Succubus (14 rp)
Standard Racial Traits
Ability Score Racial Traits: Succubus gain +2 Int and +2 Cha.
Type: Succubus are outsiders with the native subtype.
Size: Succubus are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Succubus have a base speed of 30 feet.They also have a fly speed of 30 feet with clumsy maneuverability.
Languages: Succubus begin play speaking Abyssal, Common, and Infernal. Succubus with high intelligence scores can choose from the following: Celestial, Draconic, Dwarven, Giant, Goblin, Orc, or Sylvan
Magical Racial Traits
Seducer: Succubus add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, a succubus' with a Wisdom score of 15 or higher gains the following spell-like ability (the caster level is equal to her character level):
1/day — charm person
Senses Racial Traits
Darkvision: Succubus can see in the dark up to 60 feet.
See in Darkness: Succubus can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Weakness Racial Traits
Negative Energy Affinity: A succubus' is alive, but is healed by negative energy and harmed by positive energy, as if she were an undead/demon creature.
Devil,Shadow Angels (15 rp)
Standard Racial Traits
Ability Score Racial Traits: Shadow angels gain +2 Str and +2 Dex.
Type: Shadow angels are outsiders with the native subtype.
Size: Shadow angels are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Shadow angels have a base speed of 30 feet.They also have a fly speed of 30 feet with clumsy maneuverability.
Languages: Shadow angels begin play speaking Celestial, Common, and Infernal. Shadow angels with high intelligence scores can choose from the following: Abyssal, Aquan, Auran, Draconic, Dwarven, Halfling, or Ignan.
Defense Racial Traits
Shadow Resistance: Shadow angels have cold resistance 5 and electricity resistance 5.
Shadow Blending (Su): Attacks made against a shadow angel while she is within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance.
Offense Racial Traits
Slapping Tail: Shadow angels have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the shadow angel's Strength modifier if Small, 1d8 points of damage plus the shadow angel's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the shadow angel's Strength modifier if Large.
Natural Weapons: Shadow angels have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Senses Racial Traits
Darkvision: Shadow angels can see in the dark up to 60 feet.
Weakness Racial Traits
Elemental Vulnerability: Shadow angel have vulnerability to cold.
Light Blindness: Abrupt exposure to bright light blinds a shadow angel for 1 round; on subsequent rounds, she is dazzled as long as she remains in the affected area.
Other Racial Traits
Prehensile Tail: Shadow angels have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Faceless(15 rp)
Standard Racial Traits
Ability Score Racial Traits: Faceless gain -4 Str, +2 Dex, -2 Wis, and +2 Cha.
Type: Faceless are outsiders with the native subtype.
Size: Faceless are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Faceless have a base speed of 50 feet.
Languages: Facelesss begin play speaking Abyssal, Common, and Infernal. Faceless with high intelligence scores can choose from the following: Elven, Giant, Gnome, Goblin, or Orc
Defense Racial Traits
Fiendish Resistance: Faceless have cold resistance 5, electricity resistance 5 and fire resistance 5.
Unnatural: Faceless unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Faceless take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. An animal's starting attitude toward a faceless is one step worse than normal.
Feat and Skill Racial Traits
Gift of Tongues: Faceless have a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Skill Training: Bluff and Intimidate are always considered class skills for faceless.
Senses Racial Traits
Blindsense: Faceless can see in the Blindsense up to 60 feet.
Weakness Racial Traits
Negative Energy Affinity: A faceless is alive, but is healed by negative energy and harmed by positive energy, as if she were an undead/demon creature.
Vrocks(25rp)
Standard Racial Traits
Ability Score Racial Traits: Vrocks gain +2 Str, -2 Dex, +2 Con, +2 Int, -2 Wis, and -4 Cha.
Type: Vrocks are outsiders with the native subtype.
Size: Vrocks are Large creatures and thus take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
Speed: Vrocks have a base speed of 30 feet.They also have a fly speed of 30 feet with clumsy maneuverability.
Languages: Vrocks begin play speaking Common. Vrocks with high intelligence scores can choose from the following: Abyssal, Auran, Celestial, Draconic, Dwarven, Infernal, or Terran
Defense Racial Traits
Fiendish Resistance: Vrocks have cold resistance 5, electricity resistance 5 and fire resistance 5.
Fearless: Vrocks have a +2 racial bonus on all saving throws against fear effects.
Feat and Skill Racial Traits
Stalker: Perception and Stealth are always class skills for a vrock.
Offense Racial Traits
Natural Weapons: Vrocks have two claw attacks that deal 1d6 damage. These are primary natural attacks.
Natural Weapons: Vrocks have a wings secondary natural attack that deals 1d6 damage.
Tripping Tail: When a vrock hits with her slapping tail, she can make a trip attack as a free action that does not provoke attacks of opportunity.
Senses Racial Traits
Darkvision: Vrocks can see in the dark up to 60 feet.
See in Darkness: Vrocks can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Weakness Racial Traits
Elemental Vulnerability: Vrock have vulnerability to cold.
Negative Energy Affinity: A vrock is alive, but is healed by negative energy and harmed by positive energy, as if she were an undead creature.
Light Blindness: Abrupt exposure to bright light blinds a vrock for 1 round; on subsequent rounds, she is dazzled as long as she remains in the affected area.
Quasits (20rP)
Standard Racial Traits
Ability Score Racial Traits: Quasits gain +2 Int and +2 Wis.
Type: Quasits are outsiders with the native subtype.
