Your Custom Races via the ARG


Homebrew and House Rules

Dark Archive

I wasn't sure where to put this thread, so I put here in General Discussion.

So, have you made any new races? If so, post them here, including the RP totals.

I'm working on a Panda Race. No I don't play WoW, but the commercial inspired me. LOL! I should have it up soon.


This is what the Pandarians make me think of. Every. Single. Time.

Dark Archive

Tiny Coffee Golem wrote:
This is what the Pandarians make me think of. Every. Single. Time.

LOL!!! I can see that.


if anyone was curious this is what azlanti look like on the ARG
Azlanti (regular)
Type
Humanoid (human) 0 RP
Size
Medium 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
flexible str, dex 2 RP
Languages
linguist 1 RP
Racial
Feat and Skill Racial Traits
Flexible bonus feat 4 RP
Skilled 4 RP
advanced charisma 4 RP
advanced constitution 4RP
advanced intelligence 4RP
advanced wisdom 4RP
Total 27 RP
yeah just happened to have it up on my computer so id thought id share.


also here is my undead hunting tribe of half-undead
Acherons (half-undead)5RP 15, 10, 9, 7, 3, 2, 6, 5, 7, 6, 5
darkvision 60
+2 saves against disease, mind affecting
no penalty energy drain
negatively aligned
medium
normal speed
specialized str+2, dex+2, int-2 1RP
xenophobic array
lucky, lesser 2RP to be called Pharasma's blessing
hatred (undead) 1RP
carrion sense 1RP
resurrection vulnerability -1RP
light sensitivity -1RP
low-light vision 1RP
light and dark 1RP, effects reversed and called light of Pharasma
10 RP total


I don't have any completed, but how would you guys make a race with -2 Str -2 Con +2 Int +2 Wis +2 Cha or +2 Str +2 Dex +2 Con -2 Int -2 Cha? There's no easy way to make that with the stat arrays.


The Golux wrote:
I don't have any completed, but how would you guys make a race with -2 Str -2 Con +2 Int +2 Wis +2 Cha or +2 Str +2 Dex +2 Con -2 Int -2 Cha? There's no easy way to make that with the stat arrays.

Reverse the point cost for the "negitive numbers"

so it would be (for the first set)
Specialized +2 Int, +2 Wis, -2 Str (1 RP)
Reduced Constitution (-4 RP)
Advanced Charisma (4 RP)

Set 2
Specialized +2 Str, +2 Dex, -2 Int (1 RP)
Advanced constitution (4 RP)
Reduced Charisma (-4 RP)


Ah, you think just reversing the point cost of the advanced traits for negative modifications is OK?

Liberty's Edge

Evil Genius Prime wrote:

I wasn't sure where to put this thread, so I put here in General Discussion.

So, have you made any new races? If so, post them here, including the RP totals.

I'm working on a Panda Race. No I don't play WoW, but the commercial inspired me. LOL! I should have it up soon.

Check out: this class from French MMO "Dofus". Classes == Races in that game, and it had tons of flavor if I remember correctly :)


Here's my Half-Minotaur. Posted originally on another thread, but did some adjustments, increasing the total RP from 16 to 18.

Half-Minotaur Racial Traits (Advanced 18 RP)
Type: Monstrous humanoid. (3 RP)
Ability Score Racial Traits: Half-minotaurs are physically strong and tough, but their minotaur heritage hinders their intelligence. They gain +4 Strength, +2 Constitution, and –2 Intelligence. (standard + advanced constitution 4 RP)
Medium: Half-minotaurs are Medium creatures, and have no bonuses or penalties due to their size. (0 RP)
Normal Speed: Half-minotaurs have a base speed of 30 feet. (0 RP)
Darkvision: Half-minotaurs can see in the dark up to 60 feet. (monstrous humanoid – RP)
Gore: Half-minotaurs may gore with their horns inflicting 1d6 points of damage + half Strength modifier. (1 RP)
Militant Mind: Half-minotaurs receive a +2 racial bonus to Intimidate skill checks. (2 RP)
Natural Armor: Half-minotaurs have tough hide which provides a +1 natural armor bonus. (2 RP)
Powerful Build: The physical stature of half-minotaurs lets them function in many ways as if they were one size category larger. Whenever a half-minotaur 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), the half-minotaur is treated as one size larger if doing so is advantageous to him. A half-minotaur is 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 him. A half-minotaur can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (assume 2 RP)
Powerful Charge: Half-minotaurs may charge an enemy for 2d6 points + 1 1/2 its Strength modifier. (2 RP)
Weapon Familiarity: Half-minotaurs are proficient with greataxes, greatclubs, and greatswords, and treat any weapon with the word “minotaur” in its name as a martial weapon. (2 RP)
Languages: Half-minotaurs begin play speaking Common and Giant. Half-minotaurs with high Intelligence scores can choose any of the following: Draconic, Dwarven, Gnoll, Goblin, and Orc. (standard - 0 RP)


This might sound fairly mundane, but in our campaign elves and orcs share a common ancestry and periodically there is a 'throw-back' born to one or the other, a half-orc/half-elf with more in common to their shared ancestors than to what they themselves have become.

