Question for anybody who may be interested in this, whether or not you have participated in previous years of PaRaProMo. Is anybody else interested in taking part in this race-making collaboration this year, or has interest essentially died off?
For those who may be unfamiliar, here is a link to last years PaRaProMo.
No, I just created it new in order to throw humanoids with largely avian features into. Similar to the Reptilian subtype. Thinking about it, the Erthax I had made earlier in the month should be changed to have that subtype as well.
The hummingbird people would be able to fly, and hover. Constant haste would be game breaking at lower levels. Expeditious retreat 2 times a day at 1st level, and haste(personal) once a day at 3rd level might be reasonable. Balance that with small size and constantly hungry and it might be doable. Also -2 con because, fragile bird.
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In regards to the Flicker:
* Flight - Check
* Hovering - Check, easy to do since they have perfect maneuverability
* Constant haste - Uhm, what? Where did this come from?
* Spell-like abilities (expeditious retreat/personal haste) - See above.
Racial Traits: +4 Str, -4 Int, +2 Wis: Conglom are strong and perceptive, but were not designed with intelligence in mind. (3 RP)
Construct: Conglom are constructs. As such, they:
* have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
*have the low-light vision racial trait.
*have the darkvision 60 feet racial trait.
*are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
*cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
*are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
*are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
*do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
*cannot be raised or resurrected.
*are hard to destroy, and gain bonus hit points based on their size (20 for Medium). (20 RP)
Medium: Conglom are medium, and receive no bonuses or penalties based on their size. (0 RP)
Normal Speed: Conglom have a base speed of 30 feet. (0 RP)
Low-Light Vision: Conglom can see twice as far as humans in condition of low light. (0 RP)
Darkvision: Conglom can see in the dark out to 60 feet. (0 RP)
Natural Armor: Due to their make-up, Conglom gain a +1 natural armor bonus to their Armor Class. (2 RP)
Slamming Arms: Conglom gain a slam attack, which is a primary natural attack dealing 1d4 damage. (1 RP)
Languages: Conglom begin play speaking Cong. Congloms with high Intelligence scores can choose from the following languages: Common, Dwarven, Elven, and Goblin. (0 RP)
Total RP: 26
Suiters:
Suiters consist of what appears to be a potted plant that is always in full bloom, with the pot having a construct body built around it. The flower is where the head of a normal humanoid would be.
Racial Traits: -4 Str, +6 Dex, +2 Int, +2 Wis, +2 Cha: Suiters are incredibly nimble, have highly gifted minds, and are rather weak. (4 RP)
Half-Construct Plant: Suiters are Plants with some construct traits. As such, they:
* have the low-light vision racial trait.
* are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* are immune to paralysis, poison, polymorph, sleep effects, and stunning.
* breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
* gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
* cannot be raised or resurrected.
* do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health. (17 RP)
Tiny: Suiters are tiny. As such, they gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy. (4 RP)
Slow Speed: Suiters have a base speed of 20 feet. (-1 RP)
Low-Light Vision: Suiters can see twice as far as humans in condition of dim light. (0 RP)
Hydrated Vitality: Suiters gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Suiters can heal up to 2 hit points per level per day with this ability, after which it ceases to function. (3 RP)
Sociable: When Suiters attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. (1 RP)
Fertile Soil: Sorcerer Suiters with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Cleric Suiters with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give Suiters early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Languages: Suiters begin play speaking Common and Sylvan. Suiters with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Total RP: 31
Slaghudrad:
Racial Traits: +4 Str, +2 Con, -2 Int, +4 Wis: Slaghudrad are strong, tough, and wise, but rather unintelligent. (4 RP)
Monstrous Humanoid: Slaghudrad are Monstrous Humanoids. (3 RP)
Large: Slaghudrad are large, and as such take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)
Normal Speed: Slaghudrad have a base speed of 30 feet. (0 RP)
Darkvision: Slaghudrad can see in the dark out to 60 feet. (0 RP)
Amphibious: Slaghudrad are amphibious and can breathe both air and water. (2 RP)
Bite: Slaghudrad gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (2 RP)
Reach: Slaghudrad have a reach of 10 feet. (1 RP)
Slapping Tail: Slaghudrad 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 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large. (3 RP)
Swimmers: Slaghudrad have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
Languages: Slaghudrad begin play speaking Slaghu. Slaghudrad with high Intelligence scores can choose from the following languages: Common, Gnoll, Goblin, or Orc. (0 RP)
Total RP: 24
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Prompt:1d526 ⇒ 135
Quote:
135. 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)
Can't do this one.
