Cool and interesting races


Homebrew and House Rules


Anyone have any cool and interesting custom races they have made? Preferably using the paizo race builder with RP listed. I'll post some of my custom ones in this thread later if anyone wants to use them, as well as their descriptions and any notes.

Also, whenever I build races, I have the xenophobic language quality cost -1 RP instead of 0.


Dogfolk (11 RP)

The Dogfolk were created as the bane of Catfolk, whom have proven to be troublesome and mischievous. Dogfolk are humanoids with the dogfolk subtype

Dogfolk are strong and perceptive of the world around them, but not all that bright. They gain +2 Str, +2 Wis, and -2 Int

Size: Dogfolk are medium sized.

Speed: Dogfolk have a 40 ft move speed.

Language: Dogfolk begin play speaking Common and Dogfolk. Dogfolk with high intelligence scores may choose from the following list of languages: Terran, Dwarven, Goblin, Sylvan, Undercommon, or Draconic.

Bite: Dogfolk have a bite attack that deals 1d3 damage.

Ancient Foe: Dogfolk gain a +2 dodge bonus to AC against creatures with the Catfolk subtype as well as a +2 racial bonus on combat maneuver checks made to grapple creatures with the Catfolk subtype.

Defensive Training, Lesser: Dogfolk gain a +4 dodge bonus to AC against creatures with the Catfolk subtype.

Hatred: Dogfolk gain a +2 bonus on attack rolls against creatures with the Catfolk subtype