The basic traits are fairly simple:

Strength +2
Intelligence +2

Darksight 60'
Low-light vision

Keen Senses: +2 Perception checks

Dual-minded: +2 Will saves

There has been a lot of back and forth over whether we should add this or that, over what racial alternatives should be, but at the end of the day that's the basics of what we've come up with.


Hello I have been working on a home-brew race for quite some time now... and I'm having some minor trouble with it. I am wondering if I could post it here and ask for any points that need work.


pensworth wrote:
Hello I have been working on a home-brew race for quite some time now... and I'm having some minor trouble with it. I am wondering if I could post it here and ask for any points that need work.

No need to even ask - many here willing to help.


Wiggz wrote:
No need to even ask - many here willing to help.

Oh thanks! I usually don't like to ask for help, you know the saying "too many chefs ruin the soup" and all that, but I realized I needed some help.

Well anyway here it is, I counted the total rp points and it has 10.

The Adelind

This small reptilian race despises its distant relatives the kobolds for their primitive and cave dwelling habits. They were lucky enough to be blessed with high intelligence and an enthusiasm for learning. They quickly evolved past their cave dwelling brethren and took on to the surface world. Because most of their race once lived in a secluded mountainous valley they haven’t had as much time to mingle with the other races of the world and are often mistaken for large hairy kobolds. Over the years these reptilians grew a layer of thick wiry filaments that served like a fur coat helping regulate their body temperature. While it looks like hair it’s not it is actually a mutation in the scales where long strands of the scale grew up and out from the main body of the scale. Without all the time needed to sun themselves they began studying the world around them more and more until they became heavily magically inclined. They have spent so long in the sun that they lost their natural light sensitivity and their dark-vision, in addition they have also spent long times pouring over books using all forms of light magic and torches that they are immune to light based spells. They strove to improve their knowledge of the physical as well as the arcane. They revere science and magic instead of brute force or deistic fanaticism. They are one of the few races as a whole who do not revere any deity. These creatures make excellent arcane spell casters of all kinds but they are distasteful of being up-close and personal or borrowing power from an all-powerful being.

Coloration
The scales and fur of these small reptilians are nearly random in color. They have been seen to have reds, browns, greens, yellows, blacks, whites and grays. Sometimes they are speckled with more than one color upon their hides. Their eyes have few variances, limited to browns and greens, although a blue or a red will appear it is uncommon or even rare.

The age of these reptilians has been extended by their extensive use of magic. Their ages are equal to that of a human. Refer to the human chart.

Base height and weight is equal for both genders
Base height 3ft - 4ft (2d6)
Base weight 30lbs - 48 (3d6)

+4int or +4cha (choose one) and -2str -2dex -2con
While these creatures may not be the most physically intimidating, graceful, or resilient humanoids, they are quick witted or highly book smart. They are able to use knowledge or excessive flare to get out of situations or sometimes into them. Melee or ranged combat they do not excel at, although they are bigger and slightly stronger than their kobold cousins.

Small creature: small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and their cmd, and a +4 size bonus on stealth checks. Small races have a space of 5 feet by 5 feet and a reach of five feet.

Base speed: 30ft

Languages: Common and adelind; members of their race with a high intelligence score can choose a number of the following laguages equal to their Int modifier, Kobold Goblin Dwarf Halfling Gnome dragonic.

Defensive racial traits
Their scales provide them a + 1 natural armor bonus.

Magic traits
Arcane focus: plus 2 racial bonus on concentration checks while casting defensively.

Envoy: creatures with higher than 11 intelligence can use the following spell-like abilities once per day; comprehend languages, detect magic, detect poison and read magic.

Light bringer: creatures of this race are immune to light based blindness and dazzle effects, are treated as one level higher when casting light based spells or effects, including spell like or supernatural abilities. If they have an intelligence score over 10 they gain the following spell like ability. At will- Light

Sense traits
Low light vision: can see twice as far as a human in low light conditions.

Other traits
Prehensile tail: cannot use tail to hold a weapon but can retrieve items from its person as a swift action.

This race was intended to be versatile and allow for excellent spell casters because there are a few races with +4 str or dex, but none with +4 int or cha.

Sorry if it is a little long!


I actually forgot to add the points to the character traits so here is the list.
paragon: 4int -2str -2dex -2con or 4cha -2str -2dex -2con (1rp)
natural armor: (2rp)
arcane focus: (1rp)
envoy: (1rp)
light bringer: (2rp)
low-light vision: (1rp)
prehensile tail: (2rp)

The thing I am having the most trouble with is the favored class options like every other race seems to have.

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