites 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.

Spell Resistance, Greater: Sprites gain spell resistance equal to 11 + its level.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Critzible wrote:

Any body try to stat up a doppleganger yet?

full doppleganger no. There are a few changling types in the thread though.


New Race: Nascent

This pale man walks toward you with purpose. He grins over a sharply cut goatee and reaches within his cloak…

M Undead

Shambling Strength: Nascent have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
+2 Cha, -2 Dex: Nascent are determined, and their undead bodies are strong, if a little clumsy.
Senses: Darkvision 60ft
Undead Traits and Immunities
Light Blindness (Ex): Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Resurrection Vulnerability (Ex): A raise dead spell cast on a member of this race can destroy it (Will negates).

Spirits that are not necessarily evil and that have a strong enough will may create their own body in order to manipulate and roam the material plane. This they do to fulfill whatever great purpose that fueled their will. Near areas of Negative energy they form a cocoon of this same energy and hatch their own undead body on the material plane. If the cocoon is left undisturbed the process takes about a week.

Passing through planes in this manner is extremely difficult, and the spirit loses all memory of it’s past life. Mysteriously it knows a few words in a tongue other Nascent call Sermomortis. From birth the Nascent refers to itself by a name whos origin is not known. All they remember is an extreme desire to not be destroyed.

A Nascent is able to use some of it’s own life force as a catalyst to start the formation of other Nascent. Which it does for a sense of protection and maybe out of loneliness or dominance. It may do this a number of times equal to its charisma modifier.

Sometimes it does this almost immediatly after it manifests itself on the material plane, causing twins. This unique form of reproduction sometimes causes family trees, houses, and clans. With one matriarch or patriarch protecting and leading the family from the dangers of the living.

+16 Undead
-1 Slow Speed
-2? Ability Scores (Note: I started with paragon witch has -2 str -2 dex and +4 cha; but I wanted something more well rounded so I dropped the Cha to +2 and dropped the str penalty.)
0 Xenophobic Array, Sermomortis; Common, Elven, Dwarven, Draconic. (they like old languages)
-2 Light Blindness
-1 Resurrection Vulnerability

Total: 10


There are three new standard races (all 10 RP) that live in Fankör world, of Blood Lotus Campaign Setting (Lótus de Sangue in the original).

Fell free to use (please, remember the credits and product identity).
Soon, all of the campaign setting (in developing) material will be disponibilized in Valhalla RPG Team page and in the campaign setting official blog (also in developing).

Comment and discuss here.

The races was originally developed in Brazilian Portuguese, so there may be some grammatical errors that was not noticed during the translation.

GORS

Initially generated through evil rituals involving members of other races, gors are humanoids that only exist to bring pain, anguish, curses and suffering to the world. More than any race, they have a natural gift to destroy the lives of those they meet, and hardly are taken out seriously or viewed in unfocused moments, sharing something enjoyable.
Although its origin is different, after long years of its existence in the world, there are gors beyond the first or second generation, and today they reproduce the same way as other humanoids, since the rituals practiced for create them was lost in time and are extremely rare, even though there are some elders who are able to realize them.

Gor's description:

Physical Description: Measuring between 1.60 and 2.20 meters tall and with skin ranging from pure white to pale gray, gors are usually skinny and strong. With teeth look dirty, disheveled, have hair ranging from black to grizzly. His red eyes and lack of ears, with his six fingers on each hand and disproportionately long arms guarantees look really bizarre and conveying the idea that they are cursed beings.
Society: Living in occupied cities, usually with few inhabitants and many slaves, almost always the cities of these people exist only in order to serve as a basis for their armies. For this reason, value blacksmiths and all other activities that support the war, and are driven for their religion very harmful.
Relations: Almost unanimously, due to its origin, gors hate and are reciprocally hated by almost any creature, and allies are the minority for this race. Thus, the vast majority of the creatures sees it as a very real threat, avoiding any contact. Although hostile to everyone, in some instances combine with orcs and derros, or even a few extremists talors.
Alignment and Religion: Born and raised in order to spread pain and suffering to other breeds, gors usually tend to evil, and depending on their position in their caste, either hang on for chaos to order. Due to their usually society driven by powerful clerics, the great majority follow the evil deities who created them, being almost always polytheistic.
Adventurers: Traveling frequently to get what they want, and applying its strength to follow the path ahead, is relatively common to find gors that separate the root cause of their race to achieve own goals. They rarely walk with members of other races, but when they do, tend to limit the orcs, derros or similarly cruel creatures, although they would like to ally with talors because of the advantage in combat they can achieve.