Prompt:1d526 ⇒ 478
Quote:
478. Hummingbird people, very hyper.
Can do this one.
Flicker (PF1 & SF):
Racial Traits: +2 Dex, -2 Con, +2 Cha: Flicker are quick and charismatic, but not particularly hardy. (0 RP)
Avian: Flicker are Humanoids with the Avian and Shapechanger. subtype. (0 RP)
Medium: Flicker are Medium, and gain no bonuses or penalties due to their size. (0 RP)
Normal Speed: Flicker have a base speed of 30 feet. (0 RP)
Low-Light Vision: Flicker can see twice as far as a human in condition of low light. (1 RP)
Hovering Flight: Flicker have a fly speed of 70 feet with perfect maneuverability. (11 RP)
Lesser Change Shape: Flicker can assume the appearance of a single form of an elf. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. (3 RP)
Urbanite: Flicker gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. (1 RP)
Languages: Flicker begin play speaking Common and Flicker. Flicker with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Total RP: 17
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Ability Modifiers +2 Dex, -2 Con, +2 Cha
Hit Points 2
Size and Type
Flicker are Medium Humanoids with the Avian and Shapechanger subtypes
Hovering Flight
Flicker have a 70 foot fly speed with perfect maneuverability.
Low-Light Vision
Flicker can see in dim light as if it were normal light.
Lesser Change Shape
Flicker can shift their form into that of an Elf, gaining a +10 bonus to disguise themselves as a member of that race. Their form is set, and cannot be changed.
Urbanite
Flicker gain a +2 bonus on Diplomacy and Sense Motive checks.
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List of Completed Races:
1: Erthax, by Jace Nailo
2: Everyman, by Lazaryus
3: Toughwool, by Lazaryus
4: Silvanera (Daenera), by Jace Nailo
5: Silvanera (Felnera), by Jace Nailo
6: Silvanera (Trinera), by Jace Nailo
7: Silvanera (Vulnera), by Jace Nailo
8: Dreadnought, by Lazaryus
9: Rasombra, by Pizza Lord
10: Icarus, by Lazaryus
11: Worm-for-a-Heart, by Lazaryus
12: Bird Puddin, by Lazaryus
13: Fading, by Lazaryus
14: Blaiddharn, by Pizza Lord
15: Neo-Skum, by Pizza Lord
16: Carger, by Pizza Lord
17: Tindervine, by Pizza Lord
18: Gigas, by Lazaryus
19: (Unnamed dog-snake), by Lazaryus
20: Classrunner, by Lazaryus
21: (Unnamed cubic reptilian), by Lazaryus
22: Evanescent, by Pizza Lord
23: Fennecin, by Jace Nailo
24: Setri-Valle, by Jace Nailo
25: Vssey, by Jace Nailo
26: Wop-I-Deedoo, by Jace Nailo
27: Conglom, by Jace Nailo
28: Suiters, by Jace Nailo
29: Slaghudrad, by Jace Nailo
30: Flicker (PF1), by Jace Nailo
31: Flicker (SF), by Jace Nailo
1: Erthax, by Jace Nailo
2: Everyman, by Lazaryus
3: Toughwool, by Lazaryus
4: Silvanera (Daenera), by Jace Nailo
5: Silvanera (Felnera), by Jace Nailo
6: Silvanera (Trinera), by Jace Nailo
7: Silvanera (Vulnera), by Jace Nailo
8: Dreadnought, by Lazaryus
9: Rasombra, by Pizza Lord
10: Icarus, by Lazaryus
11: Worm-for-a-Heart, by Lazaryus
12: Bird Puddin, by Lazaryus
13: Fading, by Lazaryus
14: Blaiddharn, by Pizza Lord
15: Neo-Skum, by Pizza Lord
16: Carger, by Pizza Lord
17: Tindervine, by Pizza Lord
18: Gigas, by Lazaryus
19: (Unnamed dog-snake), by Lazaryus
20: Classrunner, by Lazaryus
21: (Unnamed cubic reptilian), by Lazaryus
22: Evanescent, by Pizza Lord
23: Fennecin, by Jace Nailo
24: Setri-Valle, by Jace Nailo
25: Vssey, by Jace Nailo
26: Wop-I-Deedoo, by Jace Nailo
27: _, by __
28: _, by __
29: _, by __
30: _, by __
31: _, by __
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Prompts:
Prompt:1d526 ⇒ 136
Quote:
Sebastian, but as a playable race.
Don't know what this means.
