PaRaProMo 2016 - 1,001 PC Race Ideas


Homebrew and House Rules

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Liberty's Edge

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I rolled but using random.org as I was on my phone.

Abandoned Arts wrote:
91. A race of hotchi, complete with giant rooster steeds.

Hotchi

The small hotchis are agrarians and animal husbandrists, providing a sizeable portion of the food for Verces' major cities. These sharp-voiced, sharp-spined people live primarily in meadow-studded woodlands and tree-dotted deserts, where they have domesticated and bred all sorts of creatures. The image of a hotchi mounted on a man-sized lizardbird is so iconic that it was used as the flag of one desert nation.

Physical Description: Hotchi stand about three feet in height and have angular faces with prominent noses. Their skin, typically covered in short tan fur, is loose and baggy, stretching between their legs and their arms to make these limbs seem much shorter than they truly are. Their backs are covered in two-inch spines, and hotchi can tuck themselves into a ball to present only these spines to would-be attackers.

Society: Hotchi are a mercantile race, with the basic unit of family being a single farm and the center of their culture being food production and the accumulation of favors. Young adult hotchi are expected to do most of the labor and to take goods to market, then graduate into managing the farm when their parents die. Hotchi communities are tight-knit and matrilineal, with land ownership being passed down from mother to daughter. Non-female hotchi typically reside among their birth families to help raise children - both hotchi children and the offspring of their livestock. Their unique livestock, which include tuskbears and hornless deer as well as lizardbirds (use stats for boars, horses, and axebeaks, respectively), serve as mounts, beasts of burden, food, and war beasts.

Relations: Hotchi form strong trading partnerships among themselves and with other races. They regard the cold-dwelling terpeti as valuable trading partners, though the terpeti's unusual meal traditions have caused more than one diplomatic kerfuffle. Hotchi have a host of vaguely offensive fables about merriepetals, and are very careful to only visit their revels in groups. Their myths about gnomes are kinder, and hotchi-gnome integrated communities are relatively common. Hotchi interact little with half-elves, lashlings, half-orcs, and humans, seeing them as good potential customers based solely on their size.

Alignment and Religion: Hotchi communities are on average neutral, but individual hotchi range between lawful good and chaotic neutral in alignment. Some hotchi value the traditions of their farms and families, but others seek to innovate on those traditions, and still more even abandon them. Hotchi are nit-pickers to the core, but their criticism is rarely mean-spirited, and evil hotchi are rare. The central deity of hotchi culture is Erastil, but cults of empyreal lords are also common. Some hotchi revere Magdh, a three-faced member of the fey Eldest.

Adventurers: Hotchi may adventure to find an ideal settlement site, or because they believe their magical or martial talents are better used defending people than working on a farm. Hotchi adventurers are often hunters, gunslingers, and cavaliers.

Racial Traits (10 RP):
+2 Dexterity, +2 Wisdom, -2 Strength (0 RP): Hotchi make up for their physical weakness by being agile and shrewd.

Humanoid (0 RP): Hotchi are humanoids with the (hotchi) subtype.

Small (0 RP): Hotchi 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.

Slow Speed (-1 RP): Hotchi have a base speed of 20 feet.

Natural Armor (3 RP): Hotchis gain a +1 natural armor bonus to their Armor Class. When a hotchi uses the total defense action, it gains an additional +1 natural armor bonus to AC.

Spines (2 RP) (Ex): Any creature attacking a hotchi with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a hotchi takes 1d3 points of piercing damage each round it does so.

Forest Stride (1 RP): Hotchi can move through natural difficult terrain at their normal speed while while within forests and woodlands. Magically altered terrain affects them normally.

Animal Handling (3 RP): Hotchi gain a +2 bonus on all Handle Animal checks. This increases to +4 when attempting to rear a creature, train it for a general purpose, or teach it new tricks.

Deft Riders (2 RP): Hotchi gain a +2 bonus on all Ride checks.

Languages (0 RP): Hotchi begin play speaking Common and Hotchi. Hotchi with high Intelligence scores can choose from the following: Common, Draconic, Giant, Gnome, Sylvan, Taldane, or Terpeti.


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1d179 ⇒ 81

Abandoned Arts wrote:
81. A race borne of a wish spell.

SHADOWFRIENDS

One hundred years ago, a legendary knight stripped naked and took a bath in an isolated forest. He was caught by surprise by a team of bandits, who, though far from his equals in a fair fight, were able to kill him after a short scuffle. They took his weapons and armor and left his body for the crows to find. None of this is important save one detail: They missed his ring, and left it where he'd put the rest of his gear.

Fifty-two years later, a runaway half-orc stumbled upon the knight's skeletal remains. She was but eight years old, and scared out of her wits after escaping an abusive master, but the skeleton did not much frighten her. It was clean and grinning, almost friendly in the starlight. She named it Ribs, and slept next to it for the next few weeks. The pond was a source of water, and apples grew nearby, allowing her to survive the summer months in relative comfort. For the first time in her life, she was safe and free. But she was lonely.

