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Coming this October: Pazonian Race Production Month
PaRaProMo 2016 and 2017 ended successfully, and now it's time to start preparing for 2018!
The guidelines here are simple. For the majority of the year, we're gonna do what Paizo does best: Make lists of things that probably shouldn't exist. To be precise, we're going to compile a list of short race ideas. You can include basic descriptions of ideas, but avoid specifying anything too firm or rules-y. Just list ideas for PC races to play. (Also, some people like to get comedic with their suggestions. That's okay, but don't go too overboard. It makes it a lot harder to adapt, say, a sweater worn by a cat into a race. We can do it, but it's a lot harder.)
Then, in the month of October, it gets interesting—because we'll be combining our efforts to shove thirty-one of these races against the membranes of reality until it gives way and they are described and statted for all to see. We'll be using Paizo's Race Builder where possible.
Guidelines for race creation (consult in October):
- Follow Paizo format. You don’t have to go in depth on alternate racial traits and racial weapons and so forth, but it’s much easier to refer to the races if you follow Paizo’s template.
- Think about how your race fits into a world. It could be Golarion, it could be a Pact World, it could be a homebrew. What is their ecology? How do they eat, breathe, drink, sleep, reproduce (without getting graphic)? Do they have good relations with other species?
- Don’t be afraid of getting weird! While the “2d anime waifu” is by far PaRaProMo’s most popular output, favorites among those who create races include the “hedgehog people that ride giant roosters,” the “slime people, but they all look like Slimer from Ghostbusters,” and the “sentient semi-mortal undead that disintegrate from zombies into clouds of sentient ash.” This is THE place to depart from the humanoid assumption.
- Make sure the race can be played by multiple character types - it’s fine if the statistics include some particular benefit for characters of a certain class, but it shouldn’t be one-sided. Try to have a mix of both skill and combat-related abilities.
- Have a power level in mind and compare your in-progress race to one or two Paizo-published races before you settle on its statistics. The Race Point system is a good way to get a feel of how powerful your race should be - most races for this project should fall between 6 and 15 RP. I suggest estimating the race points of each ability in parentheses after the ability name.
- Give races unique abilities. Making a race isn’t just assembling a bunch of abilities from the Race Builder - you’re ultimately at liberty to build each species from scratch, and previous years’ most popular races have all had at least one new ability.
- Give races flavor! What makes them special beyond their appearance?
Some people like to roll randomly to choose their race prompts, which is why these are numbered. Others prefer to choose, or have their races chosen for them by others. Either is fine. All that matters is that we combine our totals to reach the magic number: Thirty-one.
Anyways, spoilered below is a collection of race ideas from the last two years. Just to kick us off.
2. Liverwort people
3. Silverfish people
4. Angry birdz people
5. Carnivorous plant people
6. Lionfish people
7. Sea anemone people
8. People with skin made of tarmac
9. American possum people
10. Hydra people, but not fantasy hydras, real hydras ("a minute freshwater coelenterate with a stalklike tubular body and a ring of tentacles around the mouth.")
they dont s#+% they just periodically vomit
11. horsetail people, or people who make a living farming horsetails and maybe eat them, who extrude silicon through their pores
12. Lilliputians
13. Robots, but like Wheatley from Portal 2.
14. Radioactive goblins that can turn people into Goblinmen by biting them.
15. People who use anenomes symbiotically, like pompom crabs.
16. People who live in hamster balls, but not hamster people.
17. Like the Dvati, but for Pathfinder.
18. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.
19. Adventurers
20. Martin Shkreli, but as a person.
21. Gnome like beings that can turn into tea kettles
22. Goblin/Gnome hybrids.
23. Highly sexualized slime people, but and they all look like Slimer from Ghostbusters.
24. Lost Sock People
25. Catfolk but is actually a cat put in a sweater and carried around by a witch.
26. Broccoli People
27. The Last of the Summer Wine.
28. The Onion Tony Abbot bite into on national television, but with a knife.
29. Jort Bulkhard, whose name periodically changes every time he is mentioned
30. Brickfolk.
31. A reverse goblin.
32. The female character that was clearly written by a man and has 7 brothers.
33. A water fountain on a trolley hooked up to a tap. Removing the hose from the tap is instant death.
34. The smoke from the vaping that spells the words 'Ugh' and 'Kek'.
35. A banker.
36. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
37. A race with a sonic attack.
38. Crystal people.
39. A race that can turn into sand to fit into small spaces.
40. A race so pampered by their god that the main racial abilities are based around that god pulling strings and doing them favors.
41. A race that spends the majority of its time climbing vertical surfaces.
42. A one-legged race, like the dufflepuds/monopods from Narnia.
43. A kenku analog. Yes, we have tengu, but aside from being corvid people, tengu are entirely distinct from kenku as a race. I miss those sneaky, cursed, voice-mimicking a~#@%~$s.
44. Lesser spotted purple banana goblin.
45. Faceless people who talk through vibrations in their feet.
46. Outsiders but are actually a group of people displaced in time and split throughout mutliple timelines. Sometimes they are identical to the original. Sometimes they have taken a dramatic change in personality, appearance or behaviour. Any given individual could have multiple selves running around in the same timeline. The death of one has no impact on the death of the others.
47. Tiny blobs of slimes with minute black specs for eyes, and small pseudopods for hands and arms. They are 2 feet tall and eat grass and fallen tree branches for nourishment. They do not sleep, drink water and breath in oxygen through their mass.
48. Existential dread given physicality.
49. Former President Richard Nixon, but with a mustache.
50. Deep Sea Merfolk.
51. Sheepfolk. They are the best at hugs.
52. A race of diminutive parasites who form long-term bonds with human hosts. They don't hijack their minds; they actually live in harmony with their hosts, and develop relationships with them.
53. A "race" of clones - all physically identical to the original, and all with similar - but not identical - personalities, shaped by their own experiences. For example, if the original was Lawful Neutral, a Chaotic Good member must have experienced extraordinary things to be changed so profoundly. (Yes, this is basically The Council of Ricks, from Rick and Morty.)
54. A playable, race-builder-style myconid race.
55. A flumph-style race: an alien race that looks very, very silly, but whose members are actually quite grave and serious-minded, possess a tragic backstory, and who have no real idea how silly they look to humanoids.
56. A race sent to [insert campaign setting] in order to catalogue everything on it. Plot twist: ...because it's going to blow up / die / dis-corporate soon! Plot twist two: ...because their masters are preparing to assimilate / conquer / absorb it soon! Plot twist three: ...because they're really from the future / an alternate timeline / a parallel dimension.
57. A (non-reptile) race that sheds is skin periodically.
80. Plantfolk and Fungalfolk seem moderately popular in current and previous editions... so what what about Lichenfolk? Bonus points if such a race is composed of three symbiotic partners.
58. A human offshoot resulting from humanity's promiscuity with other races. They have a always-active low-level telepathic field that makes them really good at understanding other sentient (or maybe just sapient) beings.
59. A race that ripped their way back to the mortal plain from an afterlife.
60. A species who are this close to ascending to a purely mental state.
61. Gods bound into mortal form with their power stripped from them.
62. A species that exposed themselves to the horror of the cosmos and got shaped by it. Think Lovecraftian.
63. Deep ones.
64. A swarm of nanites.
65. The botanical equivalent to owlbears.
66. Dogfolk/Wolffolk
67. A race based on symbiosis, like a race of coral people, or a playable version of those anglerfish monsters.
68. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
