PaRaProMo 2017 - 1,001 PC Race Ideas


Homebrew

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I had this submission sitting around for two days, but paizo has been down for two days straight (!!!), so here is a very late submission and I hope nobody minds me adding it.

1d307 ⇒ 281

Kobold Cleaver wrote:
281. A race of people whose entire life stories are chronicled in a book/some sort of record they keep on their persons.

Chronicle

The chronicle are a subrace of gnomes whose entire live stories are woven into knots in their hair and beards. A chronicles hair will naturally grow long, magically forming knots at specific lengths. This is a form of knot writing, documenting the chronicles and allowing others to view it in turn in a public display of their personal stories. Chronicles can naturally read this writing, though other races would require considerable study to interpret their patterns. Usually, the chronicles hair do not record every event in their lives, merely an update on their past weeks or months, and any significant event that might occur. A chronicle who engages in a thrilling life form elaborate braids and knots, though even an uneventful life can be quite detailed and enlightening.

Physical Description A chronicle appears similar to a gnome, though with the obvious exception of their numerous locks of knotted hair. While typical gnomes have striking hair colours, a chronicles hair colour changes at various lengths depending on the emotional state that the gnome was in during specific events of their life. Often this is within similar hues, creating a cascade of colour across their hair and beards. A chronicles hair is impossible to destroy, even by the chronicle, as any cut length grows back rapidly into the same formation. Altering their hair, such as by colour or trying to force new knots, is also impossible. As such, chronicles with quite long hair typically work their locks into more functional and fashionable hair styles.

Society Because of their extremely long lives and natural collection of firsthand accounts of historical events, chronicles find themselves frequently among scholarly communities. Chronicles themselves are quite adept at academic pursuits, and usually find themselves in such vocations. Otherwise, chronicles are dispersed in among other communities and rarely do chronicles form their own permanent settlements. Despite their similarities from an outside perspective, gnomes and chronicles do not live in close proximity to each other, viewing the other group as inconsolably disagreeable.

Relations Chronicles find themselves similar relations with other races as gnomes, as most of their attitudes are similar. But other long-lived races typically see them as fascinating if extremely infuriating that the chronicles seem to take their abilities for granted. Chronicles are, however, quite concerned with understanding and connecting with one another. Chronicles are typically used to being forthright and honest as a result of literally wearing their lives on their sleeves. This behaviour is significant enough that gnomes and chronicles can find themselves strangely at odds. Gnomes are natural pranksters and often enjoy mischief and misleading others. While chronicles often leave little of their lives or thoughts to the imagination of complete strangers, even to an uncomfortable degree. This difference is infuriating between each group, and utterly baffling to outsiders.

Alignment and Religion Chronicles need to share and understand, and will go to great lengths to achieve this goal. Asking probing questions of others, lacking in personal boundaries, taking dangerous or clearly unfavourable chances and risks to collect new accolades in their lives. Their various exploits often push them towards chaos. However, few chronicles are malicious in their intentions, and typically wish the best of others and often they hope their questions and actions might be enlightening or even bring fascinating new experiences to others and see the world closer to how chronicle see it. As such, most chronicles are chaotic good.

Adventurers Chronicles are driven to adventures, wishing to turn themselves into a walking autobiography that would rival some of the greatest epics of history. Chronicles will often favour harrowing and exciting adventure over a more calm and static lifestyle, even if those adventures are brief interludes to more standard living.

Chronicle Traits:

+2 Constitution, +2 Intelligence, -2 Strength The chronicled need not look far for accumulated knowledge, and their hardiness matches that of other gnomes, along with their natural weak physical prowess.

Type Chronicles are humanoids with the gnome subtype.

Size Chronicles are Small creatures and thus 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 Chronicles have a base speed of 20 feet.

Languages Chronicles begin play speaking Chronicle Knot Writing, Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

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

Chronicle Magic Chronicles add +1 to the DC of any saving throws against divination spells that they cast. Chronicles with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—detect magic, prestidigitation, read magic, and comprehend languages. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the chronicle's Charisma modifier.

Gathered Knowledge Choose one Knowledge skill. Chronicles always treat this skill as a class skill and can make checks with this skill untrained. If this skill is already a class skill, they receive a +2 racial bonus with that skill.

