[Contest] Little Red Goblin Games Racial Guide 2.5: Half Races and Hybrids


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So in the near future we are releasing our 3rd Racial Guide.

The only "core" half races were half elf/half human and half orcs/half humans we always felt that wasn't sufficient. We've provided a system to mix heritages as well as the surprising offspring that results from specific unions!

However, we feel like this is a GREAT opportunity to involve the community!

We want you to give us a union (example: Dwarf/elf) and the resulting race! However, there has to be a twist- a human/halfling can't just be a "small human". Show your creative side! (Does it have unrestricted growth potentials like ligers? Are they misshapen horrors? Do they become psychic?)

Based on the consensus of the in-house designers at Little Red, the 2-3 most creative/inventive races will be entered into our book. We are going to spotlight your race with your own heading (John Smith: "Alfar") in our upcoming book, complete with artwork, and credits on the book as a designer.
This is a great way to get some exposure!

Sound good? Feel free to post up your hybrid race in this thread.

You need to include:

  • Race Name (Bold)
  • (The Two Races)
  • A paragraph or two (no more) on the race. Please try to keep it setting neutral best you can.
  • Racial mechanics

    Tips

  • We are looking to do primarily player (or at least NPC) races so stay away from level adjustments/greater then 10 racial points.
  • Remember to include Ability Score Racial Traits, Type, Size, Base Speed, Languages, and racial abilities.

    We are looking for new designers to showcase and give a chance to shine! However, if you are an industry veteran go ahead and post away! We'd love to have you too!

    If you are an artist who wants to do some work for this one- we are also looking to showcase new artists with this product!

    This is one of our "flex" products that we use to help the industry grow by bringing new talent to light!

    Happy gaming,
    ~Red


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    Interesting. Got a couple questions though:

    1)

    Little Red Goblin Games wrote:
    ...Sound good? Feel free to post up your hybrid race in this thread.

    Here's a possible problem:

    Paizo Messageboard FAQ wrote:
    Users posting messages to the site automatically grant Paizo Publishing the royalty-free, perpetual, irrevocable, nonexclusive right and license to use, reproduce, modify, adapt, publish, translate, sublicense, copy and distribute such messages throughout the world in any media.

    IANAL, but if you are going to publish the winners in a final product, it may be better for entrants to email/PM entries to you than posting them here.

    2) When are they due to you?


    1) Very nice point actually.
    Feel free to email them to use at ScottGladstein@LittleRedGoblinGames.com or PM it to me.
    We are really not too concerned about it however. We are publishing the book as OGL with all materiel open to reproduction anyway

    2) We'd like them to us by the first week of January.


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    Dot for great interest! (Thanks for the heads-up Amby)


    Come on everyone, i believe in you!!!


    This will be interesting to see the results of.


    Are we limited to single entry per participant or can we send more hybrids?

    *sigh* I left my Midnight setting book back at home, I could use it as a reference for hybrids not to do because they are already used. Well, there weren't very revolutionary, maybe except for novel idea that orcs are dwarven off-shot and can crossbreed with them.


    Question number two: are you looking only for hybrids of two specific races or are PC races that are hybrids of certain categories of creatures acceptable (e.g. Aasimars are hybrids of celestials and mortals, Tieflings are hybrids of fiends and mortals, Fetchlings might be hybrids of humanoids and shadow plane denizens, Dhampirs depending on reading might be hybrids of living and undead humanoids).


    Drejk wrote:
    Question number two: are you looking only for hybrids of two specific races or are PC races that are hybrids of certain categories of creatures acceptable (e.g. Aasimars are hybrids of celestials and mortals, Tieflings are hybrids of fiends and mortals, Fetchlings might be hybrids of humanoids and shadow plane denizens, Dhampirs depending on reading might be hybrids of living and undead humanoids).