Size: Quasits 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 CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Quasits have a base speed of 30 feet.They also have a fly speed of 30 feet with clumsy maneuverability.
Languages: Quasits begin play speaking Abyssal and Common. Quasits with high intelligence scores can choose from the following: Aquan, Celestial, Draconic, Ignan, Infernal, Orc, or Sylvan
Defense Racial Traits
Fiendish Resistance: Quasits have cold resistance 5, electricity resistance 5 and fire resistance 5.
Feat and Skill Racial Traits
Greed: Quasits have a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
Offense Racial Traits
Natural Weapons: Quasits have two claw attacks that deal 1d3 damage. These are primary natural attacks.
Tripping Tail: When a quasit hits with her slapping tail, she can make a trip attack as a free action that does not provoke attacks of opportunity.
Natural Weapons: Quasits have a bite primary natural attack that deals 1d2 damage.
Senses Racial Traits
Darkvision: Quasits can see in the dark up to 60 feet.
Scent: Members of this race gain the scent ability.
Weakness Racial Traits
Elemental Vulnerability: Quasit have vulnerability to cold.
Negative Energy Affinity: A quasit is alive, but is healed by negative energy and harmed by positive energy, as if she were an undead creature.
Light Blindness: Abrupt exposure to bright light blinds a quasit for 1 round; on subsequent rounds, she is dazzled as long as she remains in the affected area.
Other Racial Traits
Prehensile Tail: Quasits have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Blue Elfs
Standard Racial Traits
Ability Score Racial Traits: Blue elfs gain +2 Str and +2 Dex.
Type: Blue elfs are outsiders with the native subtype.
Size: Blue elfs are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Blue elfs have a base speed of 30 feet.
Languages:Blue elfs begin play speaking Common, Draconic, and Elven. Blue elfs with high intelligence scores can choose from the following: Abyssal, Auran, Celestial, Dwarven, Goblin, Infernal, or Undercommon
Feat and Skill Racial Traits
Skill Bonus: Blue elfs have a +2 racial bonus on Perception checks.
Offense Racial Traits
Breath Weapon (Su): Blue elfs have a breath weapon usable once per day. This breath weapon deals 1d6 electricity damage in a 20-foot line. Creatures caught in the breath weapon must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the blue elf's character level + the blue elf's Constitution modifier.
Natural Weapons: Blue elfs have a bite primary natural attack that deals 1d3 damage.
Natural Weapons: Blue elfs have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Tripping Tail: When a blue elf hits with her slapping tail, she can make a trip attack as a free action that does not provoke attacks of opportunity.
Senses Racial Traits
Darkvision: Blue elfs can see in the dark up to 60 feet.
Weakness Racial Traits
Elemental Vulnerability: Blue elf have vulnerability to cold.
Light Blindness: Abrupt exposure to bright light blinds a blue elf for 1 round; on subsequent rounds, she is dazzled as long as she remains in the affected area.
Other Racial Traits
Prehensile Tail: Blue elfs have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Dremora (Daedric) (15RP)
Standard Traits:
+2 Con, +2 Wis. Daedric are tough and observant.
Outsider (Native/Daedric)
Base speed: 30ft
Daedric Presence: +2 on Intimidate and Bluff checks.
Languages: Daedric and Infernal or Abyssal. Bonus languages are Infernal, Abyssal, Draconic, Celestial, Common, Undercommon, and Aklo.
Defence Trait:
Daedric Resistance: Resistance 5 to Fire, Cold, and Electricity. Also +2 to resist diseases and mind altering effects.
Offense Traits:
Daedric Ferocity: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
Daedric Hatred: +1 on attack rolls against creatures of the Celestial (Archon, Angel, Azata) subtypes.
Sense Traits:
Darkvision: 60ft.
Weakness Traits:
Daedric Blood: Positive energy harms the Daedric and Negative energy heals them. Immune to negative levels.
Height: Between elves and humans. Males tend to be taller.
Weight: Same as humans. Males tend to be heavier.
Alignment: Mostly Neutral Evil. High ranking soldiers and Priests tend to be Lawful Evil, however Some rouge bands tend to be Chaotic Evil. Neutral Daedric are uncommon and rare. And Other than a handful. Good Daedric are all but unknown.
Religion: Though not much religion. Their Priests teach of demonic lords and kings.
Society: Males tend to be Warlords, Soldiers, and Guards. While Females tend to be Priests and care takers. Both are commonly Scouts, Assassins, and Slavers. Though depending on the Demonic Faction, This is subject to change. Though Daedric tend to enslave mortals for their labor, Societies who do not have that luxury tend to enslave other demonic races.
The Guides
Total RP:15
Outsider (native) (3 RP)
Medium (0 RP)
Human Heritage (0 RP)+2 to any ability score
fast movement (1RP) Gliding Wings(3RP)
Linguist (1 RP)
Offense Racial Traits
Breath Weapon (1 RP): Ref DC 10 + 1/2 the user's character level + the user's Constitution modifier or is stuned 1/per day. can be used to launch the distance of the attack into the air. at level five
Magical Racial Traits
Constant Detect Magic(3 RP)
Lightbringer (2 RP)
Feat and Skill Racial Traits
Gift of Tongues (2 RP)
Senses Racial Traits
Blindsense 60 Feet (0 RP)
Other Racial Traits
Multitalented (2 RP)
Prehensile Tail (2 RP)
Weakness Racial Traits
Blindness(-3RP)
Sonic Vulnerability (–2 RP)
This mostly for dragon races and demon races playable in my pathfinder homebrew space game and sonic based races