Hatred Chronicles receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Open Book Chronicles receive a +2 racial bonus on Diplomacy checks and a -2 penalty on Bluff checks when lying.

Thrillseeker Chronicles gain a +1 dodge bonus to AC against attacks of opportunity.

Transmutation Resistance Chronicles get a +2 racial saving throw bonus against transmutation spells or effects.

Unalterable History Chronicles are immune to effects that would alter their memories. Their hair is also immune to any effect that would alter it and regrows to its previous state in 4d6 hours should the chronicles hair be cut or partially destroyed (such as from being burnt).


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Gonna do one of my own for a last minute thing. Might seem a little late but... maybe I'm pinging this off a west coast server for Pacific time so... err... Yeah, Paizo has been down. That too!

Quote:
197. A race who find every other spoken language to be an utter abomination, insult, and challenge to their core beliefs, way of life, and very existence. Anyone speaking another language in their presence automatically incites them to hostility and while their language can be learned by others, other races lack the physiological capability to pronounce any of the words correctly, which angers them even more than normal.

Grend

Physical Description: Grend resemble hulking brutes with gorilla-like features. Their hunched stature makes their arms seem longer, only emphasizing their enlarged forearms and muscular frames. Their upper torso and head are covered in tough, chitinous plating and their heads resemble those of beetles, with mandibles and compound eyes. Their coloration varies from tan to deep brown along their armor-plated upper regions and lighter tan to gray along their limbs and lower torsos. Grend tend to lumber as they move, but they are quite adept at navigating broken ground and loose rubble within caverns and underground terrain. Yeah, something like a medium-sized grey render or an umberhulk in appearance... but those don't exist.

Society: Grend live in underground caverns beneath the surface, typically along the same stratum as deep gnomes and other subterranean dwellers. Their settlements tend to house 200-500 members, though the larger ones can have up a couple thousand. They spend most of their time hunting and patrolling their territories or tending to their herds of underground beasts. They are capable of metal-working, forging weapons and armor, though mainly using shields, as their own hides are quite strong. They are passable miners and stoneworkers, able to shore up caverns and structures when necessary or even construct bridges or other structures, but they don't excel in the manner of dwarves or some of their other neighbors. Their xenophobic nature and intolerance of others' speech makes them unsuitable as trading partners or associates among creatures that can't learn to shut up or communicate non-verbally. Due to this lack of trade, most grend do not rely on a monetary system, though they appreciate metals. When they do engage in trade, it is typically with precious stones in place of coins. Certain underground travelers silently pay tolls of gemstones to move through grend-patrolled caverns and territory.

Grend have their own calendar system, including holy days, which is nearly inscrutable to non-grend but seems easy to follow and keep track of for them. Scholars studying the language and details have not been able to decipher it completely, either its origins or framework, but it appears surprisingly accurate and perfect, insomuch as it applies to grend society itself, not so much to the rest of the world.

Grend communicate with perfection. Their language, coupled with stance, inflection, timing, and pitch is as simple and intuitive as it could be while still being as expressive and nuanced as anything this side of direct telepathic connection, at least as far as grend are concerned. Merely hearing another language spoken within 60 feet infuriates them to the point of violence. Grend will not necessarily try and outright kill such transgressors, but will certainly deliver a savage beating. Acts of contrition and submission (like cowering) can appeal for a less severe thrashing, but apologies, beseechment, or other verbal outcries only lead to harsher punishment. Hearing languages or voices from further away still makes them mad, but they can usually tolerate it somewhat unless it is obviously meant to be overheard or directed at them, like shouting or greetings. This applies even to creatures speaking in their own language of Grand Rendering (capitalization necessary), as non-grend cannot ever get the right inflections, accents, or timing correct. This infuriates grend just as much as anything else. It is possible for a creature fluent in Grand Reckoning to communicate passably if fully in grend form, possibly through a polymorph effect and this intolerance does not apply to written works, and writing, assuming it is in a language a grend can read, is a viable form of communication. In fact, a library is one of the few places most peaceful interactions with a grend could take place, due to the prevalence for hushed silence.

