Girafian Races


Homebrew and House Rules


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Girafian Races

Girafian Centaurs (12rp)

Girafian Centaur Racial traits
+2 Strength, +2 Wisdom, –2 Intelligence: Girafian Centaurs are clever and strong.

Centaur: Girafian Centaurs are Monstrous Humanoids with the centaur subtype. Monstrous Humanoids have darkvision out to 60 feet. (3rp)

Large: Girafian Centaurs are large creatures and take a -1 penalty to their AC, a -1 size penalty on attack rolls, a +1 size bonus to their CMB and CMD, and a -4 penalty on stealth checks. They wield weapons, armor and gear as if they were medium sized, and uses manoeuvres that use their upper body as medium size (for example, they can use trip as a large character, but not grapple). (2rp)

Fast Speed: Girafian Centaurs have a base speed of 40 feet. (1rp)
Elemental Vulnerability: Girafian Centaur skin, while tough, is easy to melt and burn, Girafian Centaurs have vulnerability to acid and fire. (-4rp)

Centaur Magic: Girafian Centaurs can cast dancing lights and magic stone each once per day, using his total character level as his caster level. (2rp)

Hooves: Girafian Centaurs have 2 natural hoof attacks dealing 1d4 damage each. (2rp)

Horse’s Body: Girafian Centaurs have bigger bodies then other creatures; as a result they must eat twice as much food as normal in 1 day to avoid starving. (-2rp)

Large Body: Girafian Centaurs take a -2 penalty to all reflex saves because of their large size. (-2rp)

Mapping Instinct: Girafian Centaurs receive a +2 racial bonus on Knowledge (geography) checks and Survival checks made not to get lost. (3rp)

Of the Herd: Girafian Centaurs receive one teamwork feat as a bonus feat at 1st level. (4rp)

Quadruped: Girafian Centaurs gain a +4 bonus to their CMD against Trip attempts; also, their encumbrance is modified. (2rp)

Weapon Familiarity: Girafian Centaurs are always proficient with the Lances, Longbows (including Composite Longbows) and Pilums. (1rp)

Languages: Girafian Centaurs begin play speaking Common and Centaur. Girafian Centaurs with high Intelligence can choose bonus languages from the following: Aquan, Common, Draconic, Gnome, Goblin, Infernal or Undercommon.

Karkias (10rp)

Karkias Racial Traits

+2 Intelligence, +2 Constitution, –2 Dexterity: Karkias are clever and healthy, but clumsy.

Karkias: Karkias are humanoids with the Karkias subtype.

Medium: Karkias are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Karkias have a base speed of 30 feet.

Blacksmith: Karkias gain a +1 bonus on Use Magic Device and Craft (weapons and armor) checks, and they are treated as being proficient with any weapon they crafted and with Dire Flails and Scimitars. (4rp)

Breath Weapon: Once per day, as a standard action, Karkias can breathe a breath weapon that deals 2d6 points of force damage in a 15 foot cone. All creatures within the affected area must make a Reflex saving throw for half damage (DC=10+half your character level+ your Constitution modifier). (4rp)

Karkias Magic: Karkias add +2 to the DC of the saving throws of any [Curse] spells they cast; they also have a +2 bonus on saving throws against such spells. Karkias with an Intelligence of 13 or higher also gain the following spell-like abilities: 1/Day- Arcane Mark, Grease, See Invisibility and Read Magic. The caster level for these effects is equal to the karkias' level. The DC for these spells is equal to 10 + the spell's level + the karkias' Intelligence modifier. (4rp)

Low-Light Vision: Karkias can see twice as far as humans in conditions of dim light. (1rp)

Thin Blood: Karkias have a -2 racial penalty to saving throws against poison and checks made to stabilize when at negative hit points. (-3rp)

Languages: Karkias begin play speaking Common and Aklo. Karkias with high Intelligence scores can choose from following, Abbysal, Celestial, Draconic, Dromite, Giant, Gnome, Terran or Undercommon.

Girafian Kitsune (10rp)

Girafian Kitsune, often called Black Kitsune or Devil-Spawn, are the cruel kitsunes of the world of girafia. Unlike their kin on golarion, who specialize in friendly enchantments and making friends, girafian kitsune specialize in creating fearful illusions and manipulating others.

Girafian Kitsune Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom: Girafian Kitsune are quick and manipulative, but tend to be a bit barbaric.

Medium: Girafian Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Girafian Kitsune are humanoids with the kitsune and shapechanger subtypes. (-1rp)

Normal Speed: Girafian Kitsune have a base speed of 30 feet.