Gors Racial Traits
+2 Strenght, +2 Charisma: Gors are physically evolved and have a very strong personality.
Medium: Gors are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gors have a base speed of 30 feet.
Darkvision: Gors can see in the dark up to 60 feet.
Adaptability: Gors receive Skill Focus as a bonus feat at 1st level.
Hatred: Gors receive a +1 bonus on attack rolls against humanoid creatures of the elf and human subtypes due to special training against these hated foes.
[b]March:
Gors receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Weapon Familiarity: Gors are proficient with spiked chains, and treat any weapon with the word “gor” in its name as a martial weapon.
Languages: Gors begin play speaking Common and Gor. Gors with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

NOIGHULYENS

Since it is possible, noighulyens are a peaceful race and patient, living in harmony with nature and neighboring communities. Due to its cooperative spirit and mutual cohabitation, thay make friends easily and are always willing to help.
After a mysterious arcane catastrophe involving the entire world, noighulyens were the most affected, that of moons worshipers, started to have their bodies partially composed of fragments of moonstone that were embedded in the soil.

Noighulyen's description:

Physical Description: With a height ranging from 1.70 to 2.30 meters for men and women slightly lower, have brown, black or gray hair and show dark or brown skin, always with rocky-pearled aspects around their body. With eyes as varied as humans, men have no hair and have a crown of thirteen little bone formed spheres in the head, sometimes without skin, and women, who do not have this crown, usually cultivate their hair to almost touch the ground.
Society: Organized in enormous tribes besieged in valleys, this indigenous people live on the basis of barter and favors, valuing the craftsmanship and removing just enough of the nature. They love oratorical arts such as theater and poetry. Because of the longevity that have, are patient and perfectionist, always seeking to fulfill their tasks in the best possible way.
Relations: Fairly easy to relate to anyone, because they live close to the elves, maintains excellent relationship with these people. They also relate very well with the gnomes and dwarves, but in a more distant way. Due to the difference in culture they have, they rarely engages with humans and halflings. Dislike orcs because of the brutal behavior of the race, and avoid talors and their battles whenever possible. Hate gors and treat them with contempt. The crossbreed, who have little contact in their own communities, often consider them the same way as its non-human counterpart.
Alignment and Religion: Of altruistic, simplistic nature, always seek to be related to the next, having a good nature. Worshiping the moon and respecting the spirits, follow deities related to these aspects and the nature, seeking harmony between your physical body and soul.
Adventurers: In the past, rarely left their land without a good reason, but with their new more powerful form and extended longevity, they have an intriguing curiosity about what happens beyond their tribes. Normally, seek out what happened to their race, as well as meet the rest of the world beyond the valleys, in order to understand the minds of others or even to discover the other races cultures to incorporate into their communities.

Noighulyens Racial Traits
+2 Constitution, +2 Wisdom, –2 de Dexterity: Noighulyens are resilient in body and soul, but his semi-rocky structure private them of more agility.
Medium: Noighulyens are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Noighulyens have a base speed of 30 feet.
Low-Light Vision: Noighulyens can see twice as far as humans in conditions of dim light.
Craftsman: Noighulyens receive a +2 racial bonus on all Craft skill checks.
Hardy: Noighuluyens receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Natural Armor: Noighulyens gain a +1 natural armor bonus.
Sociable: When a noighulyen 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.
Stability: Noighulyens receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Noighulyens are proficient with all simple and martial spears, and treat any weapon with the word “noighulyen” in its name as a martial weapon.
Languages: Noighulyens begin play speaking Common and Noighulyan. Noighulyens with high Intelligence scores can choose from the following: Dwarven, Elf, Gnome, Orc, Silvester, Talor and Terran.

TALORS

Called by the other races of “great people”, are physically the biggest of all civilized races, and although they are esthetically very similar to humans, are not as versatile as they are. However, they tend to be very focused and determined, each one in its own way, seeking glory and recognition, satisfying the overwhelming need to inflate their egos as large as their powerful bodies and developed brains.

Talor's description:

Physical Description: With a height between 3.5 and 4 meters, have the same variations in skin, eyes and hair than humans, although some have yellow or orange eyes. In addition to its monumental size, some rare members of the race have horns that can reach up to 75 cm in length, having almost any format, although the most common is that they are smooth and curved upward, always in tones of red color.
Society: Totally focused on the arts of war, the higher the rank of someone or his relationship with the war, more important that person will be for your community. Somewhat megalomaniacal, largely because of its size in relation to other races, love to display their abilities and capacities, so it is common to find overly large buildings in their cities, even in comparison to their own size.
Relations: Although they have an overall behavior similar to that of humans, talors are born conquerors, and this affects their relationship with the other races. Possessing a huge rivalry with the dwarves due to lands in the mountains, are never friendly to race, and treat the orcs similarly due to the bestiality of these beings. Rarely involved with the elves, because their lands are far away, and somehow afraid these people. In relation to the gnomes, very little interest to them, and many do not even know of its existence, contrary to what happens with humans, who are always in contact, whether friendly or hostile. Talors are very interested in studying the noighulyens and their physical structure, but usually are moved away. Already the gors, which are completely strangers to them, sometimes makes alliances to take advantage in war.
Alignment and Religion: Naturally orderly, they are not interested in doing good or bad, and usually only be guided to achieve their goals, and are generally lawful neutral. When believe in a deity or superior entity, tend to worship beings representing aspects such as strength, war and conquest.
Adventurers: Innate conquerors, are always looking for something to dominate or take for themselves, and though the world is big enough, is not in your hands. Always with great ambition, often use their superior physique to achieve their own goals and stand out among others of his race.