Relations: Not surprisingly, being driven into a violent rage by hearing others talk makes most interactions on a cultural level difficult. Only races that can communicate telepathically or non-verbally have a chance of peaceful coexistence and, even then, there's no guarantee the grend in question will understand it.

Grend keep slaves of many races, mostly they are given duties tending gardens and livestock or cleaning. They've typically learned to stay silent unless amongst themselves in their own quarters.

Alignment and Religion: Grend gravitate towards chaos. They typically could care less about other races and their beliefs or their goals, as long as they keep silent and shut up around them. They have no compunctions about moving into another race's territory or taking them as slaves if they commit any transgressions against them, which could be as simple as saying "hello".

Grend worship their own deities, one of which granted them speech and empowered it with a perfection of tone and syntax that is unmatched. Anywhere in the entire world. Or any other world. Including planes of other deities and gods.

Adventurers: Grend adventurers tend toward martial professions due to their physical prowess but they have both priests and oracles that guide them in rituals and prayers. Most adventuring grend are explorers, scouting new terrain and territory for their people or exploring new ruins discovered by their mining teams.

More rare are the grend bards who function as storytellers and entertainers or the sorcerers who handle most of the arcane duties of the race. There are almost no instances of wizards or formal written arcane works from the race, despite the fact that there is a written form of their language that has documented epic poems, stories, and even records of births, deaths, or inventories.

Racial Traits (19 RP, advanced race):

Racial Traits (9 RP total)
+2 Str, +2 Dex, +2 Con, +4 Cha, -2 Int, -2 Wis (advanced 4 RP): Grend are physically advanced. Their insular and xenophobic ways hinder their broader knowledge of other races and cultures but, despite their inability or inclination to interact with others, their sense of pride, self-confidence, and certainty is nearly unshakable.
Medium (0 RP):
Normal speed (0 RP): Grend have a base speed of 30 feet.
Monstrous Humanoid (RP): Grend are monstrous humanoids and they need to eat, sleep, and breathe.
Darkvision (from Monstrous Humanoid): Grend can see in the dark up to 60 feet.
Natural Armor (3 RP): Grend have tough hide and hardened, chitin-like carapaces along their backs and upper bodies. They receive a +2 natural armor bonus.
Bite (2 RP): Grend gain a bite with their mandibles. It deals 1d4 damage and is a primary attack, or a secondary attack if they are wielding manufactured weapons.
Languages: Grend begin play knowing the language of Grand Rendering ('Grend', to other races), which consists primarily of vocalizations but also inflection, mandible and limb placement, and cadence and timing. Grend with high Intelligence scores may also select from Common, Canto, Dwarven, and Undercommon. Other than Canto, which is percussion-based, a Grend will never demean themselves with communicating in the vocal manner of other races. This does not mean they can't understand them or utilize what the overhear to adjust their own plans or tactics.

Racial Qualities (15 RP total):

  • Fearless (1 RP): Grend have little fear or hesitation when it comes to taking action. Whether this is delving into dangerous territory or even braining the biggest dragons who dare to wag their serpentine tongues in their presence. They receive a +2 racial bonus on all saving throws against fear effects.
  • Hardy (3 RP): Grend are sturdily-built and resilient. They gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Enclave Protector (2 RP): As creatures that tend to come into conflict with every other race they encounter, grend are very adept at defending themselves from those who would try and drive them off or slay them. They add +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level and any DCs are Charisma-based. Grend outposts and settlements typically use obscure objects on cages and other enclosures within their important buildings. Intruders attempting to scry and teleport into such locations (even while unable to detect the grend themselves) often end up momentarily hindered or entrapped within cages they couldn't see.
  • Darklands Stalker (4 RP): Grend are natural hunters and underground stalkers. They can move unhindered through difficult terrain while underground. In addition, grend with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.
  • Skill Bonus (2 RP): Grend are perceptive and capable creatures. They receive a +1 racial bonus to Perception and Survival checks. This is to offset the Wisdom penalty, which translates more into interaction and comprehension of other races' actions.
  • Voice of Clarity (1 RP): Whatever others may think of the language of Grand Reckoning and the grend, their voices can communicate their intentions incredibly well. Grend may make Intimidate checks against non-grend even if their targets do not understand their language. Such creatures must understand a spoken language, however, whether the grend knows it or not. The grend cannot convey complex desires or commands this way (unless the target understands the grend), only commands that are simple, usually "leave", "stay", "shut up", etc.
  • Grand Reckoning (2 RP): Whether their language is perfection in one form or divinely inspired, it has strange effects on even divine agents or extraplanar creatures. Outsiders with the extraplanar subtype that hear a grend speak treat them as though they are under a sanctuary effect. The DC of this effect is Charisma-based and resets every minute in the case of a grend making a hostile action or attack upon such an outsider. This only applies to extraplanar outsiders who can speak or understand a spoken language.