69. A race of very normal humans doing some very normal human adventuring. In other words, a race of extremely unconvincing "humans" that are clearly very strange but difficult to technically prove the real nature of, in the style of Ted Cruz For Human President, Normal Human Blog, or, if you're willing to stretch the requirements slightly and really want to avoid the political satire site, Thrackerzod the Typical Pony.
"So, tell Thrackerzod—as a joke, because she is a normal pony—what would normal ponies consume? I AM BLENDING IN."
70. Floating bags of hot air from a gas giant, but playable
71. salamander people, but not made of fire
72. A sage, lavender-skinned "race" that consists of exactly one guy. Whenever s/he dies, he's reincarnated elsewhere, born to another set of parents.
73. A "dead but doesn't know it, Bruce Willis from the Sixth Sense" race. Oh, and spoilers.
74. A small race capable of physically enhancing each other.
75. A race which derives power from tattoos on their bodies.
76. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a water base culture
77. Tri-legged people.
78. People who have skin like plastic and enjoy beachhouses and expensive cars.
79. A people who are always cloaked and masked, and wear really long gloves to hide their bodies. Anyone who sees their actual form is blinded, and the creature disappears.
80. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
81. Cuttlefish people, who can spray ink and make their skin glow like disco lights
82. Sentient weapons. They can take Weapon Focus in themselves. They float. They dislike being used as weapons.
83. A ghoul girl.
84. Two races, who spawn one another. Race A only gets children of race B, and vice versa.
85. JPEG Artifacts
86. Magnetic people.
87. Shadows turned into a player-friendly race.
88. Shambling mounds turned into a player-friendly race.
89. Froghemoths turned into a player-friendly race.
90. Myrmidons (antmen) as literal antmen - with six limbs.
91. A race that can occupy multiple non-adjacent squares.
92. A race that generates plasma.
93. A subspecies of goblins incredibly skilled at lying.
94. A race that can use suggestion as a spell-like ability.
95. A humanoid race with the lower half of some sort of animal.
96131. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
97. A murderhobo. May already be a PC race.
98. A race of space lizards come to infiltrate the planet to set up for future invasion, because there doesn't exist a race like this already!
99. A race of spindly nightmare people who aren't all that mean but every creatures primal instinct upon seeing them is to be terrified of them.
100. A race accidentally created when one of the low-fecundity races (probably elves or dwarves) tried to create vat-grown kids... and they ended up with a mentally-twisted, physically-stunted offshoot race that can psychically infect other humanoids into transforming into new members of this new race. Think 1 part meenlocks, 1 part Reavers, with a pinch of mutant's deformities.
101. A race with abilities largely based on the specific breeds of symbiotic vermin they are raised from birth with. Choose 1-2 for your PC. Each type gives a different sort of benefit.
102. Mini-otyughs who live in small communities on oceanic garbage patches or graveyards of wrecked ships who accept donations from passing ships and trade the salvaged items they find.
103. As 102 above, but a race of mini-otyughs adapted for outer space. While they can usually eek out subsistence calories from photosynthesis/solar radiation, they will often follow (or remora onto the hull) of Starfinder ships for the jettisoned waste. A few enterprising colonies have set-up in Lagrange points, near shipping lanes, and in starship wrecks to consume the waste from passing ships and trade items they scavenge.
104. Naiads
105. A goblin species that can undergo slight mutations at will. Sort of like Eberron's shifters, but with more options from moment-to-moment.
106. A race like the landstriders.
107. Crustaceans similar to dark crystals Garthim.
108. Camel Spider people.
109. badgerpanda hybrid humanoids.
110. A race of unseen servants somehow mutated into a new life form.
111. A race that can change its appearance, but not its form, with illusions.
112. A race that's tapped into a "hivemind"/"internet"-like communication system with all other members of its race or clan or family, but that is otherwise fully independent.
113. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
114. A race so heavily endebted to a devil or god that the servants of that being constantly follow members of the race around, collecting every part of the debtor they can get their claws on. Your hand gets chopped off? A creepy winged monkey scurries in and grabs it, then runs off. Hairs fall out? Monkey grabs them and climbs into a nearby culvert. They're always there. Watching. Waiting.
115. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one
116. Humanoid Llama's, because lovely llamas are lonely.
117. Coyote born--Born tricksters.
118. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
119. Jack-o-lantern people.
120. Alternatively, a race inspired by the Jack-of-the-Lantern story.
121. Spooky scary skeletons.
122. Actual monster mash given sentience.
123. Elf/dolphin hybrids.
124. A species that lives exclusively in the forest canopy and potentially never even knows the ground exists.
125. Aphid people.
126. A race of swamp people who are physically adapted to walk on stilts—think the Crow Fishers.
127. Swamp people who swim through the mud and have very strong immune systems
128. Swamp people who are very similar to onions.
129. A race of people who eat rocks.
130. A small or tiny race with a Strength bonus.
131. Playable dryads/hamadryads who carry their potted plants around with them.
132. A race of people who can't be seen.
133. A race of tourists that see everything as both harmless and exciting.
134. People with skin like smartphone touchscreens that lights up and stores information
135. Anthropomorphic anticores
136. Extradimensional spirits possessing mobile willow trees
137. A race of annoying riddle-loving goblin creatures.
138. A race of shapeshifters that can swap between multiple preset forms, or 'aliases', and gain more as they level.
139. Catfolk, but more like Garfield.
140. Flamingo people.
141. Heron/egret/crane people.
142. When a centaur is cut in two, one half can sometimes stay alive, like a worm. (this one can only be made by Garbage-Tier Waifu)
143. Sebastian, but as a playable race.
144. Smurfs.
145. An incorporeal race (good luck).
146. A race of sentient gorgonopsids. Non-anthropomorphic.
147. A race that won't. Stop. Eating.
148. A race that gets bigger from eating things.
149. A race whose base movement mode is the conga line
150. A race that has a chance to explode when their hit points are at max.
151. A predominantly-subterranean humanoid race whose internal (and actual) gravitational orientation is always North on a vertical plane, making them treat walls as their 'ground'. They can walk normally on a horizontal surface like a normal creature when they wish but they become dizzy and sickened as long as they do so. They also fall to the earth normally if they end up 'falling' more than 30 feet in a northern direction without striking a solid object.
152. A race for whom sleepwalking and/or dreaming is extremely important in some way.
153. A race of orc-dwarf hybrids, light-sensitive packmules with a raging short temper and a physical hardiness that impresses even dwarves. These creatures have a mutual hatred of 'true' dwarves and orcs, and barely get along with half-orcs.
154. A race similar to stories about Hecate, that changes its shape depending on the time of day/night.
155. A race of these not quite-humanoid feline-ish beings. (Note: creepy and unsettling.)
156. A race of constructs with subraces based on every programming language (bonus points if you can make something useful from Brainf&$+).
157. A race of sapient electrons.
158. The unfortunate result of a time-paradox.
159. The fortunate result of a time-paradox.
160. A race which feeds by poking and touching things.
161. A race created by Existentialists, incorporating only their beliefs.
162. A race created by Stoics, incorporating only their beliefs.
163. A race which exists as a series of Epicurean Delights.
164. Squiggles.
165. Null-space; a race consisting of the absence of everything.
166. Clown People.
167. The forgotten ones.
168. Kaleidoscopic Rainbow Sparkles.
169. Definitely not a Katamari.
170. A race of people who feed on fear, or another emotion.
171. A race of intelligent equations that can teleport at will between flat surfaces that can hold writing or etchings.
172. A race closely linked to matryoshka dolls, like a golem race.
173. A race of animated magical debris. Made of very solid, yet mobile withing the creature, items used in magic (potion bottles, spent scrolls, spent wands, once spelled weapons, etc.). They spontaneously animate when concentrated and 'heal' as more is added. Absorb magic to 'heal' and levitate. Anti-magic is lethal, as are dispels, etc.