Talors Racial Traits
+2 Strenght, +2 Intelligence, –2 de Dexterity: Talors have large body and sharp mind, but its size private them of graceful movements.
Large: Talors are Large creatures and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver check and to their CMD, and a –4 size penalty on Stealth checks. Talors takes up a space that is 10 feet by 10 feet and has a reach of 10 feet.
Normal Speed: Talors have a base speed of 30 feet.
Fearless: Talors gain a +2 racial bonus on all saving throws against fear.
Gatecrasher: Talors gain a +2 bonus on Strength checks to break objects and a +2 bonus on combat maneuver checks to sunder.
Weapon Familiarity: Talors are proficient with all simple and martial hammers, and treat any weapon with the word “talor” in its name as a martial weapon.
Languages: Talors begin play speaking Common and Talor. Talors with high Intelligence scores can choose from the following: Dwarven, Elf, Giant, Goblin, Gor, Halfling and Orc.

Actually the talors have 11 RP, but the costs (specially language) should be reviewed.

Comment and discuss here.


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Minotaur Race (10 RP)

Minotaurs are an isolated and mysterious race combining aspects of humanoids and bulls. It is believed that minotaurs inhabit a small series of islands far out to sea. These islands known only as the Labyrinth Isles are said to consist of a seemingly endless network of ancient tunnels and mazes. Myth and Legends say that vast riches and the progenitor of the race known as Midas Taurus Prime wait at the center of this maze. These tales have never been confirmed as no one has ever returned from within the warrens of the Labyrinth Isles.

Monstrous Humanoid (2 RP)
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features:

Monstrous humanoid races have the darkvision 60 ft. racial ability.
Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): 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.

Hulking Brute (4 RP): Prerequisites: None; Benefit: The physical stature of this race lets them function in many ways as if they were one size category larger. Whenever a this race is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them.

Members of this race are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them.

This race can use weapons designed for a creature one size larger without penalty. However, this race’s space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Standard Modifiers (0 RP): Members of this race gain a +2 bonus to one physical ability score, +2 bonus to one mental ability score, and a –2 penalty to any other ability score.

+2 Str, +2 Wis, -2 Cha; Minotaurs have a strong build and a strong heart but their temperament can be off putting.

Xenophobic Array (0 RP): Members of this race start with their racial language only. Members of this race with high Intelligence scores can choose any language as their bonus languages.

Isolated Speech (-2 RP): Minotaurs speak Minotaurish, consisting of complex grunts, growls, and hand signals. They have no written version of the language. Minotaurs can learn to understand but lack the ability to speak other languages.

Natural Armor (2 RP): Prerequisites: None; Benefit: Minotaurs gain a +1 natural armor bonus due to their thick hide.

Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Gore (Natural Attack): (1 RP): Prerequisites: None; Benefit: Minotaurs can use their horns to make a Gore attack. This is a natural primary attack that deals 1d6 damage. If a minotaur looses 1 horn, the damage is decreased to 1d3 and if both horns are lost the minotaur looses this ability. Spells and other affects that can regrow lost limbs can also replace lost horns but otherwise this loss is permanent.

Powerful Charge (2 RP): Prerequisites: Natural Attack; Benefit: Whenever a minotaur charges, it deals twice the number of damage dice with a gore attack plus 1–1/2 times its Strength bonus.

Hoofed (0 RP): Prerequisites: None; Benefit: Minotaurs have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear.

The Exchange

Brimir – Monstrous Humanoid (human, dwarf subtype): Brimir are a little known mix of human and dwarven blood. While this pairing usually results in a long fruitless life occasionally, with divine intercession, a child is wrought. Brimir are usually hairless, with smooth stone-hued skin and slightly over sized eyes.