Weaknesses (-5 RP total):

  • Intolerant Rage (-2 RP): When a grend hears another creature speaking a language they feel a rage pass over them. This includes speaking verbal command words or verbal components (unless the speaker is grend). They can attempt to maintain control with a successful DC 15 Will save. On a failure, they go into a rage, similar to being under the effects of a rage spell and will attempt to physically beat the offending creature. They do not ignore threats or hazards but have no qualms about attacking a creature in a group or while outnumbered. On a success, the grend can still gain the benefits of rage but does not receive a -2 AC penalty against any creature who provoked the rage, which includes any other creatures who speak during this time. This effect lasts for 1 minute but can be triggered again afterwards by another creature speaking. A grend can try to end this rage voluntarily once per occurrence as a swift action with a successful Will save at the same DC that triggered it. While mostly beneficial, this trait does make interaction and cooperation with others almost impossible and the potential to put the grend's life in danger is significant.
  • Linguistic restriction (-2 RP): Grend will not ever willingly speak in any other language. This extends to passwords, code phrases, or command words unless they are (at least mostly) nonsense words or phrases. This does not extend to verbal components for spells but does include written scrolls created by non-grend (and such creations are incredibly rare even among grend themselves.) As such, grend find many wands, scrolls, staffs, wands, and any other command word item with an actual word from another race's language to be useless or nearly so.
  • Light Sensitivity (1 RP): Grend are dazzled as long as they remain in an area of bright light.

Alternate Racial Traits:

  • Follower of the Grand Reckoning: While all grend respect and venerate the Grand Reckoning for its perfection and their gods for granting it to them, most priests devote themselves to their service more fully than others. Grend with this trait have spent their time training their minds and souls to more fully provide for their communities at the cost of their survival and exploring skills. Followers of the Grand Reckoning count their Wisdom score as 2 points higher for purposes of bonus spells and save DCs. This trait replaces the Darklands Stalker and Skill Bonus traits.

Liberty's Edge

Pizza Lord wrote:

Vutava did do a write up for The Botahvan:

82. Hermaphrodite telepathic plant people with no vocal cords or mouth (they feed with their roots and their pair of feeder tendrils).
It is easy to miss because he posted it in a link just before the Mundanes.

Yeah, I was too lazy to point this out earlier, so we're actually at a total of 34 races now! KC was also cut off by Paizo's inexplicable technical difficulties last night, so before All Saint's Day is over I expect we'll be up to 35 races. A new record!


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Yeah, and I miswrote the Grend's language as the Grand Reckoning instead of Grand Rendering (which should have been easy to remember since I based their name on it) in many places. I was rushing.

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Gark the Goblin wrote:
Pizza Lord wrote:

Vutava did do a write up for The Botahvan:

82. Hermaphrodite telepathic plant people with no vocal cords or mouth (they feed with their roots and their pair of feeder tendrils).
It is easy to miss because he posted it in a link just before the Mundanes.
Yeah, I was too lazy to point this out earlier, so we're actually at a total of 34 races now! KC was also cut off by Paizo's inexplicable technical difficulties last night, so before All Saint's Day is over I expect we'll be up to 35 races. A new record!

Sorry I did not see yours, if I had I would have included it in the race counts I was doing.

Liberty's Edge

Pizza Lord wrote:
Yeah, and I miswrote the Grend's language as the Grand Reckoning instead of Grand Rendering (which should have been easy to remember since I based their name on it) in many places. I was rushing.

We can edit the entries when KC puts them on the Google Doc, but these were supposed to be fast rough sketches, not perfectly balanced, completely edited, beautiful, publishable races, anyways.