174. miniature kaiju
175. miniature space kaiju hamster, with cheek pouches of holding
176. A race that is round. Like, round enough that it can roll away to safety.
177. A race that moves on wheels. Like the Wheelers from Return to Oz, or those weird critters from His Dark Materials.
178. A race whose each member is actually made up of five small lions formed together, and can split apart or reform at will.
179. A race made of delicious cheese.
180. Koboooooolds Innnnnnnn Spaaaaaaaaaaaaaaaaaaaaace!!!!
181. A race spawned by rare simulacrums that are able to continue living through their 'children', which they sculpt themselves and lie dormant until the creator's death. They have fire vulnerability (being animated ice and snow) and bonuses with illusion magic (though they aren't illusory, like simulacram's.)
Each one has the ability to craft a simulacrum of themselves (100 gp. in snow or ice materials + 500 gp. in rubies per HD). Requires 1 day per 1,000 gp price and a Craft (Sculture) check at DC 15 + 1 per per HD. They can do this once per level and only one simulacrum progeny can be viable at a time. If a new one is made, the old one melts away, never to exist.
The progeny remains dormant and must be kept in a cool, not necessarily cold or icy location (though this won't harm it.) At the creator's death, their body melts away, like a simulacrum. They can only be returned to life with a wish, true ressurection or spell of similar power. Otherwise, within 1 day their life-force animates their 'child' and they may continue living.
If the body is of a lower HD than the creator at the time of its demise, the newly animated body may expend 500 gp. in rubies per HD to increase its levels to that limit. This ritual takes 24 hours and the character must make all the same choices regarding levels, skills, feats, etc. including hit points (which should be readily available, since the original sheet should still be there.) This does not count as gaining levels, for the ability to craft a 'progeny'.
If it chooses to remain at a lower HD, it may advance normally and take any new classes or choices it wishes when it gains a new level. This option is sometimes chosen to allow the creature to craft a new 'progeny' quicker (as a 'safety net'), since it can only do this when gaining a level and at higher levels this becomes longer and harder to achieve.
182. A race with only one arm.
183. A race with true cylindrical symmetry
184. A race that feeds off of the presence of positive emotions in other intelligent races.
185. A race that photosynthesizes, but is not a plant.
186. Technically two races in physical symbiosis.
187. A race of identical triplets that share a single mind (the triplets, not the whole race)
188. A race that communicates primarily via scent and gesture.
189. A race that reproduces primarily via parthenogenesis.
190. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.
191. A race that reproduces via parasitically infecting other races with a disease, like tapeworms or flukes, but probably larger.
192. A race who has evolved to be somewhat cannibalistic, and sees it as a truly good act of sacrifice to the community.
193. Race born when the local mage academy put a little too much waste in the local sewage treatment plant
194. Extremophile race
195. Easily offended clawed water spirits/demons
196. Bouncing off of #195, a race that can only reproduce by colonizing the corpse of a Gargantuan or larger monster
197. Tarantula hawk people
198. Tony Hawk people
199. Cherubs.
200. Cherubs that are just normal goblins with wings strapped to their backs.
201. A humanoid plant race related to the common figs. In late adulthood, it puts down roots in a chosen location and metamorphosizes to its final Large immobile form. It begins emitting alraune-like aromas to attract humans, using them in place of wasps to crawl inside the oversized fruit, pollinating it and thus spawning the next generation.
202. Feathery dinosaur people (e.g., just take away a deinonychus' claws and give it hands; think there was some sort of 3.5 supplement like this but I can't remember specifics)
203. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.
204. Giant isopod people
205. Angry geckos, named "beeps"
206. Somehow we haven't already gotten tardigrade people on here?
207. Elephantfolk.
208. A race with every kind of movement speed.
209. A race of giant babies. They have to crawl everywhere, but can serve as very slow mounts to other PCs.
210. One of these guys. Warning: Highly disturbing video.
211. Cockney people.
212. This man
213. Symbiote symbiotes (They attach themselves only to symbiotes)
214. Dipper people. These birds live solely along rivers, like in desert gorges and mountains and stuff, and never stray from those rivers. They swim under actual icewater at times for long periods of time. Pretty extreme.
215. A race of faulty clones.
216. A race of honeybee people. Not to be confused with Thriae—these are plump, fuzzy bee people.
217. A race of bumblebee people. Again. Don't monster girl them.
218. A race where every limb is a separate consciousness
219. A race of sentient string that control puppet bodies to interact
220. Centaur frog-goblins.
221. Girl With All The Gifts-style zombies—plague zombie children born to people who were infected while pregnant, allowing their brains to adapt enough to keep sentience, but retaining the hunger. Basically, dhampirs, but for zombies, and also unable to grow up (or they grow up so slowly, and the race is so new, that no adults yet exist).
222. Piggybacking off the last one, a race that undergoes metamorphosis like butterflies and frogs—only they live so long, nobody's ever seen the final form, not even them.
223. A race that consists of a mask which animates other cloth to use as, and approximate in appearance, a body.
224. Purple mushroom people with eyes everywhere on their bodies and no mouth.
225. Buff Koopa Troopas.
226. TV-headed people
227. Gelatinous Icosahedra
228. A race of Tiny to Large humanoid sentients composed primarily of felt, fabric, and stuffing: Muppets
229. Gelatinous Icosa-hydra? Gelatinous Ice-o-hydra?
230. Beings with humanoid forms, but typically lacking certain normal body parts: many are headless, some are composed only of two legs with no body above the waist, and some are simply floating busts. They have smooth skin that stretches over any points where an orifice would normally be located. It's possible that the rest of their bodies are simply permanently invisible a la phantom fungus.
241. Millipede-shaped (or centipede-, or remorhaz-shaped if you prefer) people who can manipulate things with their mouthparts and first ten legs
242. Egg-phase psychic beings that hatch into horrible CE monsters on a day randomly chosen by the GM
243. Remember that fairy tale where the girl spits out gemstones whenever she tries to speak, and then the other mean girl tries to get it, too, but she gets bugs and vermin? Imagine a race of that second girl.
244. Any Chuck Tingle character.
245. Chuck Tingle.
246. A Chuck Tingle book (admittedly, this also technically falls under #245).
247. Puddleglums
248. Lantern jacks (thematic)
249. Cockroach-people (who hate being discriminated against) (no one did this yet?)
250. Wasp/spider/snake/scorpion(all at once)-people (who are very nice and polite, but nightmare inspiring)
251. Sloth race (which pretend to be slow but are extremely fast)
252. Eelfolk (who both inspire nightmares and are actually terrifying)
253. 'Scheming witch snowflakes'
254. Porcelain doll people made from ghouls
255. Any other suggestion with one (1) adjective OR one (1) noun changed.
256. A race whose sounds of emotion are switched from the norm for humans (so they laugh when angry, scream when happy, etc.)
257. A race that communicates solely through the language of flowers.
258. These dudes (scroll down to the first response).
259. 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.
260. 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).
261. 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.
262. The inhabitants of a Bob Ross painting.
263. Orchids who live on the street and pickpocket people
264. Orca urchins
265. More mobile dryad-like beings that can bond to any tree of their species but also have to eat and sleep
266. 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.]
267. A planetouched giant race
268. Strong horses
269. Capitalist mosquitoes
270. 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…
271. 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.
272. Atlas Shrugged...but as a person.
273. 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.
274. Tiny deer that live in frozen ponds