Racial Traits
+2 Constitution, +2 Wisdom: Brimir are tough and wise, yet missing the gruffness of their dwarven parent.
Medium: Brimir are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Brimir have a base speed of 30 feet.
Darkvision: Brimir can see in the dark up to 60 feet. (see darkvision).
Cave Runner: Brimir are used to harsh underground environments and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Sprinter: Brimir are fleet of foot and gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.
Stalker: Brimir have an unnatural shade of skin and keen senses. Perception and Stealth are always class skills for them.
Languages: Brimir begin play speaking Common and Dwarven. Brimir with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Tungri - These remarkable sub-humans appear to have been a small community of orcs, half-orcs and humans trapped in the Mana Wastes for uncounted generations. The results are a race of unusually strong, magic resistant humanoids. Tungri Look like thick squat humans with rangy rough hair, they walk with a slight apelike hitch in their step.

Racial Traits
+2 Strength, +4 Constitution, -2 Dexterity, -2 Intelligence; Tungri and strong and hearty but the rigors of life in the Mana Wastes has left them slow of wit and body.
Medium: Tungri are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tungri have a base speed of 30 feet.
Low-Light Vision (Ex): Tungri can see twice as far as humans in conditions of dim light (see low-light vision).
Plagueborn (Ex): Tungri live a hardscrabble life in an inhospitable land and gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Spell Resistance, Lesser (Ex): Tungri live in a land devoid of magical energies and gain spell resistance equal to 6 + their level.
Silent Hunter (Ex): Tungri are natural hunters and reduce the penalty for using Stealth while moving by –5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this ability).
Languages: Tungri begin play speaking Dwarven. Tungri with high Intelligence scores can choose Common, Orc, Goblin or Sylvan (except for Druidic or other secret languages).

Rotekti - These shy, arboreal humanoids are covered in a soft fur and have large expressive eyes. These pleasant yet reclusive humanoids have been forced to live on the outskirts of their ancestral home, the forest now known as Tanglebriar. The rotekti are swiftly out growing the patches of forest they control and many of the youth are enjoying exploring the outside world.

Racial Traits
+2 Dexterity, +2 Charisma: Rotekti are swift and nimble of both body personality
Small: Rotekti are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Rotekti have a base speed of 30 feet
Darkvision: Rotekti can see in the dark up to 120 feet.
Natural Luck: Rotekti gain the following ability: 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.
Stability: Rotekti receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Climb: Rotekti have a climb speed of 20 ft., and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Skill Bonus: Rotekti gain a +2 racial bonus on skill checks made with Acrobatics. Rotekti must choose between gaining a +1 racial bonus to Fly or Swim during character creation, once made this choice it cannot be changed.
Languages: Rotekti begin play speaking Common and Sylvan. Rotekti with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnome, Goblin, Orc, and Abyssal.

Shadow Lodge

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Deep Halfling

This Halfling stands less than half as tall as a human. He has a stocky but athletic build, Grey skin, Black hair, and dark eyes.

Type Humanoid (Halfling) [0 RP]
Size Small [0 RP]
Deep Halflings 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.
Base Speed Slow (20') [-1 RP]
Ability Score Modifiers [0 RP]
Standard ( +2 DEX, +2 WIS, -2 CHA)
Languages Standard (Undercommon, Halfling) [1 RP]
Bonus languages: Aklo, Drow, Dwarf, Goblin, Orc, Giant
Racial Abilities
Defensive Training, Lesser [1 RP]
Deep Halflings gain a +4 dodge bonus to AC against goblinoids
Darkvision 60’ [1 RP]
Cave Dweller [2 RP]
Deep Halflings gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made
underground.
Stonecunning [1 RP]
Deep Halflings receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not
they are actively looking.
Skiil Bonus +1 racial bonus on Appraise checks and Craft checks [2 RP]
Fearless [1 RP]
Deep Halflings gain a +2 racial bonus on all saving throws against fear.
Special: This bonus stacks with the bonus granted by Halfling luck and fortunate.
Halfling Luck [2 RP]
Deep Halflings gain a +1 racial bonus on all saving throws.
Hatred [1 RP]
Deep Halflings gain a +1 bonus on attack rolls against Duergar and Goblins
Weakness Abilities
Light Sensitivity [-1 RP]
Stillborn are dazzled as long as they remain in an area of bright light.

Total [ 10 pts.]


Starborn [10 RP]
Though these creatures appear human at first, standing next to them reveals certain anomalies. It may be something as small as lack of hair or extra digits, to something like a third eye and sharp teeth. These are creatures born from the Dark Tapestry, able to walk in the normal world relatively unnoticed. Interaction with a starborn reveals their abnormal mindset and inhuman emotional reactions.