Prompt:1d526 ⇒ 360
Quote:
A construct composed of scrap, refuse, and excrement.
This I can do.
Prompt:1d526 ⇒ 127
Quote:
People with skin like smartphone touchscreens that lights up and stores information
Not doing this, just did a race with light-up skin.
Distantly related to the Kitsune, Fennecin are also humanoid fox-folk. However, they are far removed from their kin, the lineages having separated long ago.
Physical Description: Fennecin stand at about three and a half feet tall, with slight builds. They are covered in a short fur, which varies from gold to a sandy brown. They have large ears tipped with either black or white on their head, and sweeping tails that end with a similarly colored point.
Society: Fennecin mostly live on their own in small desert oasis towns. These communities are often known for being places to go if you are having trouble translating something, or are searching for an obscure piece of knowledge. They are very open communities, accepting of almost everyone that passes through. However, they fervently despise any individual that has anything to do with slavery, and activley repel them from their towns and territories.
Relations: Fennecin get along well with most other races. They take a particular shine to Kitsune, Halflings, Gnomes, and Elves.
Alignment and Religion: Fennecin have a strong tendency towards being good, along with a minor tendency towards the chaotic end of the alignment spectrum.
Adventurers: Fennecin adventurers are fairly common, typically being either Bards, Rogues, or Wizards.
Racial Traits: -2 Str, +2 Dex, +2 Int: Fennecin are intelligent and quick, but not particularly strong. (0 RP)
Kitsune: Fennecin are humanoids with the Kitsune subtype. (0 RP)
Small: Fennecin are Small creatures and 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. (0 RP)
Normal Speed: Fennecin are quick for their size, having a base speed of 30 feet. (0 RP)
Low-Light Vision: Fennecin can see twice as far as humans in conditions of dim light. (1 RP)
Desert Travelers: Fennecin are well suited to living and traveling through their native desert homes. While in desert terrain, they gain a +4 racial bonus on Stealth checks, as well as ignoring natural difficult terrain (magical difficult terrain affects them normally). Additionally, they receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (4 RP)
Gifted Linguist: Fennecin gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. (2 RP)
Magical Linguist: Fennecin gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level. (2 RP)
Multitalented: Fennecin choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. (2 RP)
Languages: Fennecin begin play speaking Common and Sylvan. Fennecin with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Total RP: 12
Setri-Valle:
Setri-Valle are a mysterious race, who keep themselves hidden from view through use of large masks, thick cloaks, and gloves. This is done mostly to help protect others from the Setri-Valle, rather than the other way around.
Physical Description: Nobody is exactly sure what a Setri-Valle looks like under their coverings. The most that has been guaranteed is that they have two eyes, positioned similar to other humanoids on their face, as well as two arms and legs. They have smooth skinned hands possessing five fingers each, all of which are completely nailless. Additionally, it has been made known that they produce an extremely bright light from their body, at levels bright enough to blind other creatures. Past that, next to nothing is known about them. While normally post-death examinations could help solve this, the Setri-Valle as a species dissolve into Ash whenever they die, so long as they are outside of one of their protected enclaves. There is almost no discernable difference between the two sexes, at least that non-Setri-Valle can determine.
Society: Setri-Valle live in isolated communities, whether they are in the middle of the wilderness or in a particular enclave inside a major settlement. These enclaves are always closed to other races, and seem to be a mixture of holy ground, burial grounds, and ancestral homeland for them. Individual enclaves tend to have between 50-200 Setri-Valle within them.
Relations: Setri-Valle are equally standoffish to every race they encounter.
Alignment and Religion: Setri-Valle don't seem too interested in taking sides in cosmological debates, with a strong tendency towards being true neutral. As for their religious ways, while they do worship their own deities, they also worship the more standard deities. In particular, they particularly worship Pharasma.
Adventurers: Adventuring Setri-Valle are rather unusual, due to their racial reluctance to leave their enclaves.