VoodistMonk |

277. Xenomorph(TM)
Humanoid? 0rp
Medium 0rp
Normal 30' 0rp
Toxic 1rp
Swarming 1rp
Prehensile tail 2rp
Low Light Vision 1rp
Static Feat (teamwork: Bonded Mind) 2rp
Static Feat (Weapon Finesse) 2rp
Advanced +2str/+4dex/+2con/+2wis/-2cha 4rp
Total: 13rp
Probably 11rp, if you can subtract 1rp for no language other than that provided by Bonded Mind. And subtract 1rp for cannot use manufactured weapons.
Bite: 1D6
Claws: 1D4/1D4 slashing
Tail: Grab or 1D4 piercing
Racial feats:
Faster Than Gravity
Benefit- the xenomorph can use use Spider Climb during a charge and is free to change direction whilst charging.
Acid Spit
Benefit- the xenomorph may spit acid, as per the Acid Splash spell, a number of times per day equal to her hit die. Also, her bite attack always deals 1D4 acid damage plus its normal damage.
Piercing Tail Grab
Benefit- the xenomorph may make a single grab attack with her tail, treating it as if her tail has the reach weapon property (She may still attack adjacent creatures when using this feat). If successful, the target is impaled taking the tail's full piercing damage, and gaining the grappled condition (the xenomorph does not gain the grappled condition when using this feat).
Favored Class Bonus
Rogues/Slayers add 1/6 talent

VoodistMonk |

278. The Wiz
Humanoid 0rp
Standard/Common 0rp
Small 0rp
Slow 20' land -1rp
Flight 40' good 6rp
Advanced +4str/+2dex/+2con/+2wis/-2cha 4rp
Weapon Familiarity (butchering axe) 1rp
Strong Flying* 2rp
Guerilla Arms** 2rp
* Strong Flying
Benefit: the Wiz always use their Strength in place of Dexterity for Fly checks, and may use Fly in place of Acrobatics to move through and into threatened squares.
** Guerilla Arms
Benefit: the Wiz may wield a medium sized weapon for which it has Weapon Familiarity without oversized weapon penalties.
Total: 14rp

VoodistMonk |

281. Sponge-like race capable of absorbing things through touch, possibly physical (blood, poison, disease, Strength), mental/emotional (Intelligence, emotions, alignments), or magical (spell effects, spell-like abilities, etc.)
Parasite, from the DC universe immediately comes to mind.

Garbage-Tier Waifu |
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285. A race whose natural habitat is the cold depths of space.
286. A race that entirely lacks alignment, instead driven by some imperative objective to which all else is meaningless.
287. A race whose perspective of time is extremely slowed down, allowing them to even see bullets in flight. But they have otherwise normal reflexes and mobility, making this more of a detriment than a benefit.
288. A race that seems to be made of a single material or assortment of a single kind of object (for instance, they seem to be made up of broken seashells or discarded spoons), but is not a construct or elemental. Otherwise looks humanoid down to very defined features, despite their anatomical makeup.
289. An aberration that looks identical to another race, but that race sees them as some kind of horrible monster. The individual fully believes they are a member of that race regardless.
290. A race whose soul lingers just behind them, unbeknownst to them. All others see a ghostly watcher, seemingly betraying their inner thoughts, or maybe making vaguely threatening gestures.
291. A race that is otherwise pretty normal, but has an unsettling aura about them in the presence of fire. This does not necessarily affect their behavior or alignment, though others might interpret their actions as slightly more menacing than intended when in fire light.
292. A race whose arms have atrophied to uselessness, requiring the use of magical prosthetics made from silk and gold to perform most tasks.
293 A race who seem to be able to peer into other planes, even see the gods themselves if they look deep enough. This can have dire consequences, as any entity they can see can in turn see them. This occurs involuntarily when they sleep.
294. A race whose bones, nails, teeth and hair are made of some kind of glass. Their hair is malleable though brittle, while their teeth, nails and bones are as hard as diamonds. Light often reflects off them in strange ways. They are vulnerable to shatter, like a construct.
295. A race who, to other creatures of various alignments, seem to speak an entirely different language. Creatures within one step of their alignment can partially understand them, but only creatures of identical alignment can fully grasp what they are trying to say.
296. A race who culturally desire ascension into some other higher state beyond their current form. Very big on augmentation, with most members of the race replacing their flesh with prosthetics.
And some more...vague prompts
297. The comfort of rain.
298. A lost and discarded heirloom.
299. Wild abandon given fulfillment.
300. The people you meet in liminal spaces.
301. Unspoken words and deep regrets.
302. Addressing it is worse than ignoring its presence.
303. You seem reluctant to ask them questions. They often answer with things you did not seek nor ever wished to know.
304. A rusted, blunt dirk finds purchase in their hands, but the sharpest blade reject them.