Outisder (native): Darkvision, Dark Tapestry [2 RP]
Medium [0 RP]
Normal Speed [0 RP]
Standard Modifiers: +2 CON, +2 CHA, -2 WIS [0 RP]
Xenophobic Array: Start with Aklo. Can choose from Abyssal, Common, Celestial, and Undercommon. [0 RP]

Alien Blood: Refluffed Plagueborn. +2 to saves vs disease, poisons, and being nauseated/sickened. [2 RP]
Alien Brain: Refluffed Stubborn. +2 to saves vs charms and compulsions. [1 RP]
Ignorant Courage: Refluffed Fearless. +2 vs fear effects. [1 RP]

Damage Reduction: 5/magic [4 RP]


The Aldani [13 RP]

A small tree shutters as you move closer. A pair of green eyes blink from behind a long outstretched branch and the leaves along its top shake as it begins to step in your direction, picking a branch up from the ground as it approaches.

Type: Plant (8 RP)
Size: Medium (0 RP)
Speed: Slow (-1 RP)
Modifiers: Mixed Weakness +2 Wis, -2 Int, +2 Con, -4 Dex (-2 RP)
Language Array Xenophobic Start: Sylvan, BL: Common, Elven, Treant, Terran (0 RP)

Bark-Like Skin Natural Armor +1 (2 RP)
Rooted Stability (1 RP)
One With Nature Spell-Like Ability: Goodberry (1 RP)
Knowledge of the Forest Skill Bonus: Knowledge(Nature) (1 RP)
Treespeech Continual Speak with Plants (2 RP)

The motivation for this race is that it was created by a powerful Dryad as a companion to accompany them by their tree, inspired by a traveling Treant.


Velmoru
A desert dwelling race from the Sea of Shifting Sands. These beings are a nomadic race that act as guides and protectors for the many caravans that pass through.

Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Modifiers: Standard +2 Wis, -2 Str, +2 Con (0 RP)
Language Array: Linguistics (2 RP)
Racial Abilities:
- Ancient Foe: Vermin (3 RP)
- Desert Runner: Hot (2 RP)
- Natural Armor (2 RP)
- Weapon Familiarity: Two-Bladed Sword and Khopesh (1 RP)


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Half-halfling (could give it a better name)

Standard Array: (0pts) -2 Str, +2 Dex, +2 Int
Half-halflings are outcasts among halfling society so they tend not to be as jovial as their smaller cousins, but their unique combination of halfling wit and human cunning allow them to survive well among their stronger human cousins.

Spd: 30ft (0pts)

Bonus Feat: (4pts)
Halfling Luck: (2pts)
Nimble Attacks: (2pts)
Linguist: (2pts)

10pts


Felidae
The felidae are distance cousins to the catfolk, Where there catfolk tend to be the slender and agile small cat type humanoids the Felidae represent the large cats.
Type: Humanoid
Size: Medium
Base Speed: Normal
Vision: Low Light Vision (1 RP)
Ability Score Modifiers +2 Str, +2 Wis, -2 Int (0 RP)
Languages Standard (1 RP)
Racial Ability Scores
Bite (1 RP)
Claws (2 RP)
Skill Focus: Stealth (2 RP)
Skill Focus: Perception (2 RP)
Skill Focus: Survival (2 RP)
Sprinter (1 RP)
Total RP Points: 12

Draconian
The draconians are a result of constant cross-breeding between half dragons and various humanoid races.
Type: Monstrous (humanoid) (+2)
Size: Medium (+0)
Speed: Normal (+0)
Abilities: +2 Strength or +2 Charisma (+0)
Languages: Draconic, Common, and Elven (Standard Array +1)
Racial Abilities:
Darkvision: 60ft (free)
Claws: Members of this race receive 2 claw attacks dealing 1D6 damage. These are primary natural attacks. (+2)
Flight: Members of this race have a fly speed of 30 ft. with clumsy maneuverability. (+4)
Elemental Resistance: Pick one of the following energy types that corresponds to the dragon type the race is descended from: acid, cold, electricity, or fire. Members of this race have resistance 5 to the corresponding energy type. (+1)
Natural Armor: +1 Natural Armor (+2)
Total RP Points: 12


I took the liberty of trying to 'reverse engineer' the Powerful Build racial talent available to half-giants in Psionics Unleashed. It came down to three points (feel free to debate with me over this, but I feel it's fair and it was, after all, a racial feat for humans in 3.5 Forgotten Realms). Using this as a model, I whipped up some half-giants with a more Norse flavor, hailing from Muspelheim, Niflheim, and Jotunheim, respectively. So here they are, with an outsider twist even.

Muspelborn
+2 Str, +2 Int, -2 Wis (strong and calculating, but foolish)
Powerful Build (3 pts)
Native Outsider (2 pts)
Standard Language Array (1 pt)
Elemental Resistance (Fire) 5 (1 pt)
Pyromaniac (2 pts)
Hatred: Humans and Dwarves (1 pt)

Born of the fire giants of Muspelheim, the Muspelborn long remember their battles with humans and dwarves. Their heritage runs in their veins more strongly than in their cousins.