Pizza Lord wrote:

Vutava did do a write up for The Botahvan:

82. Hermaphrodite telepathic plant people with no vocal cords or mouth (they feed with their roots and their pair of feeder tendrils).
It is easy to miss because he posted it in a link just before the Mundanes.

That was on my own time and not during October though.


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Uh, am I too late for this? I've been working on this over the last week but never had time to finish it.

PIED CHILDREN

Race Creation Myth:
Long ago, there was a humble little village of halfling bakers. These halflings harvested berries and fruit and squash from the rich wildlife surrounding them, rarely bothering to domesticate anything aside from wheat. Surrounded by windmills, life in the village was peaceful and quiet.

But when a plague of rats threatened their granaries, the halflings were forced to call in outside assistance. They conscripted a strange bard who claimed to have experience with vermin. His price was steep, but the halflings felt they had no choice. He promised to rid them of their vermin infestation, to ensure their children would never need fear going hungry. They promised him half their year's harvest and prayed he knew what he was doing.

That night, sinister flute music filled the mountainside. The halflings stayed indoors, as they had been told. And in the morning, the rats were gone.

But now the halflings, rid of their current danger, fell to bickering. Some supported paying the bard what he was owed. Others feared that they would not survive the winter. Others suspected he had caused them this plague, finding the ease at which it was dispelled questionable. They argued through day and night, honor and honesty warring with hunger and practicality. And soon the bard grew tired of waiting.

That night, sinister flute music filled the mountainside. The halflings were too busy arguing to notice, though. And in the morning, the bard was gone, and has not been seen since.

Neither have the village children.

Stolen from their homes long ago and lured into a land of eternal youth, the pied children are a race as endearing and sweet at first glance as they are disturbing and alien at the second. Some call them "little gnomes", but this is inaccurate in most regards save one: Both share a connection to the First World. They are devoid of fear and possessed of a strange empathy difficult for most to understand, making them seem almost horrifying at times.

Laughs at a dragon
Giggles at grief
Watch your eyes and guard your pockets
From the pied soulthief

Physical Description: The pied children were originally halfling youths, but their size might lead one to assume they descended from humans or elves, or are even full-grown halflings. Only their large—but hairless—feet and slightly pointed ears betray their true lineage and age. Pied children stand roughly three feet tall, and appear to be trapped in a state of perpetual pre-pubescent youth. They almost invariably dress in checkered clothes, a strange tendency that occurs regardless of the style of clothes they wear. Pied children do not age, and can live essentially forever, barring violent ends. Unlike gnomes, they do not face the Bleaching.

Pied children numbers are not finite, though they obviously have no tradictional means of reproduction: "Reproduction" occurs through a strangely sinister ritual performed upon other creatures to connect them to the First world.

Society: Pied children are quite social with one another, immediately dropping into a Halfling-Sylvan pidgin tongue the moment they see another of their kind. They often give the sense of a common enterprise or agency. It is hard to be certain whether they actually have some common interests, or are simply very, very tight-knit. They are so close, they often sleep together, assembling tattered "nests" of torn cloth, paper, and foliage and piling atop one another.

Relations: Pied children are almost always exceedingly friendly and social, to the point of it being a little unsettling, and often settle within non-pied communities. Gnomes tend to be frightened by the pied children, who always show a disturbing level of interest in the former fey. Halflings tend to deny any relation to the pied children, who in turn seem completely unaware that there is a difference between themselves and the grown halflings. With their long memories, elves mistrust the pied children as deceptive kidnappers, while dwarves and humans tend to regard pied children as misguided innocents—but definitely thieves.

Alignment and Religion: Despite their childlike innocence, pied children seem to struggle with empathy on all but the most obvious levels: They rarely realize they're being annoying, or understand why others find them unsettling. Most distressingly, they rarely understand why gnomes, halflings, and larger humanoids' children might not want to be "pied". While not overtly malicious, the pied children rarely recognize any real drive to curb their more sinister behaviors, and so they are usually neutral or neutral evil. They want to multiply. Pied children favor all sorts of gods, treating them almost like storybook characters.

Adventurers: Many pied children eagerly pursue adventure, treating it almost like a game. They excel at the work of the scout in particular, though there are many pied children bards.