    Very interesting Drejk - you might want to read my post HERE on FGP's new Hybrid Monsters series. Maybe Christos will chime in with the Hybrid he is working on for us...… [/threadjack]


    1) Feel free to submit a few. We will only publish at max one of your races. I'd say max two or three.
    2) I'd say as long as it ends up a player race, go nuts. I'd encourage the union between two races rather than the more humanoid offspring of a category of creature.


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    I already posted it in the boards, so here's my own one. Maybe not too original. Source: Orson Scott Card's "Wyrms" novel.

    The Dwelf:
    Dwelf (Dwarf/Elf Hybrid)
    Dwelves are shorter than both elves and dwarves, much like a tigone's littler than a male tiger and a lioness- differently from Muls, that grow higher than both dwarves and humans. They're often mistaken for gnomes or halflings. They appear as shorter, thinner and jolly dwarves with no beards, pointy ears and a loud laugh. Dwelves are highly resistant to magic, as a result of the mixing of a magic race and a magic-resistant race, but they tend to be not very smart, due to the contrasting mindsets of their parent races. Some of them are raised among dwarves or elves, not discriminated but viewed as strange and unfitting; most are children of travelling parents, and travellers on their own right for a whole life, in search of a place to settle and integrate.
    Dwelves love a good meal and drink, and a good story before a fire; many become bards, fascinated from ancient racial lore, maybe because they haven't a racial lore of their own.

    +2 Dex, +2 Cha, -2 Int (0): Dwelf characters are swift in their moves and surprisingly nice, but somehow forgetful and distracted due to the contrasting mindsets of their parent races.
    Small (0): Dwelves 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 (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
    Normal Speed (0): Dwelves have a base speed of 30 feet.
    Low-Light Vision (1): Dwelves can see twice as far as humans in conditions of dim light.
    Defensive Training, Lesser (1): Dwelves get a +4 dodge bonus to AC against monsters of the giant subtype.
    Device Dabbler (2): Dwelves receive a +2 racial bonus on Use Magic Device skill checks.
    Integrated (1): Dwelves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
    Keen Senses (2): Dwelves receive a +2 bonus on all Perception skill checks.
    Mixed Blood (0): Dwelves count as both dwarves and elves for any effect related to race.
    Sociable (1): When dwelves 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, Lesser (2): Dwelves gain spell resistance equal to 6 + their character level.
    Languages (0): Dwelves begin play speaking Common, Dwarven and Elven. Dwelves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnome, Sylvan, Terran, and Undercommon.
    Alternate Racial Traits: Ancestral Arms (one elven or dwarven weapon), Beguiling Liar, Craftsman, Curiosity, Dual Minded, Gift of Tongues, Gregarious, Lorekeeper, Silent Hunter, Sprinter, Stonesinger, Stubborn, Woodcraft.