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325. A race of mechs, but human sized.
326. The precursors from Pacific Rim.
327. A race of evil halflings, similar to drow/elves or duergar/dwarf races.
328. A race that can split themselves into multiple bodies.
329. A race of animal companions.
330. A race of semi-humanoid crab-men.
331. A race of hyper-intelligent arboreal cephalapods.
332. A race of psionic dolphins who cannot speak or walk normally, but are telepathic and telekinetic.

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328. A race that can split themselves into multiple bodies.
That would definitely be the mazati, but I would like to see a different take on the concept. There's a lot of design space here!
333. Corn people
334. Killer whale people
335. Kill deer from the booster rocket wastes

Vutava |

339. 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.
Like a less evil, more sapient proto-shoggoth? Or more like a Vuni-spawn that has mastered its reshaping ability?

Goth Guru |

344. Constructed. They must be made of at least a little materials animal, vegetable. mineral, raw materials, and used man made materials. The ritual includes 10000 in various gems. The result is a free willed construct. It's immune to any magic or power that requires a fort save because they have no con. They have the hit dice of the character class or classes selected. While raise dead will not work, make whole and performing the creation ritual again brings them back(possibly rebuilt). They are +2 to all mind effecting spells or powers, but not immune. Spells that do damage to objects, such as rust, do 1D4 per spell level(or equivalent spell level) if they hit with a touch attack. They are otherwise responding to the rules of constructs.

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947. A race of good-guy (as in, isn't wanting to eat people) mimics.
948. A race of Sciencing Fish, originating from the sun. They are able to fly through space and work their way into humanoids brains, taking control of their minds.
949. A centaur-like race, but with some other animal body (and maybe different humanoid top as well).
950. A race with two heads, one coming from each side of its body, and a singular arm coming from the top of their torso.

Pizza Lord |
358. A race that gets distinct advantages against creatures who find them (and their actions) repugnant, distasteful, or hated. (The race should be relatively attractive or aesthetically pleasing to ensure that creatures are repelled more by actions they take rather than just by appearance, though it might possibly work with a good Disguise check to make themselves repulsive).

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1d358 ⇒ 256
256. A race whose sounds of emotion are switched from the norm for humans (so they laugh when angry, scream when happy, etc.)
Fun! KC said this was a bad concept, and it is sort of tangential to statistics, but I think I can make it work.

Kobold Catgirl |
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I TOLD YOU GARK
1d358 ⇒ 73
A "dead but doesn't know it, Bruce Willis from the Sixth Sense" race. Oh, and spoilers.
MEMORIAMS
That which is dead can never die. That which doesn't know it's dead might even live, by a lie. The memoriams are caught between life and death, like many undead—but unlike most undead, the memoriams don't know that. A memoriam is kept alive by sheer will of ignorance, sheer refusal to face the facts. Sure, people only rarely react to them, but hasn't it always been hard to make themselves heard? Sure, healing doesn't seem to help as much, but healing's not a good combat tactic, anyway.Physical Characteristics: A memoriam looks just like they did in life, and has the exact same gear as they did when they died. They are weightless, however, and do not set off traps (though they still fall, and still take damage from environmental factors).
Alignment and Religion: Memoriams have the same alignment they did in life. Perplexed at how good gods tend to shun them, however, most good-aligned memoriam clerics begin worshiping more abstract domains instead. Rather than worship the sun god, they'll worship the sun. Surely that was essentially what they already did, right?
Memoriams are not a single race—they are a template which can be applied to any humanoid or monstrous humanoid race.
Abilities: The memoriam's ability score modifiers are the same as the base race, except they have no Constitution score. Memoriams use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution.
Type: Memoriams are undead, and gain all undead traits and immunities.
Not All There: Memoriams must exert their will simply to exist plainly. Otherwise, they blend into the background, insignificant, halfway within the Ethereal Plane. Nobody notices the memoriam, and the memoriam cannot do anything but walk around, as though the memoriam were on the Ethereal Plane (though they aren't). The memoriam cannot retain any gear save what they have at character creation unless it is enchanted with the ghost touch quality (for non-weapons weighing less than 1 pound, assume pricing of 1 piece of ammunition). The memoriam is still subject to environmental effects. This manifests in three ways:
Be Noticed: In order to be simply observed by a single individual, the memoriam must succeed at a Charisma check as a free action (DC 5 + 1/2 the memoriam's hit dice). If they succeed at this check, the individual notices the memoriam—they bleed back into the foreground, having simply escaped the individual's notice up until now. This still has an unnerving effect, and so creatures always start out one attitude level lower than normal towards the memoriam. The memoriam will continue to be noticed by the individual until they leave eye- or earshot. If the memoriam fails the check, they cannot attempt it again for that particular subject for one minute. If the creature has noticed the memoriam previously, the memoriam gets a +4 bonus on this check.
Act Upon Material: In order to actually do something other than simply be noticed—such as move objects, attack people, or cast any kind of spell, the memoriam must succeed at a Charisma check as a free action (DC 10 + 1/2 the memoriam's hit dice). If they succeed, they may perform the action normally. If they fail, they are unable to act upon the Material Plane (though they may try again immediately). All creatures nearby automatically notice the memoriam if they Act Upon Material (and cease to notice them only after the consequences of the action cease to be relevant).
Untouchable: The memoriam is only half-Material, which does have some benefits. A memoriam has Damage Reduction 5/magic and lightning resistance 5, acid resistance 5, and fire resistance 5.
Cheat Reality: If the memoriam wishes, they may attempt to take advantage of their half-incorporeal state. To do so, they must succeed at a Wisdom check as a standard action, DC 15 + their Charisma modifier. If they succeed, they may act as though incorporeal for a number of rounds equal to their Wisdom modifier. However, they take 1 point of permanent Charisma drain. If they fail, they take damage equal to 1d6 per their hit dice, but do not take the Charisma drain.
Vulnerability to Force: A memoriam takes half again as much damage from force attacks, as it strikes them to their core.
Unnatural: Memoriams unnerve normal animals. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type. Animals' starting attitude toward memoriams is one step worse than normal (this stacks with the unnerving effect of a memoriam making themselves noticed). The memoriam may choose up to three animals this does not apply to, such as crows, cats and toads. These animals also automatically notice the memoriam.
Proof of Passing: If the memoriam is ever forced to consider convincing evidence that they are dead, they must make a Fortitude save, DC 10 + their Wisdom modifier + 1/2 their hit dice. If they succeed, they suffer no ill effect. If they fail, they take 1 point of Charisma drain. This can only happen to them once per day.