Racial Traits: +2 Con, +2 Int, -2 Cha: Setri-Valle are highly intelligent and full of life, but are rather standoffish to everyone that they meet. (0 RP)
Outsider (Native): Setri-Valle are outsiders with the native subtype. (3 RP)
Medium: Setri-Valle are medium, and have no bonuses or penalties due to their size. (0 RP)
Normal Speed: Setri-Valle have a base speed of 30 feet. (0 RP)
Low-Light Vision: Setri-Valle can see twice as far as humans in conditions of low-light. (1 RP)
Darkvision: Setri-Valle can see in the dark up to 60 feet. (0 RP)
Glowing Form: Setri-Valle’s bodies are continuously glowing. If they are completely uncovered, they shed bright light in a 120 foot radius, and normal light for another 120 feet beyond that. If they are mostly covered, but still have a significant portion of their skin showing (such as their head and arms combined), the radius of their light decreases by half. If they leave only a small portion of their body uncovered, such as their face or hands, their light becomes a 30 foot cone of bright light, with normal light for another 30 feet beyond that. Even if they are completely covered, enough light seeps through their coverings to shed dim light in a 10 foot radius around them. By concentrating, a Setri-Valle is capable of suppressing this to shed essentially no light, but is only able to do this while completely covered. (3 RP)
Blinding Light: Any creature that is caught within the bright light from a Setri-Valle’s Glowing Form ability must make a Fortitude Save (DC = 25 + Setri-Valle’s Con Mod + Setri-Valle’s character level) each round that they are within the light or instantly go blind. If this happens to a creature, the Setri-Valle is simultaneously subjected to a Greater Teleport effect, taking them to a random location on the planet that they are currently on. The Setri-Valle can resist this with a Will Save with the same DC as the Fortitude Save. (5 RP)
Masked: So long as a Setri-Valle is wearing their mask, they gain a +4 Bonus on Bluff checks against non-Setri-Valle, as well as a +2 Bonus on Will Saves vs Illusion spells and effects. (3 RP)
Languages: Setri-Valle begin play speaking Common and Setinall. Setri-Valle with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Total RP: 13
Vssey:
Racial Traits: -2 Dex, +2 Con, +2 Wis: Vssey are tough and wise, but are particularly non-nimble. (0 RP)
Aberration: Vssey are Aberrations. (3 RP)
Medium: Vssey are medium, and receive no bonuses or penalties for their size. (0 RP)
Slow Speed: Vssey have a speed of 20 feet, which is never modified by armor or encumbrance. (-1 RP)
Darkvision: Vssey can see in the dark for 60 feet. (0 RP)
Membranous Ear: Vssey can a +6 racial bonus on Perception checks related to hearing. However, they take a -2 penalty to any saving throws against being deafened. (2 RP)
Monopedal: Vssey have a singular large ‘leg’ that ends in four large toe-pads. This allows them to have a surprising degree of stability at the expense of mobility. They receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts when standing on the ground. However, they take a -2 racial penalty to Acrobatics checks. (1 RP)
Focused Study: At 1st, 8th, and 16th level, Vssey gain Skill Focus in a skill of their choice as a bonus feat. (4 RP)
Tendril Hands: Vssey have numerous small tendrils around their body that they can use as hands. Together, these can be used to hold two hands worth of equipment in combat. Additionally, they give the Vssey a +2 racial bonus on Disable Device checks. (3 RP)
Languages: Vssey begin play speaking Vssey. Vssey with high Intelligence scores can choose from the following languages: Aklo, Common, Draconic, or Elven. (0 RP)
Total RP: 12
Wop-I-Deedoo (SF):
Wop-I-Deedoos are a race that travels the galaxy, seemingly looking for just the right astronomical bodies to try and purchase or trade for some reason.
Ability Modifiers +2 Con, -2 Wis, +2 Cha
Hit Points 4
Size and Type
Wop-I-Deedoos are Medium Monstrous Humanoids
Planetary Acclimation
After spending a consecutive period of 24 hours on a planet, a Wop-I-Deedoo acclimatize to treat it as more favorable to them. This lasts for as long as the Wop-I-Deedoo spends on the planet, and ceases immediatley when they leave. They can choose one of the following options for each period of 24 hours that they spend on the planet:
* They can adjust themselves to the planet’s gravity, altering it by one step (such as from standard to light). This only affects the Wop-I-Deedoo and any equipment that they are carrying., and cannot be used to treat the planet as having zero-gravity.
* They can adjust themselves to the planet’s atmosphere, altering it by one step (such as from thick to normal), or by ignoring a toxic atmosphere. This cannot be used to counteract a corrosive atmosphere, nor can it be shifted to treat the atmosphere as non-existent.
* They can adjust their respiratory system, altering how they breath. They can shift between having either gills or lungs, or organs that allow them to breathe in stranger atmospheres or seas than either of those would allow. They cannot use this to adapt to not have to breathe.
* They can adjust themselves to adapt to dangerous temperatures. This allows them to treat the current temperature as if it were shifted one degree more favorably towards them (such as severe cold becoming very cold, or extreme heat becoming severe heat). However, this continues to affect them even if they go to a new temperature (for instance, had they shifted their temperature preferences to treat a very cold temperature as normal temperatures, if they went to an area of severe heat it would count as extreme heat for them.