    Dwelf Adventurers
    Alchemist: Dwelves make surprisingly good alchemists, considering that neither of their parent races favors much this path of life, and their own distractful nature. Many of them hope to find in mutagens the physical and psychical power they lack.
    Barbarian: The very concept of a barbarian dwelf can make many laugh. Actually, due to their small size and peaceful nature, very few choose this class. Those few ones are often driven by rage against a family or a society that refused them.
    Bard: The bard’s life seems the natural choice for dwelves, who fulfill this way their love for song, travel, drinking and carousing. They’re expecially fascinated by ancient lore and racial legends, maybe because they haven’t a racial history of their own.
    Cavalier: A dwelf cavalier seems improbable just as a barbarian, but there are actually a bit more cavaliers than barbarians in the race. They mostly bond with ponies or large dogs as mounts, and tend to be knights errant.
    Cleric: Dwelven clerics tend to worship elven or dwarven racial gods, or deities of patience and tolerance. Most choose minor deities as their protectors, as they don’t feel at ease in mighty and large churches.
    Druid: A dwelf that believes to find in nature the peace and relief he longs for often retires in woods or deep underground caves and becomes a druid. Dwelf druids tend to be hermits, keeping themselves hidden to outsiders and protecting the environment where they chose to take refuge.
    Fighter: Dwelves may seem not very physically adept, but are stronger than most Small races due to their dwarven blood, and many of them must learn to defend themselves against an hostile world. These may embrace a fighter’s life and be quite good at it.
    Gunslinger: Often, you can better defend yourself shooting your enemy before he can come near enough to hit you with his sword. Those dwelves who think this way become gunslingers, and can surprise many a foe with their good aim.
    Inquisitor: The most rancorous of dwelves take the inquisitor’s path, and while not many in number, they are relentless in their chases. Often they choose to track and bring to justice dwarf and elf criminals.
    Magus: Few dwelves have enough patience and force of will to combine wizardly magic with the force of arms. Those dwelves that become magi choose most often witchy or sorcerous archetypes.
    Monk: Quite a few dwelves choose to use their bare hands to defend themselves rather than a sword or a gun. They become highly skilled monks, also due to their high Dexterity.
    Paladin: Most dwelves are too bound to defend themselves to defend others, but those chosen souls who pledge to relieve their fellows from the suffering that they have had to pass make surprisingly lethal paladins. Don’t laugh lightly of a dwelf paladin unless you want to eat back your laugh on the point of his lance.
    Oracle: It’s more likely for a dwelf to be chosen by a god (often against his will) than to choose to serve a god himself. The most frequent mysteries among dwelven oracles are ancestors, elements, lore, nature, time and wood.
    Ranger: Dwelf rangers do more than seek peace and relief in nature: they seek and help travelers and people in need, lost in their chosen terrains, as they are lost in a world of different races. Dwelven rangers can be found in every terrain, even in a big city.
    Rogue: Dwelves may often be forced to live a life of expedients and little thefts, be it in a city, in a wood or underground. They may easily disguise themselves as children of other races to avoid suspects; in this they’re better even than halflings.
    Sorcerer: Dwelves sorcerers have a rich diversity of bloodlines from both their parentages, from fey to deep earth to elemental to draconic to geniekind. Crossblooded sorcerers are all but rare, choosing to favor both their paternal and maternal line.
    Summoner: Many dwelves have quite a bit of imagination, and in their childhood create imaginary friends to relieve their sense of solitude. Once grown up, they can give those fantasies a more concrete body as a summoned eidolon.
    Witch: Dwelf witches are far more numerous than wizards. While concentrating on arcane spells is not their strong point, dwelves can find the security they long for in their pact with a mysterious power and a familiar rather than in nature or in arms.
    Wizard: It’s not frequent for a dwelf to take on the secluded and highly concentrated studies of the wizard. Those dwelves who work hard to exceed their limits can become enchanters or illusionists, but abjuration and conjuration too meet a dwelf wizard’s tastes.

    Favored Class Alternatives
    Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, dwelves have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all dwelves who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

    Alchemist: Add 1/4 minute to the effect time of mutagens created by the dwelf.
    Bard: Add 1 to the dwelf’s total number of bardic performance rounds per day.
    Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For dwelf druids whose nature bond gives them an animal companion, add +1/4 feat to the animal companion. If the dwelf ever replaces her animal companion, the new companion gains these bonus feats.
    Ranger: Add +1/4 feat to the ranger's animal companion. If the dwelf ever replaces her animal companion, the new companion gains these bonus feats. For dwelf rangers whose hunter bond is with their companions, add +1/4 round to the duration of a favored enemy bonus granted to the ranger’s companions.
    Rogue: Add a +1/2 on Bluff checks to feint, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, dwarven, or human child.
    Summoner: Add +1/4 feat to the summoner's eidolon.
    Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
    Witch: Add +1/4 feat to the witch's familiar. If the dwelf ever replaces her familiar, the new companion gains these bonus feats.


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    So we've already received a half dozen submissions since last night!
    We've got some great submissions.

    A few things that have cropped up:

  • We can't (and won't) publish material that draws from other source materials (particularly if it is a copyrighted work).