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Going to post my early race sometime tomorrow. Going to roll up a new one so that I can work on it if I have some downtime.
Race: 1d358 ⇒ 234 This... isn't on the list... at all? Neither is anything in the 231-240 range. Going to reroll.
Race: 1d358 ⇒ 147
147. A race that won't. Stop. Eating.
Again, seems quite simple. I think that I am going to put a heavy twist on it though, just to make it interesting.

Goth Guru |

Memoriams sound like phantom hitchhikers. Like the main character in Carnival of Souls. While I would allow them to heal a point of charisma by successfully persuading a living person they are ok, they are also being hunted by reapers. Hunters(ie normal adventures) will try to help them finish their business, especially revenge. Someone being an enabler can help them reach the end of a campaign.

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Myrmidons
Myrmidons are a race of semi-humanoid creatures that vaguely resemble a merged humanoid ant-like creature. Born into rigid caste systems, they fanatically defend their hives from any attack, while also aggresivley expanding their own territory. The entire hive's existence is focused around its queen, yet the queens themselves are only semi-intelligent, massive creatures guarded at the center of the hive. While there are roughly a dozen distinct castes in the Myrimdon race, the three primary castes that other races typically encounter are Workers, Warriors, and Drones.
Physical Description: The three primarily encounterd castes of the Myrmidons all have baic similarites between them, while also having unique differences that set them apart. They all have three distinct bodily segments, these being the head, thorax, and abdomen, all of which have a thick exoskeletal plating. They each have three sets of limbs, all of which emerge from the sides of the thorax, which can be used as either hands or feet, and which end in claws of various forms. The rearmost set of limbs is predominantly used as legs out of necessity while walking. On their heads, each of the three castes has a group of mandibles at the front of their face, a pair of antennea emerging from their forhead, and two pairs of eyes, one pair facing directly forwards while the other faces to the sides.
Workers, the most populous of all of the castes, are typically the baseline from which the other castes are compared. Standing around the same height as a human if they are only using their rearmost limbs as legs, Workers will tend to weigh around twice as much as a comparable human. Their bodies are very much built to carry heavier loads than is standard. Their claws are designed more for climbing and tunneling, and are just as practical a weapon as a humans hand.
Warriors for the most part resemble Workers. However, they tend to stand around 1-1.5 feet taller than a worker, and will weigh an extra 50-100 pounds. Their claws, at least thoe on their frontmost pair of limbs, are long and sharp, designed for cuting flesh and bone rather than soil and plants. Their mouthparts are also enlarged and lengthened, allowing the Warriors to bite into their opponents. Additionally, they possess a set of glands in their throat that they can use to breathe forth a spray of acidic bile in front of them. All of this provides the Warriors with an inate, lethal set of weaponry.
Drones are the smallest of the commonly encountered castes, standing at around the same height of a halfling. They typially weigh about twice that of Halflings. Additionally, they have a pair of translucent, gossamer wings emerging from the back of their thorax, providing Drones with the ability to fly. This also grants them the ability to use their rearmost limbs as arms while they are flying. Additionaly, while their claws are nimble and not well designed as weapons, Drones are equipped with a stinger on their abdomen.
Society: Myrmidon society is based around their hives and queens. Each of the castes has their own specific manner of assisting this, rom the Workers constructing the hives and carrying loads for other Myrmidons, to Workers defending the hive from any and all intrusions, to Drones scouting out new resources and ferrying news back and forth between hives.
Relations: Myrmidons get along fairly well with other races, just so long as those races refrain from intruding upon a region that a hive claims. After this, a race will be extremely mistrusted by that hive at best, or visciously attacked at worst. As for other races, they mostly try to avoid Myrmidons when possible, choosing to err on the side of caution. However, none would turn away assistance provided in the form of a phalanx of Warriors, Workers sent to help rebuild after a disaster, or Drones sent to trade.
Alignment and Religion: Myrmidons tend towards Lawful alignments, but are not paricularly drawn towards either good or evil. As for religion, most Myrimdons worship their own creator god, which is little known by other races.
Adventurers: Myrmidon adventurers are typically either exiles from their hives or are the sole remaining member of their hive. Alternativley, some Myrmidon are sent out into the world by their superiors in higher castes for reason unknown to them.
Names: Myrmidon names are all based around the same pattern, consiting of Hive Caste Designation Age. The Hive portion is given to all members of the same hive, and is based around the queen of each individual hive. The Caste portion is given to all members of the same caste. The Designation is where they are first individually named, and Age is given based on how old the queen of the hive was when the individual Myrmidon hatched.
-4 Str, -2 Con, +4 Int
Monstrous Humanoids
Medium: Myrmidon Warriors are Medium, and gain no bonuses or penalties due to their size.
Normal Speed: Myrmidon Warriors have a base speed of 30 feet.
Darkvision: Myrmidon Warriors can see in the dark up to 60 feet.
Acid Spray: Once per day, as a standard action, Myrmidon Warriors can make a supernatural breath weapon attack that deals 1d6 points of acid damage in a 15 foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take half damage from the attack. (3 RP)
Arm-Legs: Each of the Myrmidon Warriors upper pairs of limbs can function as either arms or legs. Each set of limbs must be used as a pair, being either arms or legs. As a swift action, the Myrmidon can switch one set of limbs between the two. As arms, the limbs function as normal arms, with only one limb being the primary hand. When they are legs, each set of limbs provides the Myrimidon with a +10 foot bonus to its land speed, and provides the Myrmidon with a +4 racial bonus to its CMD versus being tripped. (7 RP)
Many-Eyed: Myrmidon Warriors gain a +2 bonus on sight based Perception checks, and Perception is always a class skill for them. (1 RP)
Natural Armor: Myrmidon Warriors gain a +2 Natural Armor bonus to their AC. (3 RP)
Natural Weapons: Myrmidon Warriors gain a bite attack and two claw attacks. These attacks are all primary attacks, or secondary attacks if the Myrmidon Warrior is wielding manufactured weapons. (4 RP)
Languages: Myrmidon Warriors begin play speaking Common and Myrmidon. Myrmidon Warriorss with a high intelligence can choose from the following: Dwarven, Gnome, Goblin, Terran, and Undercommen.
Total RP: 22
+2 Str, +2 Con, -2 Wis
Monstrous Humanoids
Medium: Myrmidon Warriors are Medium, and gain no bonuses or penalties due to their size.
Slow: Myrmidon Workers have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Myrmidon Workers can see in the dark up to 60 feet.
Arm-Legs: Each of the Myrmidon Workers upper pairs of limbs can function as either arms or legs. Each set of limbs must be used as a pair, being either arms or legs. As a swift action, the Myrmidon can switch one set of limbs between the two. As arms, the limbs function as normal arms, with only one limb being the primary hand. When they are legs, each set of limbs provides the Myrimidon with a +10 foot bonus to its land speed, and provides the Myrmidon with a +4 racial bonus to its CMD versus being tripped. (7 RP)
Load-Bearer: For the purposes of determining carrying capacity, Myrmidon Workers strength scores are treated as if they were four higher than normal. (2 RP)
Many-Eyed: Myrmidon Workers gain a +2 bonus on sight based Perception checks, and Perception is always a class skill for them. (1 RP)
Natural Armor: Myrmidon Workers gain a +1 Natural Armor bonus to their AC. (2 RP)
Swarming: Myrmidon Workers are used to living and fighting communally with other members of their race. Up to two Myrmidon Workers can share the same square at the same time. If two Myrmidon Workers that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. (2 RP)
Tunnel Natives: Myrmidon Workers gain a burrow speed of 20 feet and a climb speed of 20 feet. They gain the +8 racial bonus on Climb checks that a climb speed normally grants. Additionally, they gain a +2 racial bonus on Knowledge Engineering checks, and Knowledge Engineering is always a class skill for them. (6 RP)
Languages: Myrmidon Workers begin play speaking Myrmidon. Myrmidon Workers with a high intelligence can choose from among the following: Common, Dwarf, Terran, Undercommon.
Total RP: 22
-4 Str, -2 Con, +4 Int
Monstrous Humanoids
Small: Myrmidon Drones are small, 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.
Normal Speed: Myrmidon Drones have a base speed of 30 feet.
Darkvision: Myrmidons can see in the dark up to 60 feet.
Arm-Legs: Each of the Myrmidon Drones pairs of limbs can function as either arms or legs. Each set of limbs must be used as a pair, being either arms or legs. As a swift action, the Myrmidon can switch one set of limbs between the two. As arms, the limbs function as normal arms, with only one limb being the primary hand. When they are legs, each set of limbs provides the Myrimidon with a +10 foot bonus to its land speed, and provides the Myrmidon with a +4 racial bonus to its CMD versus being tripped. The last pair of limbs can only be used as and if the Drone is flying. (8 RP)
Flight: Members of this race have a fly speed of 40 feet with average maneuverability. (7 RP)
Many-Eyed: Myrmidons gain a +2 bonus on sight based Perception checks, and Perception is always a class skill for them. (1 RP)
Natural Armor: Myrmidon Workers gain a +1 Natural Armor bonus to their AC. (2 RP)
Sting: Myrmidon Drones possess a sting natural attack that does 1d3 points of damage. This is a primary natural attack, or a secondary attack if the Myrmidon Drone is wielding a manufactured weapon. (1 RP)
Languages: Myrmidon Drons begin play speaking Common and Myrmidon. Myrmidon Drones with a high intelligence can learn any languages they want (except Druidic and other secret languages).
Total RP: 22 RP