Low-Light Vision: Girafian Kitsune can see twice as far as humans in conditions of dim light. (1rp)

Bad Reputation: Girafian Kitsune receive a +2 racial bonus to Intimidate and Sleight of Hand checks but a -2 penalty to Diplomacy checks with non-kitsunes in their natural form. (1rp)

Change Shape (Su): A girafian kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form gains a +6 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. (4rp)

Black Magic: Girafian Kitsune gain one 1st level Witch Hex of their choice that she meets the prerequisites for. If she needs a familiar to perform that hex, she cannot choose it unless she has a familiar. (2rp)

Bloodlust: Any day a girafian kitsune does not eat any meat, they take 1d3 points of intelligence, wisdom and charisma damage. (-4rp)

Kitsune Magic: Girafian Kitsune add +1 to the DC of any saving throws against [Fear] spells that they cast. Girafian Kitsune with a Charisma score of 13 or higher gains the following spell-like abilities: 1/day—cause fear, ghost sound and charm person. (3rp).

Savage Bite: Girafian Kitsune has a bite attack that deals 1d6 points of damage and any disease the kitsune has a 50% chance (1-50 on a d%) to be transferred through the bite attack. (2rp)

Weapon Familiarity: Girafian Kitsune treat Spiked Chains and Hand Crossbows as martial weapons, and are always proficient with Light Picks and Greatclubs. (2rp)

Languages: Girafian Kitsune begin play speaking Undercommon and Sylvan. Girafian Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Common, Elven, Gnome, and Tengu.

Girafian Svirfneblin (11rp)

Girafian Svirfneblin Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Girafian Svirfneblin are tough and observant but emotionally distant.

Gnome: Girafian Svirfneblin are humanoids with the gnome and dwarf subtype.

Small: Girafian Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Darkvision: Girafian Svirfneblin have darkvision out to 60 feet. (2rp)

Defensive Training: Girafian Svirfneblin gain a +1 dodge bonus to Armor Class. (2rp)

Fortunate: Girafian Svirfneblin gain a +1 racial bonus on all saving throws. (2rp)

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes. (1rp)

Light Sensitivity: Girafian Svirfneblin are dazzled in areas of bright sunlight or within the radius of a daylight spell. (-1rp)

Skilled: Girafian Svirfneblin gain a +1 racial bonus on Craft (alchemy) and Stealth checks. (2rp)

Stonecunning: Svirfneblin gain stonecunning as dwarves. (1rp)

Earthen Magic: Girafian Svirfneblin add +1 to the DC of any [Earth] or [Acid] spells they cast. Svirfneblin also gain the following spell-like abilities: 3/day—nondetection 1/day—blur. Caster level equals the svirfneblin's class levels. (2rp)

Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

Amdish (10rp)

Amdish Racial Traits

+2 Strength, +2 Charisma, –2 Constitution: Amdish are muscular and charismatic, but quite unhealthy thanks to their mixed blood.

Native Outsider: Amdish are humanoids with the grippli and orc subtype.

Medium: Amdish are Medium creatures and receive no bonuses or penalties due to their size.

Slow Speed: Amdish have a base speed of 20 feet. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. (1rp)

Darkvision: Amdish can see in the dark up to 60 feet. (2rp)
Swamp Stride: Amdish ignore difficult terrain at its normal speed while within a swamp. Magically altered terrain affects an amdish normally. (2rp)

Swampy Resistances: Amdish have a +2 racial bonus on saving throws against acid effects, poison and disease. (3rp)

Ancient Affinity: Amdish sorcerers with the elemental Abyssal or Marid bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Amdish clerics with the Animal domain cast their Animal domain powers and spells at +1 caster level. (2rp)

Languages: Undines begin play speaking Orc and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Gurdwars (10rp)

Gurdwar Racial Traits

+2 Dexterity, +2 Intelligence, –2 Strength: Gurdwars are quick and intelligent, but weak.

Medium: Gurdwars are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Gurdwars have a base speed of 30 feet.

Darkvision: Gurdwars can see in the dark up to 60 feet. (2rp)

Arcane Aloofness: Gurdwars take a -1 penalty to their caster level when casting spells not of the Abjuration or Divination schools. (-2rp)

Gurdwars Resistances: Gurdwars gain a +2 racial bonus on saving throws against starvation and electricity effects. (2rp)

Skilled: Gurdwars gain a +4 racial bonus to Climb and Sense Motive checks. (6rp)

Weapon Familiarity: Gurdwars are proficient with Short bows, Falchions and Rapiers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (2rp)

Languages: Gurdwars begin play speaking Common and either Ignan or Infernal. Gurdwars with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Please give feedback on what you think of them, thanks for reading!


Bump Bump come on people 6 different races here! Very Exciting!

Liberty's Edge

Dang. I'd like to see these actually make it into an official PDF, under "subraces."


Lucky Salamander wrote:
Bump Bump come on people 6 different races here! Very Exciting!

Why? The majority of it is race stats. We have no idea what these races look like or what's so special about them.

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