Niflborn
+2 Str, +2 Wis, -2 Con (powerful and wise, but their ties to death weaken their bodies)
Powerful Build (3 pts)
Native Outsider (2 pts)
Standard Language Array (1 pt)
Elemental Resistance (Cold) 5 (1 pt)
Negative Energy Affinity (-1 pt)
Craftsman (1 pt)
Ancient Foe (Humans) (3 pts)

Niflheim is a chilling place, not only of the body but of the soul. Niflborn bear the scars of living beings born from such a place, but even as their life force slowly ebbs from their bodies, fires of ancient hatred are constantly stoked within their breasts.

Jotunborn
+2 Str, +2 Cha, -2 Dex (though born to rule their kin, they suffer their jotun parents’ clumsiness)
Powerful Build (3 pts)
Native Outsider (2 pts)
Standard Language Array (1 pt)
Fiendish Resistance (2 pts)
Fearless (1 pt)
Sprinter (1 pt)

Jotunborn descend from the rulers of the jotuns, and as such have mastery over their cousins' domains as well as their own. Always the first into battle, they lead by example, allowing no prejudices to get in the way of glory.


and these are just for fun, since my sister and I have an irrational love of Akira Toriyama's work.

Notsaiyans
+2 Con, +2 Wis (flexible spread, 2 pts)
Xenophobic Language array
Advanced Combat Training (3 pts)
Flight (4 pts)
Relentless (1 pt)

Half Notsaiyans (human)
+2 to any stat
Linguist Language Array (2 pts)
Flight (4 pts)
Skilled (4 pts)

Notnamek
Plant Type (8 points)
+4 Constitution, -2 Dex, -2 Charisma (Greater Paragon Spread, -1 point)
Slow Speed (-1 point)
Standard Language (Sylvan, Common; Dwarven, Orc, Elvish, Draconic, Giant as bonuses)
Lightbringer (2 points)
Hold Breath


The Better Human
Remove +1 skill point per level (-4 RP), add +2 INT (+4 RP)
==================================================================

Light-Maker Family

This little family of humans are almost always magewrights or artificers, though not always. They have picked up a distinct knack however, one that has turned them a pretty profit. This insular family feels no need to learn the languages of anyone else.

Light-Makers are mostly like normal humans, but do not learn languages from a high intelligence, and do not gain the bonus skill point per level due to their focus on their light making craft.

Light-Makers can use Continual Flame 2/day as a spell like ability as a cast of one level higher than their level. If they have an INT of 10 or higher, they can also use Light at-will.

They are also immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effects they cast (including spell-like and supernatural abilities).

They also gain a bonus feat at 1st level like any other human

Humanoid (Human), Human Heritage Modifier, Medium, Normal Speed (0 RP)
Xenophobic (Common only, need to take Linguistics to learn more languages.) (0RP)
Light Bringer: (2 RP)
Spell Like Ability (Continual Flame, 2nd level, sorc/wizard version) 2/day (4 RP)
Bonus Feat (4 RP)

10 RP
Note: Spell Like abilities do not have a material Component, thus making Continual Flame free to cast. Sell for large profit.


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In honor of Halloween, here is my take on the Slasher:
Half-Undead (5)
Flexible: +2 to Str and Con (2)
Slow Speed (-1)
Language: Xenophobic (0)
Ferocity (4)
Hatred: Teens (1)
Stalker (1)


I came up with these guys a while ago and have only just now written them up all pretty. Maybe I will come up with the Full-Blood Darravi as a 20 point race at some point.

Darravi
The Darravi, despite the name, are half-human hybrids; as they are the offspring of the monstrous natives of Darrav and the humans who found themselves exiled to that plane. They are a young race, as there have only been two or three generations of human hybrids. Thus the Darravi have yet to find their place in the cosmos or even to realize the extent of the power in their blood. It is certain, however, that they possess the full spirit and resiliency of their human ancestors.
Physical Description: Darravi stand about as tall as their human parents, however, they have the red skin of their Full-Blooded Darravi side. Darravi also typically have a pair of spines projecting downwards from the corners of their mouths and upwards and sideways from their foreheads. These spines are far more pronounced in males than females. Darravi hair ranges from as red as their skin to deep black and their eyes follow a whole range of iridescent hues from blue to black to violet, often several shades at once.