Pied Child Racial Traits (14 RP):
+4 Dexterity, -2 Strength, -2 Wisdom (2 RP): Lost children are quick, but small and oblivious.

Small: Pied children 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.

Fey (2 RP): Pied children are fey with the extraplanar subtype.

Fast Speed: Pied children have a move speed of 30 feet.

Low-Light Vision: Pied children can see in conditions of dim light twice as far as halflings.

Fearless (4 RP): Lost children are fully immune to fear effects.

Subconscious Thieves (4 RP): Pied children steal almost out of sheer habit. They gain a +8 racial bonus on Sleight of Hand checks. However, if asked by an ally to return an item, asked if they have stolen an item, or asked to not steal from a particular person again, the pied child must make a Will save, DC 15 + their own hit dice, or obey the request/identify themselves as responsible.

Child's Innocence (2 RP): Much as it is sometimes difficult to remember, lost children are still children, and any good-aligned creature hesitates to harm them. They gain a +2 deflection bonus to AC against good-aligned creatures. They gain half this bonus against neutral creatures, but this bonus vanishes if the neutral creature is given reason to doubt the child's moral character to any serious degree.

Vulnerability to Music (-1 RP): Pied children retain a strange weakness towards simple tunes. Whenever any music of high quality is played (including any bardic performance and any musical Perform check with a result of 20 or higher), they must make a DC 20 Will save or be sickened as long as the music lasts. They take a -4 penalty on saves against any song-based attacks, including a bard's fascinate ability, a harpy's song, and lullaby.

Conversion (1 RP): Pied children "reproduction" is a sinister and strange process. If at least three pied children manage to capture or secure the cooperation of a small-sized humanoid, or the child of a Medium-sized humanoid race, they can begin the process of "pieing". This requires the subject to be either willing or helpless for three hours. Each hour, an unwilling subject may make a DC 15 Will save to resist the effects. At the conclusion of the third hour, if they have failed all three saves in a row, the subject is transformed into a pied child, replacing all racial abilities and ability modifiers with those of a pied child. Unlike with reincarnate, this effect affects their personality and mental scores.

Languages: Pied children begin play speaking Piedspeech, Sylvan and Common. Pied children with high Intelligence scores can learn to speak Halfling, Elven, Gnome, Dwarven and Sylvan.


Get the f%#$ out of here. You're too late. Get out of my thread.


Aw, man...


GTW's good, though. She was pretty close.

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Vutava wrote:
Pizza Lord wrote:

Vutava did do a write up for The Botahvan:

82. Hermaphrodite telepathic plant people with no vocal cords or mouth (they feed with their roots and their pair of feeder tendrils).
It is easy to miss because he posted it in a link just before the Mundanes.
That was on my own time and not during October though.

Doors this mean that the Botahvan do not count for the final race count?

Liberty's Edge

It seems to be becoming a tradition to be unsure if one of the races actually counts or not.


We don't count races that were created outside October, with the exception of the odd last-minute entries.

Liberty's Edge

309. Porcelain doll people made from ghouls


310. Any other suggestion with one (1) adjective OR one (1) noun changed.

Liberty's Edge

Here's the PaRaProMo 2017 compilation! Feel welcome to make any edits to the races you created (I just did a quick run-through with Google's spellchecking system, which . . . is possibly more inaccurate than MS Word's).

P.S. If anyone finds a better pic for anthrozoans (anthro limpets), please link it to me :V

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Gark the Goblin wrote:

Here's the PaRaProMo 2017 compilation! Feel welcome to make any edits to the races you created (I just did a quick run-through with Google's spellchecking system, which . . . is possibly more inaccurate than MS Word's).

P.S. If anyone finds a better pic for anthrozoans (anthro limpets), please link it to me :V

This looks amazing. The pictures for the races I designed were very well chosen, and fit quite well. (especially the Extremians!)


Made my corrections. Added some notes on the voltaorian emperor.


I made a small edit to the wording in Batfolk.

Also, kinda sad the Wechuge didn't make it, but oh well.

Edit: Did it just get accidentally skipped? I noticed it's on the list.