Scent: Dogfolk gain the Scent ability

~~~~
Notes:

normally, Hatred gives you a +1 attack bonus to two subtypes of humanoids. If you wish to use this rule instead, change this to a +1 bonus to attack rolls against creatures with the catfolk or goblin subtype, as goblins are known to hate dogs and thus dogfolk would likely harbor a similar hatred.


I made this a while ago. A lot of my choices are probably eh, but what are you gonna do.
I was never very satisfied with the racial choice.

Strasiak
---
Physical Description: These thin humanoids are covered in thin strips of black cloth, covering every inch of their body except for their bright solidly colored eyes. Strasiak eyes can come in any color and often resemble precious gems. They take great care of their cloth strips, and often soak them in perfume and place flowers underneath their wrappings. Over the strips of cloth, Strasiak wear clothing normal to the region, and often have animal furs draped across their shoulders. Strasiak are especially fond of masks and hats. Strasiak are very secretive about what is beneath their wrappings, and rarely reveal themselves to outsiders. Their wrappings sometimes squirm, as if something is scuttling beneath them.

Society: No one has ever seen an all-strasiak society, and strasiak are often seen alone and keep quiet about their lineage and homeland. They prefer to live warm arid environments, but will travel almost anywhere. Most are deathly afraid of fire, and avoid water as well.
Relations: Strasiak are a race that prefer to keep to themselves, intermingling among other cultures in cities and towns, preferring to set up shops in back alleys, providing magical items and places to rest. They prefer to gesture rather than speak, but if something needs to be said, they will do so quickly and simply. Their strange voices are often said to sound like multiple different voices overlapping.
Alignment and Religion: Strasiak are withdrawn and easily unnoticed by nature, and thus are mostly neutral or neutral good.

Strasiak Racial Traits
Ability Scores (0 RP): +2 Dexterity, -2 Strength, +2 Charisma: Strasiak are swift and cunning, but physically frail.
Race (3 RP?): Strasiak are humanoids with the Native Outsider subtype. They have the darkvision 60 feet racial trait and breathe, eat, and sleep.
Weapon proficiency (1 RP?): Strasiak are proficient with Rope Darts, Whips, Chain Whips, and other similar weapons.
Medium (0 RP): Strasiak are Medium creatures and receive no bonuses or penalties for their size.
Speed (0 RP): Strasiak have a base speed of 30 feet.
Languages (0 RP): Strasiak begin play speaking Strasiak and Common. Strasiak with high Intelligence scores can choose from the following languages: Elven, Dwarven, Halfling, Goblin, and Gnome.

Offense Racial Traits
Sticky Tongue (2 RP): Members of this race can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time.
Incessant Buzzing [Terrifying Croak] (2 RP): Members of this race gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a terrifying buzz. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's Incessant Buzzing for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

Movement Racial Traits:
Shadow Magic (2 RP): Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level)
1/day—ghost sound, pass without trace, ventriloquism

Weakness Racial Traits
Vulnerable to Sunlight (–2 RP): Strasiak take 1 point of Constitution damage after every hour they are exposed to sunlight.
Elemental Vulnerability (-2 RP): Strasiak's bandages cause them to become easily flammable and they are vulnerable to fire.
Light Blindness (-2 RP): Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

4 RP

Alternate Racial Traits
Apiary [All Around Vision] (4 RP): Some strasiak are followed by a constant low hum, and smell of sweet honey, granting them a +4 racial bonus on Perception checks and making them immune to flanking. This replaces Sticky Tongue.
Silkworm [Fast Healing](6 RP): Small worms that live under your bandages constantly produce a steady stream of silk. A strasiak with silkworms beneath their bandages gains Fast Healing 1. This ability replaces Incessant buzzing and Sticky Tongue.
Grasshopper (3 RP): Certain strasiak can twist and contort their legs to resemble those of a grasshopper for short periods. They are always considered to have a running start when making Acrobatics checks to jump and gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. This replaces Shadow Magic.
Spider (6 RP): Certain Strasiak are well suited to strange unforgiving locations and can use ugly hooked nails to travel quickly across all manners of surfaces. Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. They can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). This replaces Incessant Buzzing and Sticky Tongue.

Strasiak Equipment
Strasiak have access to the following equipment
Ultra Black Wraps: These deep black bandages are soaked in a special solution and wrapped entirely across the body, hiding all exposed skin other than the eyes. A creature wearing these is immune to sunlight vulnerabilities but suffer -2 to Charisma based skill checks.

RPG Superstar Season 9 Top 16

I designed and illustrated the runari race.


I and some others made these last October for PaRaProMo. They include:

  • A race of twice-undead gluttons based on Slimer.
  • A hivemind of creepy little cloaked magic beings.
  • Some organically grown robots.
  • A bunch of former elves magically compelled to do good as penance.
  • A race of actual waifus (original OCs plz do not steal)
  • Bunnytaurs.
  • Fuzzy fat coldweather rodent people.
  • Naked mole rat people (this encompasses four races, each a different "caste").
  • Sentient bowls of soup created by a halfling chef to help her cook.
  • Armadillo people, hedgehog people, porcupine people.
  • Sentient sweaters that possess small animals.
  • Totem pole creatures that can split into three separate entities.
  • Amorous little flower people who release hypnotic pheremones.
  • Buckets of barely-alive aboleth offal.
  • Psychopomp planetouched.
  • Scarab people who rise as free-willed nonevil undead after death.
  • Hipsters with a vaping breath weapon.
  • Broken-minded flying monkeys.
  • Townies.
  • Dungeon-running songbird people.
  • Filthy peasants.
  • Creepy collision-proof humanoids from another world.
  • Parasitic monsters who latch onto humanoids to control them.
  • Shadowy figures created by a lonely child making a wish with a very special ring.

    Consider joining in next year!


  • These are all really cool! I don't have any of my papers with me at the moment, but some time tomorrow I should be posting a few more of mine


    Pure Human (20 RP)
    They're stronger, faster, healthier, smarter, more attractive, and all around better than any human nature has ever seen. The result of genetic engineering and eugenics has created a breed of super humans. Their only downfall is their pride.

    Type: Pure Humans are Humanoids with the Human subtype

    Ability Scores: +4 Cha, +2 Str, +2 Dex, +2 Con, -2 Wis

    Size: Pure Humans are medium sized

    Speed: Pure Humans have a 40 ft. base land speed

    Languages: Pure Humans begin play with Common and one other language of their choice. Pure Humans with high Int can choose any language (except secret languages)

    Immune System: Pure Humans gain a +4 bonus on Fortitude saves against diseases and poisons, even if they are magical

    Muscle Mass: Pure Humans have a +1 natural armor bonus to AC

    Confidence: Pure Humans have a +2 bonus against Fear effects and once per day may re-roll a natural 1

    Enhanced Spectrum: Pure Humans can see in all light levels, including magical darkness, normally.

    Bonus Feat: Pure Humans may select an additional feat at first level they meet the prerequisites for.

    ~~~
    Notes: A pure Human counts as a Human for all purposes, including feats, spells, and favoured class bonuses.


    Beyond (19 RP)
    Beyond are an extremely technologically advanced race from the stars. They have been watching humanity grow for centuries from their base inside our moon. They have appeared only briefly, saying that our violent and war-crazed nature makes us unfit for their gifts, and they look down upon the Grays for giving us technology. Beyond are tall and lean, and overall mentally superior to most other races. They have purple-white skin, very thin limbs, no mouths, and large eyes that look constantly strained.

    Type: Beyond are Aberrations

    Ability Scores: +2 Dex, +2 Int, +2 Wis, +2 Cha

    Size: Beyond are large sized, but take up only a single square and have only a 5 ft reach. They have a -1 penalty to AC and to attack rolls, a -4 penalty to stealth, and a +1 bonus to CMB and CMD

    Speed: Beyond have a 30 ft land speed

    Languages: Beyond begin play speaking Common and Interstellar. Beyond with high Int may select any language they choose (except secret languages)

    Innate Understanding: Beyond gain skill focus as a bonus feat in a skill of their choice at 1st level, 8th level, and 16th level.

    Darkvision: Beyond have darkvision to a range of 60 ft


    Gray (10 RP)
    You've heard of the alien invaders that crashed in Roswell, New Mexico. However, they aren't quite what you think. They come in peace and mean no harm, wanting only to understand us better and help usher in a new era of technological advancement in order to introduce us to the stars. They are keen to the world around them and fairly nimble, but are overall frail creatures.

    Type: Grays are Aberrations

    Ability Scores: +2 Wis, +2 Dex, -4 Str

    Size: Small sized, and thus have +1 bonus to AC, +4 bonus to stealth, and a -1 penalty to CMB and CMD

    Speed: Grays have a 20 ft base speed

    Languages: Grays begin play speaking Interstellar. Grays with high Int scores may choose from the following languages: Common, Aklo, Draconic, Infernal, Abyssal, Celestial

    Void Resistance: Grays have energy resistance 10 against Cold and Electric

    Vulnerability: Grays are vulnerable to Fire and Sonic damage

    Engineering Expert: Grays always treat Knowledge (Engineering) as a class skill

    Strange Architecture: Grays are treated as under a constant Detect Secret Doors spell effect.

    Unnatural: Grays are not from this planet and scare more basic creatures. Animals are always treated as one attitude step worse toward grays. Grays have a -4 penalty to charisma checks involving animals and a +4 dodge bonus to AC against animals.

    Darkvision: Grays have Darkvision out to 60 ft.

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