Racial Traits:


  • +2 to One Ability Score:As they are actually half-human hybrids, Darravi characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Darravi are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed Darravi have a base speed of 30 feet.
  • Low-Light Vision: Darravi can see twice as far as humans in conditions of dim light.
  • Darravi Blood: Darravi count as both Darravi and Humans for the purposes of
  • Magic Resistance: The mixture of their blood gives Darravi an unusual hardiness against magic. Darravi characters gain Spell Resistance equal to 6+their character level.
  • Latent Telekinesis: Full-Blooded Darravi sometimes manifest telekinetic powers. The influx of human blood has only amplified this tendency. A Darravi character with a Charisma of at least 11 may choose one of the following: Jump, Stone Fist, Farshot, or Floating Disk as a spell-like ability useable 1/day.
  • Predatory Decent: Full-Blooded Darravi are excellent hunters and teach their half-blood children to share this talent. Darravi characters always treat Perception and Stealth as class skills.
  • Sprinter: When the hulking legs of the Full-Blood Darravi are combined with the slighter human form, it produces an exceptionally good sprinter. A Darravi character gains a +10 ft. racial bonus to their speed when using the charge, run or withdraw actions.
  • Glib: The Darravi were trained well in the paranoia of their outcast human parents. Darravi Characters gain a +1 bonus to Bluff, Disguise and Knowledge(Local) checks.

Alternate Racial Traits:


  • Magically Forsaken: In some cases, the mixture of Human and Darravi blood does not awaken any latent magical talents, and instead has the opposite effect. They gain Spell Resistance equal to 11+their character level. This ability replaces the Magic Resistance and Latent Telekinesis Racial Traits.
  • Phalanx Coordination: In the emerging culture of the Darravi, coordination and loyalty are paramount. Up to two Darravi can share the same square at the same time. If two Darravi 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. This ability replaces the Predatory Decent and Glib Racial Traits.


Shadowfolk
Chiliax was not the first group of humanoids to deal with devils. Unfortunate for these people, their deals got them enslaved in the shadow planes. Eventually they won their freedom, but they were still stuck on this harsh plane for many generations.
Type
Humanoid (Shadowfolk)
Size
Medium
Base Speed
Fast: 40ft (1 RP)
Ability Score Modifiers
Dex +2, Con -2, Cha +2 (0 RP)
Racial Abilities
See in Darkness: See in all types of darkness perfectly. (4 RP)
Quick Reactions: Improved Initiative bonus feat. (2 RP)
Stalker: Stealth is always considered a class skill. (1 RP)
Shadow Blend: 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. (1 RP)
Shadow Resistance: Members of this race gain cold resistance 5 and electricity resistance 5. (2 RP)
Total RP: 10


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Captain Sir Hexen Ineptus wrote:

Shadowfolk

Shouldn't it be 11, not 10?


Ravingdork wrote:
Captain Sir Hexen Ineptus wrote:

Shadowfolk

Shouldn't it be 11, not 10?

You are correct, my bad. I would have changed it, but I didn't notice till it was too late.

Shadow Lodge

Personally, I'm stoked about this. I'll be doing a lot of Forgotten Realms classics for Golarion conversions for my campaign. Bring on the Fey'ri.

Scarab Sages

Lordtoad wrote:

Catling

Catlings are distant cousins to catfolk. They are a smaller breed that have become adept at city life.

Type: humanoid (catfolk) (0 RP)
Size: Small (0 RP)
Speed: Normal (0 RP)
Ability Score Modifiers: Standard (-2 Str, +2 Dex, +2 Cha) (0 RP)
Languages: Standard (as catfolk) (1 RP)
Racial Abilities: Cat’s luck (1 RP); Low-light vision (1 RP); Skill bonus (Perception) (2 RP); Skill bonus (Stealth) (2 RP); Skill bonus (Survival) (2 RP); Spell-Like Ability (Feather fall) 1/day (1 RP)
TOTAL RP: 10

I actually like this far more than I like the Advanced Races build for catfolk. The Wis penalty is just too much for me to get over, cats have decent wisdom, and it's a save-stat. I imagine cats would make good clerics in a fantasy setting, so the -2 str makes more sense.


Fiend Specific tiefling
Succubus touched Rev 2.0 (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
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: (+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
Elf Immunities +2
Restricted Change Shape (Half-Elf)

Elf: (+3)
Weapon Familiarity(Elf(racial) and Whip) +1
Elf Immunities +2
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.


Did anybody do warforged? If not, it needs to happen. Although, I guess I understand if it can't happen since it's probably product of the Rpg That Cannot Be Named...

- Spee


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Dark Halfling (Boggart)

Also known as boggarts, the dark halflings are twisted versions of the standard halflings. They delight in playing pranks on people and will often clandestinely move in with a family to concentrate their mischief on them--sometimes even following the family if they should move. They love to steal small but necessary items, spoil food, Chill Touch people in their sleep, frighten and hurt domestic animals, disguise themselves as monsters just to frighten children, and break items when nobody is looking. They have no lands or homes of their own, but instead slip in out of the dark places built by others. They are superstitious and fear good luck charms and salt (due to their belief it will rob them of their abilities). Though they understand common, they prefer to speak a corrupted version of halfling peppered with cuss words and slang.