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We decided to exclude wechuge from the compilation doc because it's a) not really a "parapromo" race (unless you actually made it during October?) and b) relies on implied rape for its existence. Nothing against the statistics, but it's not really appropriate for this project.

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311. A race whose sounds of emotion are switched from the norm for humans (so they laugh when angry, scream when happy, etc.)


312. A race that communicates solely through the language of flowers.

313. These dudes (scroll down to the first response).


314. A race that become monsters or dangerous ravening berserkers (figuratively or literally) when they don't have fresh, humanoid blood of the same alignment as they are.

315. A sponge-like, humanoid-shaped race (not necessarily humanoids) that excrete (or secrete, expel as a jet, etc.) an unusual substance (fire, oil, water, lead-based paint, webbing, gravy, etc. Possibly a combination of the two).

316. A plant-like race closely resembling yuan-ti in appearance or individual properties, if not alignment and outlook. One might have faint traces of bark on their skin (where a yuan-ti might have had scales) another might have vines for arms (where a yuan-ti might have serpents). Possibly with different strains (pureblood, half-breed, abomination) each more monstrous and non-human looking than the last.


317. The inhabitants of a Bob Ross painting.

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318. Orchids who live on the street and pickpocket people
319. Orca urchins

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320. More mobile dryad-like beings that can bond to any tree of their species but also have to eat and sleep


321. Mobile, though typically sedentary and placid trees, that consume dryads or other people that attempt to step inside them, such as with tree stride (possibly even affecting incorporeal creatures), and can also redirect such transporting creatures to themselves instead of a nearby target tree.
[Optional: They also eat kobolds or goblins, just in the more traditional way or by crushing them against their trunks and letting their sweet, sweet kobold and goblin juices dribble down beneath their roots.]

Liberty's Edge

Pizza Lord wrote:

321. Mobile, though typically sedentary and placid trees, that consume dryads or other people that attempt to step inside them, such as with tree stride (possibly even affecting incorporeal creatures), and can also redirect such transporting creatures to themselves instead of a nearby target tree.

[Optional: They also eat kobolds or goblins, just in the more traditional way or by crushing them against their trunks and letting their sweet, sweet kobold and goblin juices dribble down beneath their roots.]

Why would you say these mean things :(

Liberty's Edge

322. A planetouched giant race

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323. Strong horses

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324. Capitalist mosquitoes


325. Communist mosquitoes. Like stirges, but they're equally likely to share blood with a creature, injecting it into them. Of course, without some internal or innate process for making blood compatible (ie. making it heal or give benefit to those injected)... it probably acts as a poison or damaging agent. Ah well, communism works on paper...


326. A race of tomten-like creatures with long probosces that lurk in areas of discussion and cause discord with their bad manners, baiting comments, and passive-aggressive suggestions.

327. Atlas Shrugged...but as a person.

328. Communist mosquitoes, but they just suck the blood of the rich and share it amongst themselves to sustain the next generation. Alternatively, see them as ragamuffin vampires of the swamp.


Time to create a 2018 thread and go through and redo the numbered list to account for created races?

Liberty's Edge

Yeah, it's about time for that.

One last one though - it's worth it, I swear:

329. Tiny deer that live in frozen ponds


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Also, one last thing:

Look what I got published! Hot diggety, am I right? If you want to see the bunnytaurs, blesmolfolk, merriepetals, misborn, kindercloaks, painterlilies and shadowfriends professionally edited for your use, check it out!

It's also worth noting that I basically got here just by sending them my favorites of the 2016 collection I designed. So, y'know, you can use the races you write up here to make those Choice Dollars, if you're lucky and talk to the right people!


Congratulations, maybe if I can come up 7 bizarre races I could do the same. How similar were the final designs to your initial created vision?

Liberty's Edge

Here's the new thread, by the way!


329. A race of aberrations that look and act human. They escaped from the dark tapestry and are trying to fit in. Their true form is that of an M sized Shoggoth.


I thought #329 was Tiny deer that live in frozen ponds.
That's just on this thread though, I think they're at 338 on the new one.
I think they've moved this stuff over to the new thread for 2018 though. If only there was a link to the new thread somewhere...


Yeah...If only there was a link...to the new thread...

Gark the Goblin wrote:
Here's the new thread, by the way!

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