Kobold Catgirl |
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I lost my post, but I rolled 235:
A race that photosynthesizes, but is not a plant.
INCANDESCIANS
Long ago, back before great kingdoms had begun to rise from the primeval villages, before pen was invented to be put to paper and before the gods were quite finished directly meddling in mortal affairs, the Material Plane was still quite closely connected to the elemental forces that had contributed to it. At certain mystical sites, indeed, where the fabric of reality stretched taut and frayed, the Inner Planes could sometimes be contacted.
In one such thinly-stretched point in the Material, along the edges of a great caldera up in the clouds, a small tribe of elves worshiped not the gods, but the Positive Energy Plane. This tribe did not live on the caldera's edge of an active volcano by choice—they had been driven from the forests below after antagonizing both their fellow wood elves and the human towns.
In another time, another forest, with a less volcanic mountain and more loving gods, these conditions would give rise to the high elves, cast out to the high reaches for their arrogance. But here, in this time, this mountain, they worshiped the life-bringing dimension through the sun, through the cycle of life and death that shaped them, that defined the existence of a tribe living on the edge of an active volcano. From here, they raided their cousins down below, claiming food and treasure and glory for their primordial worship.
The Positive Energy Plane is not empty. It is anything but lifeless. And though its power can heal, it can also be wicked, cruel, and cold in the way truly searing heat can feel cold against the skin, killing the nerves as it incinerates the flesh.
After some long-forgotten transgression, the elves of the caldera earned the wrath of one of the spirits of the Positive Energy Plane. The result was a terrible curse: A curse to forever depend on the sun's rays, to burn as bright as a bonfire, that their enemies would always see them coming.
And so were the incandescians born. And though the humans went on to build great cities and kingdoms, and the elves their tribal confederacies, the incandescians remain trapped in time by their own stubborn superiority. Only a few continue to dream of something more.
Society: The incandescians keep to themselves, dwelling within sparsely-placed villages spotting the landscape. Their villages follow a simple structure, preferring to appoint a single dictator over a council or the like. They usually live very high up, or in great deserts, far from the equator, in places where the clouds rarely block the sun. Incandescian village chiefs usually know exactly where other villages are, and rarely volunteer this knowledge willingly. They tend to overrate its accuracy, though. Every few centuries, a village vanishes, victim to a long bout of cloud cover, a natural disaster, a raid by their many, many enemies. When possible under such conditions, the incandescians simply pack up and leave, seeking an area with better sunlight. It isn't always.
Relations: The incandescians are not a popular people. To elves, they are a moral lesson on arrogance and intolerance, a warning to never let lifespan dictate respect owed. To humans, they are everything wrong with the longer-lived races. To dwarves, half-orcs and halflings, they are just plain rude. They tend to antagonize monstrous races, such as orcs and hobgoblins, and rarely even consider diplomacy if an orc tribe pops up nearby their village. This is why the villages tend to go missing. Aasimars are hounded by incandescians, and sometimes even captured, and there is little love lost between the races.
Alignment and Religion: Incandescians are fervently convinced in the sanctity of their traditions, and often quietly hold their own species above the rest. Though this rarely goes above a quiet bigotry, it does prevent most incandescians from being considered 'good'.* Most incandescians are Lawful Neutral. They generally worship the Inner Planes, most frequently the Plane of Fire.
Adventurers: Incandescians who grow weary of their tribes' ways often head out in search of adventure. However, it is very difficult for incandescians to actually venture into dungeons due to the Curse of Light. For this reason, most incandescian adventurers prefer to avoid traditional 'dungeon delves'.
Aberration: Incandescians are aberrations—almost humanoid, but not quite. (1 RP)
Normal Speed: Incandescians have a base speed of 30 feet.
Head of Light: Incandescians' heads are basically big, glowing lamps that cannot be doused, though they can be covered. An incandescian constantly has the equivalent of the light spell centered on them—they can cover this with a cloth to reduce its light to that of a candle, but doing so gives everyone around the incandescian 20% concealment against them. If they completely smother their own head—say, in a thick blanket, or several potato sacks—the light is extinguished completely, but they are blinded. Their light naturally dims to candle-level if they are at 0 or fewer HP, or if they are sunstarved. It goes out if they die, and the bulb shatters soon after. -1 RP
Glass Head: Incandescians are considered crystalline creatures for the purposes of the shatter spell.
Positive Energy Affinity: Incandescians heal half again from effects that wield positive energy. All applications of positive energy or light energy, including non-healing spells such as disrupt undead, sunbeam and searing light, act as stabilize when cast upon the incandescian and can restore a number of stored light hours equal to the total damage divided by 10, even if they don't take damage from the effect. (7 RP)
Negative Energy Vulnerability: Incandescians take 150% damage from negative energy effects. If an incandescian takes damage from a negative energy effect, they lose a number of stored light hours equal to the total damage divided by five. (-2 RP)
Light Dependence: An incandescian literally needs sunlight to live. In addition to their hit points, incandescians must track their stored light. For every hour an incandescian spends in direct sunlight (including the effect of a daylight spell, but not including sunlight hindered by any form of cloud cover), the incandescian gains 30 minutes of stored light. An incandescian can store a number of hours equal to their Constitution score. This is the amount of time they can safely spend without direct sunlight. If an incandescian runs out of hours, they are sunstarved, and begin to dim—treat this as suffocation, except the incandescian must make Fortitude saves every minute kept out of sunlight to avoid going unconscious instead of every round, and they can only reset the saving throw DC by storing at least one full hour of light. Incandescians do not need to eat. (-3 RP)
Planar Upwell: Incandescians still bear a close link to the Positive Energy Plane, and they can wield this to create a powerful flash where the Positive Energy Plane travels through them to corrupt the world around them. Doing this expends 10 stored light hours—if they don't have that many hours, their stored light reduces to 0 hours. All within a 20-foot burst of the incandescian are dazzled for 1 minute and must make Fortitude saves (DC 10 + 1/2 incandescian's level + the incandescian's Con modifier). If they succeed, they heal 1d8 per the incandescian's level and take half of the excess healing, if any, as temporary hit points. If subjects fail, excess healing is doubled and taken on as damage, and they immediately burst into flames. Either way, all within the radius lose exhaustion or fatigue conditions. Undead simply take damage equal to the incandescian's level if they fail, saving for half. The incandescian is not included within any of this, and is fatigued for 1 hour afterwards. (8 RP)
Languages: Incandescians begin play speaking Elven and Common. Incandescians can also learn Giant, Ignan, Terran, Aquan, Auran and Sylvan.
*Torag is not a Lawful Good god, Paizo.