Type
Humanoid (Halfling) 0 RP
Size
Small 0 RP
Base Speed
Slow -1 RP
Ability Score Modifiers
Greater Paragon (-2 Str, +4 Dex, -2 Wis) -1 RP
Languages
Standard Array 1 RP
(Common & Halfling, Bonus: Aklo, Giant, Gnoll, Goblin, Orc, Sylvan, Undercommon)
Racial Abilities
Low-Light vision 1 RP
Halfling Luck 1 RP
Silent Hunter 2 RP
Stalker 1 RP
Light Sensitivity -1 RP
Skill Bonus (+2 Stealth) 2 RP
Weapon Familiarity 1 RP
(Slings and Halfling weapons)
Sprinter 1 RP
Spell Like Abilities 3 RP
(Putrefy Food and Drink, Chill Touch, Disguise Self)
Total: 10 RP


This is an idea I have had for quite a while but never had the knowledge/know-how to build. Any suggestions, comments, ideas? I'd love to hear from you (in another thread of course)

Seedborn (10RP)

Seedborn are a patient and stoic race, born from magical seeds of unknown origin. These seeds only germinate in the remotest areas as they must remain undisturbed for a long period of time. Reaching maturity takes 200 years of waiting alone, without the ability to move or converse, only listen and contemplate the world around them and themselves. They are rare to be seen, but are known to be trustworthy and wise amongst those few that have heard of them. Seedborn are always very attatched to their place of birth, but are great wanderers. Maturity is reached when they are able to walk and so they search unerringly far and wide for the secrets of their origins and take great pleasure in learning as much as they can about other races and places, perhaps in leiu of their own life.

Physical Description
Seedborn can vary largely in size and shape, they are much like humans in body shape. Their skin is thick and very hard wood, the colour and grain depends on the environment in which they were grown, ranging from sandblasted white to the darkest ebony. Their eyes are very large and almond shaped, with bright coloured iris' coming in hues of plant leaves or flowers backed by wooded blackness. Their teeth similiarily are black and broad, often shown with a wide grin.

Society
Seedborn do not have a structured society to speak of. They are so few that two meeting is a rarity, more is highly unlikely. Solitary childhood and a inborn wanderlust make Seedborn socities almost impossible to found. Some people say that if a Seedborn were to stay in the same place for too long she would lay roots and never move again.

Relations
Seedborn strive to befriend everyone and guide them with their infinate patience and wisdom. This brings them into many race's good graces but forms a natural enimity with the more impulsive races such as Half-Orcs. Seedborn get on particularly well with the elves as they are both born from the land but are sometimes uneasy around Dwarves and humans due to their industrialization, they see it as a perversion of the natural way of things. They do not begrudge either of these races, but rather look on them with reserved pity.

Alignment and Religion
Seedborn are ever patient and contemplative, they tend towards Lawful Neutral but this can differ depending on their place of birth and lifestyle after reaching maturity. They are never born into religion but may find it in their travels. They tend towards worshipping Erastil, Gozreh and Irori.

Adventurers
The Seedborn are natural adventuring companions, they are constantly seeking new knowledge and stimulations or a hint of their own origin. They strive to get on well with all companions and are hardy enough to hold their own in battle.

Male Names
Core, Oen, Birk, Sattle, Cohen
Female Names
Lil, Sap, Brich, Cayan, Forin

+2 Constitution, +2 Wisdom, -4 Dexterity (-1RP) Seedborn are grown to be hardy and have long lives of contemplations before birth, they are however stiff in their movements and slow to react.

Medium (0RP) Seedborn are medium creatures and have no bonuses or penalties due to their size.

Slow Speed (-1RP) 20ft Due to their stoic nature and hardend bodies, Seedborn do not travel as fast as others of their size.

Plant (+8RP)
Plants have the low-light vision racial ability
Plants are immune to all mind-affecting effcts
Plants are immune to pralysis, poison, polymorph, sleep effects and stunning
Plants breathe and eat, but do not sleep, unless the want to gain some effect.

Elemental Vulnerability Fire (-2RP) Seedborn are made of wood and therefore very vulnerable to flame

Treespeech (2RP) Seedborn have the ability to converse with plants as if subject to a continual speak with plants spell,

Stability (1RP) Seedborn receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Improved Natural Armour (+2+1RP) Seedborn have +2 Natural Armour due to their hard wooden skin.

Languages(0RP)
Common, elven, gnomish, orcish, goblin

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