  • The thing we value most is creativity and a unique twist on the race.

  • We really only have room for racial mechanics + 1-2 paragraphs of text or else the price of this book will be effected due to an expanded page count.

    As a result, we added the new requirement:
    Please constrain your entries in the 300-700 word count range.


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    Apparently a LOT of people like nagaji O.o


    Little Red Goblin Games wrote:
    Apparently a LOT of people like nagaji O.o

    Snake people are that popular or am missing something?


    *Thinks about the implications of nagaji hybrids...shudders.* then again i have done just as bad or worse with concepts.


    christos gurd wrote:
    *Thinks about the implications of nagaji hybrids...shudders.* then again i have done just as bad or worse with concepts.

    Indeed nothing makes you feel worse for a creature then involving it with most elementals, or devils in a hybrid...


    Yep.
    Snake people.
    We've got elves, humans, etc breeding with them. Fun times.
    It's a weird universe I guess.

    We've got some real solid entries. Looking forward to more! :-


    I have an idea, though it'll be tomorrow before I'll have time to write it up =)


    I have some ideas...


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    Ideas are good. Submissions are better ;-)


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    robert best 549 wrote:
    christos gurd wrote:
    *Thinks about the implications of nagaji hybrids...shudders.* then again i have done just as bad or worse with concepts.
    Indeed nothing makes you feel worse for a creature then involving it with most elementals, or devils in a hybrid...

    ...err...yeah that's the worst...*whistles innocently while moving file labeled "half-troll templated beasts" to the recycling bin*


    Working on it.

    And no, none of it is nagaji hybrid.

    I wondered if I could make one yesterday but only thing that came to me was nagaji/vishkanya.

    Uh... Nagaji/kobold? Both are reptilian after all...


    Trolls are cool. Do trolls.


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    I thought about hybridising gnome/halfling with a troll to get pygmy trolls.


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    That folder was from a 3.5 campaign dubbed "welcome to the trollpacolypse". In it full-blooded trolls had become hermaphroditic, and were capable of becoming pregnant through consumption of enough of another. They gave birth within a week, and the child was fully grown within 2. EVERYTHING got the half-troll template. [/Threadjack]


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    That is so amusing.
    I just finished writing the half-troll and it is pretty fun... but that is hilarious.
    Might have to have you write that up.

    It also might be relevant to add what the in-house team has already written up:

    Spoiler:
  • (Human/Dwarf)
  • (Orc/Elf)
  • (Orc/dwarf)
  • (Gnome/Halfling)
  • (Dwarf/Elf)
  • (Drow/Elf)
  • (Ratfolk/Halfling)
  • (Human/ Chimpanzee)
  • (Kobold/Goblin)
  • (Human/Nagaji)
  • (Strix/Tengu)
  • (Human/Troll)
  • That doesn't mean if you submitted one of those your race will not be accepted. Just means you might have some competition. Please keep in mind that the list isn't final. Things might be added/removed/adjusted.


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    I am writing gnome/wayang hybrid at the moment. I will probably write 2-3 hybrids, time and circumstances allowing.


    Little Red Goblin Games wrote:
    robert best 549 wrote:
    Little Red Goblin Games wrote:
    Apparently a LOT of people like nagaji O.o
    Snake people are that popular or am missing something?

    Yep.

    Snake people.

    (obligatory) "Why did it have to be snakes?" :)

    My problem is going to be deciding which one of the half-dozen ideas (so far) gets submitted. But none are a nagaji hybrid.

    Silver Crusade

    Working on a nagaji/cecaelia hybrid now.

    edit-I literally do not know if I'm serious or not now...actually starting to fall in love with the idea

    Silver Crusade

    Little Red Goblin Games wrote:

    It also might be relevant to add what the in-house team has already written up:

    ** spoiler omitted **

    That doesn't mean if you submitted one of those your race will not be accepted. Just means you might have some competition. Please keep in mind that the list isn't final. Things might be added/removed/adjusted.

    checks the list

    Gonna have to buckle down on one of mine then. >:)


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    Mikaze wrote:

    Working on a nagaji/cecaelia hybrid now.

    edit-I literally do not know if I'm serious or not now...actually starting to fall in love with the idea

    Isn't that always the way it works?