And one day, while polishing the pretty ruby ring she'd found—which seemed to be missing two of its stones—she wished for some friends.

Physical Description: Shadowfriends are hulking, but physically frail, almost skeletal. Some can stand over thirteen feet tall, while others take more bestial shapes, resembling scrawny bears, horses, or panthers. They are almost charcoal-black in color, and disturbingly silent when they walk—they weigh only about 60 pounds. Many choose not to talk, or talk very rarely.

Society: Shadowfriends rarely like to associate with others of their kind, and seem pained when they must do so. They generally wander the wilderness alone, looking for travelers who need assistance—particularly children. Others stalk towns, protecting the young folk from abusive homes and employers.

Relations: Dwarves treat shadowfriends with hefty suspicion, and shadowfriends return the sentiment. Something about dwarves tends to set shadowfriends on edge. Elves and shadowfriends tend to see each other as fellow guardians of the forest. Shadowfriends seem to mistake halflings and gnomes for children, and are somewhat perplexed by the worldly halflings (halflings find this sort of entertaining, while gnomes like to play along, seeing shadowfriends as fascinating mysteries). Shadowfriends are regarded by humans as dangerous fey to be avoided, appeased, or killed, so shadowfriends usually try not to be seen by humans.

Shadowfriends are very kind towards half-elves and, in particular, half-orcs, for perhaps obvious reasons. Half-orcs generally see shadowfriends as a little bit patronizing, but well-meaning.

Alignment and Religion: Shadowfriends are kindly and protective, but can show a disturbing, even monstrous side when facing those who would harm the innocent, and so tend towards true neutral slightly more often than neutral good. They have no religion, but when asked for a being they revere, shadowfriends will universally look down and say, very quietly, "Zeljka."

Shadowfriend Racial Traits (14 RP):
+2 Dexterity, -2 Constitution, -2 Strength: Shadowfriends are quick and dexterous, but their sticklike forms are frail and weak for their size. (-2 RP)

Fey: Shadowfriends are fey creatures. (2 RP)

Large: Shadowfriends take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. (7 RP)

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

Low-Light Vision: Shadowfriends can see twice as far as a race with normal vision in conditions of dim light.

Light Blindness: Abrupt exposure to bright light blinds shadowfriends for 1 round; on subsequent rounds, they are dazzled as long as they remain in the light. (-2 RP)

Different Shapes: A shadowfriend begins play as either a quadruped or a biped. If they are a quadruped, they gain a +4 racial bonus to CMD against trip attempts, and increase their speed by +10 feet. In addition, they may pick two of the following natural attacks, with damage noted in parentheses: gore (1d8), slam (1d8), 2 claws (1d4), and bite (1d8). They cannot take both slam and claws. These are primary attacks. If they are a quadruped, they cannot wield normal weapons, and armor is priced like barding.

If the shadowfriend is a biped, they gain reach out to 10 feet, a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed grants. (4 RP)

Hide-and-Seek: Shadowfriends gain a +4 racial bonus on Stealth checks, or a +8 in forests, and Stealth is always a class skill for them. (7 RP)

Fun Trinkets: Shadowfriends gain a +2 bonus on checks for either Craft (toys), Craft (carpentry), or Craft (clothing), chosen at character creation. Once per week, a shadowfriend can use this skill to create one mundane object worth less than 5 gp in one round, provided they have the materials. (2 RP)

Summer's End: In the winter months, a shadowfriend's form begins to frost over. They grow weaker, more confused, more vulnerable. A shadowfriend has vulnerability to cold. When a shadowfriend has to make Fortitude saves due to cold weather, they must also begin to make a DC 10 Will save each day, with the DC increasing by +1 each time. If they fail the save, they enter hibernation. A shadowfriend in hibernation can only be awoken by fire damage or ambient temperatures above 40°. If awoken by fire damage, they remain awake for the rest of the day, but the save DC continues to climb from its previous point. (-4 RP)

Languages: Shadowfriends begin play speaking Common and Orc. Shadowfriends with high Intelligence scores can choose from among the following bonus languages: Dwarven, Elven, Gnome, Halfling, and Sylvan.


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Morhek wrote:
176. Elf/dolphin hybrids.

you are the worst, burr

Regardless, that's 31.5 races! Commence the PaRaProMo Victory Dance!


Kerney wrote:
172) Eidolon blooded-Those with an eidolon

yo there

Liberty's Edge

Does that bring us up to 32.5?


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And here is the compilation document! A new thread will be up soon to begin preparations for next October. Almost all prompts from this thread will be copied over with links.


Migration begins.


Kobold Cleaver wrote:

Okay, just a reminder that these don't have to be totally silly.

60. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?

You could have a symbiosis ala (Star Trek), with their character Kurzon Dax the Prill. He was two people in one. Living in harmony, Dax the parisite and the Kurzon the Prill. The Dax part living several lifetimes of their Prill host giving them the wisdom of those lives.

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