Lazaryus |

282: LeprechaunI'm sorry
Type: Fey (2 rp)
Size: Small (0 rp)
Speed: Slow Speed (-1 rp)
Ability Scores: Advanced (-2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha; 4 rp)
Languages: Standard (Common and Sylvan; Aklo, Elven, Gnome, and Halfling available; 0 rp)
Traits:
Eternal Hope (2 rp)
Illusion Resistance (1 rp)
Plagueborn (1 rp)
Lucky, Greater (4 rp)
Beguiling Liar (2 rp)
Greed (1 rp)
Silent Hunter (2 rp)
Magical Linguist (2 rp)
Fleet-footed (3 rp)
Kneecapper (1 rp)
Low-Light Vision (- rp)
Wait, was I supposed to roll?

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Filth-Folk
Filth-folk are distant relatives of the creatures known as the Otyugh. They share many of the features and attitudes of this creature, but are smaller, smarter, and somewhat easier to interact with for the average person.
Physical Description: Standing on three squat legs, Filth-Folk possess a large, round stomach. Emerging from their chest is a large mouth, with many protruding teeth and a long, sticky tongue. Coming out from either side of this mouth is a pair of tentacles, each of which ends in a claw-tipped hand. Protruding from above the mouth is the head, which consists of four eyes arrayed in a diamond shape around the front of the head, flanked on either side by large, floppy ears. Filth-Folk have no nose, instead smelling using their tongue. They have only a single gender, reproducing asexually though budding.
Society: Filth-Folk have little society of their own, instead tending to try and incorporate themselves into the cities of other races. When they do organize themselves, out is mostly in small gangs that work together at whatever it is they are working upon.
Relations: Most of the other races respect the Filth-Folk for their natural abilities and inclination, with many cities hiring them as sewer workers or trash collectors. However, no one is ever likely to invite a Filth-Folk over for tea, let alone supper.
Alignment and Religion: Filth-Folk tend to look out for themselves, gravitating towards neutral alignments, with slight tendencies towards the chaotic end of the spectrum. They do not have any particular attraction to either good or evil. As for religion, Filth-Folk have no specific deities that they worship, instead paying tribute to the gods of whatever race they spend the most time around.
Adventurers: Filth-Folk can sometimes get bored if they spend too long doing the same thing, and those individuals that do typically just pick up and leave without any explanation. Younger Filth-Folk are particularly prone to doing this. Alternatively, when a gang of Filth-Folk grows to be too large for the leader to effectively handle, they will typically force several of the members to leave the city that the gang works out of.
Names: Azindal, Crevice, Stumpy, Offal, Zuzuput
+2 Con, +2 Wis, -2 Cha
Aberration
Medium: Filth-Folk are medium, and receive no bonuses or penalties due to their size.
Normal Speed: Filth-Folk have a base speed of 30 feet.
Darkvision: Filth-Folk can see in the dark up to 60 feet.
Born of Filth: Filth-Folk gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
Cast-Iron Stomach: Filth-Folk require four times as much food per day, as well as twice as much water. However, the quality of the food nd water that they eat does not matter. Pig slop, rotting vegables, and sewer water tastes just as good to them as a venison steak, meat pie, and fine wine. (2 RP)
Overly-large Mouth: Filth-Folk gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (2 RP)
Scavenger: Filth-Folk gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. (2 RP)
Sewer Stride: Filth-Folk can move through natural difficult terrain at their normal speed while travelling underground. (1 RP)
Tripodal: Filth-Folk possess three legs and two arms, granting them a +2 racial bonus to CMD against trip attempts and a +5 foot bonus to their base speed. (1 RP)
Languages: Filth-Folk begin play speaking Common and Filthian. Filth-Folk with a high intelligence can learn any languages they want (except Druidic and other secret languages).
Total RP: 13 RP