    "God... imagine if we did XYZ.... wait... yeah... run with me on this. I got this great idea on how to make XYZ AWESOME!"
    (Half the "Scott Rants" in the Little Red Offices)


    3 people marked this as a favorite.
    Mikaze wrote:
    actually starting to fall in love with the idea

    Will we see hybrid of Mikaze and an idea? Hmmm... I wonder if axiomite would count as an idea?


    After reading a submission I got in-house this morning, I can honestly say "weirder things can happen". *Shudders*


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    Just found this thread. I'll have to see what I can cook up.

    Silver Crusade

    Drejk wrote:
    Mikaze wrote:
    actually starting to fall in love with the idea
    Will we see hybrid of Mikaze and an idea? Hmmm... I wonder if axiomite would count as an idea?

    Let's leave my proclivities out of this.

    Because otherwise we'll wind up with a whole campaign setting.

    Silver Crusade

    Is there a preference for what those paragraphs of description should aim for? History(kept vague for setting neutrality), culture, physiology, etc?


    1 person marked this as a favorite.
    Mikaze wrote:
    Because otherwise we'll wind up with a whole campaign setting.

    What's wrong with a whole campaign setting?


    @Shadowborn
    Go for it!

    @Mikaze
    Keep it in total in that 300-500 range so we can fit it to a page for you. All 3 of those are good things to cover. I like to talk about their relationship with their parent races too (if that isn't covered in culture).


    1 person marked this as a favorite.

    Working on my entries now.


    Fantastic!


    1 person marked this as a favorite.

    Yeah, mine is pretty well set mechanically; I'm just gnawing on my flavor text now.


    1 person marked this as a favorite.

    *grumble* I haven't finished writing first race yet and I already have some ideas for racial feats and alternate traits...


    hmmm... a dryad with a beard...
    read: dot


    We have time until the end of December or earlier?


    3 people marked this as a favorite.

    I'd rather have too many ideas than be writer's blocked like I was a few months ago. :)

    When I get multiple ideas while working on something else, I jot them down raw on a notepad/in a text file for later. Once I've documented them, my brain is free to ignore/backburner them to focus on my main project. If your submitted race(s) is chosen, you can always email a followup to LRGG with your ideas for racial feats, traits, weapons, and anything else.


    @Ambrosia Slaad
    Can't wait to see it!

    @Curaigh
    Sounds... attractive?

    @Drejk
    First week of January.


    I have a little write up of "half" races that I develloped a few months ago, specifically to do with one of my own characters (made with the race builder). They may be a bit TOO exotic, but I like them, and I've been playing one of them in-game for the last few months. I have given them their own"type", they could be considered humanoid (human, construct). Here's a link:

    Construct-Kin

    I hope you guys enjoy. They are a weird selection of races, but I have been having a blast playing a "metalborn". They are all built assuming 9-10 race points, and I've tried to give them a decent selection of unusual abilities. They arent QUITE constructs (the limits for a half-construct race are simply too great) but they do present numerous construct-like abilities.


    Also: do you mind half monstrous races? They would stick to the less than 10 rp, but would combine a regular race with a more monstrous counterpart. I've got write-ups of half aberration, as well as a half-jorogumo.

    I'll also try to write-up some feats/traits that could go with these races, though I'll admit they will probably be somewhat unbalanced due to my lack of experience)


    Yeah go for it.
    And did you want to formally submit that construct-kin?


    It's a formal submission I guess, do you need any extra information? I can PM you guys if you do.

    Edit: It might be worth me doing another re-read, I think there might be a few spelling mistakes/RP noting errors. I'll take a quick look an post a cleaned up version later tonight.

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