Radiation Resistance
Wop-I-Deedoos are naturally immune to light radiation.
Charming
Wop-I-Deedoos gain a racial +2 bonus to Diplomacy, and gain it as a class skill.
1: Erthax, by Jace Nailo
2: Everyman, by Lazaryus
3: Toughwool, by Lazaryus
4: Silvanera (Daenera), by Jace Nailo
5: Silvanera (Felnera), by Jace Nailo
6: Silvanera (Trinera), by Jace Nailo
7: Silvanera (Vulnera), by Jace Nailo
8: Dreadnought, by Lazaryus
9: Rasombra, by Pizza Lord
10: Icarus, by Lazaryus
11: Worm-for-a-Heart, by Lazaryus
12: Bird Puddin, by Lazaryus
13: Fading, by Lazaryus
14: Blaiddharn, by Pizza Lord
15: Neo-Skum, by Pizza Lord
16: Carger, by Pizza Lord
17: Tindervine, by Pizza Lord
18: Gigas, by Lazaryus
19: (Unnamed dog-snake), by Lazaryus
20: Classrunner, by Lazaryus
21: (Unnamed cubic reptilian), by Lazaryus
22: Evanescent, by Pizza Lord
23: _, by __
24: _, by __
25: _, by __
26: _, by __
27: _, by __
28: _, by __
29: _, by __
30: _, by __
31: _, by __
Silvanera are counting as four races because there were four different subspecies for them.
I decided not to go with the Anima/Animus race, as I am having difficulty working them up in a way that I think would be good. As for the other two that I rolled, I have ideas for at least one of them. Since I might have plenty of time to work on things tonight, I'm going to go ahead and roll up another prompt or two.
Race Prompt:1d526 ⇒ 76
Garbage-Tier Waifu wrote:
76. 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.
Sounds interesting, and outside of what I normally do.
Race Prompt:1d526 ⇒ 326
Jace Nailo wrote:
326. Vssey
At first, I was slightly annoyed that whoever had wrote this had only put a single word. Then, I was excited because I realized that this was a race from one of my favorite book series. Then, I got even more excited because I realized that this was one of my prompts.
Nope. Just taking enough time to make the race up to my standards. That said, here are the Silvanera! Spoilering because their is a lot of text here.
Silvanera:
Silvanera are a strange race, generally resembling their distant relatives the Centaurs in their general form and way of life. However, they differ from them in a number of ways, the main two of which are their size and the animal they take traits from. Additionally, there are multiple kinds of Silvanera, differing from each other in the types of animals they resemble. While there are several different subspecies of them, the four most common are the Daenera, the Felnera, the Trinera, and the Vulnera. The animals they draw traits from are rabbits, cats, otters, and foxes, respectively.
Physical Description: All of the known Silvanera subspecies have the same general body plan as Centaurs, with a lower body resembling that of an animal (typically a mammal, although at least one avian type has been discovered), with a humanoid torso emerging where the animal’s neck would normally be. However, they differ in appearance to their horse-like relatives in that their heads are far more animal-like (while still being roughly humanoid), their torsos are covered in fur, and they are significantly reduced in size. Their animal body is typically about half of their full height. Since they vary in specifics, each of the four most common will be detailed separately.
Daenera are the smallest of the four common Silvanea, with their head only reaching to be about 2’0”-2’9”. Their heads have large eyes that are splayed slightly to the side, giving the Daenera a wide range of vision. Additionally, their large ears help them to hear significantly better than most creatures. On top of that, they look essentially like a rabbit with a person growing where their neck should be, with large rear feet, a tiny tail, and thick fur of varying shades covering their body. They typically dress in simple clothing, not wanting to draw too much unwanted attention to themselves. This would include a simple shirt or tunic for their torso, and either special-designed pants and dresses or no clothes on their rabbit body.
Felnera stand with their head at about 2’6”-3’3” above the ground. Even though they are taller than their Daenera cousins, they are on average slimmer and weigh the same or even less. Their head is very reminiscent of a house-cat, with flexible pointed ears, a mouth full of pointed teeth, and eyes with slit pupils. As for their body, it also resembles a typical house cat, with a tail, clawed feet, etc. As for their fur, it can be any pattern and thickness typically found on house-cats. For clothing, they favor somewhat extravagant clothes, often brightly colored or with extra pieces added on. They often go without clothes over their cat body, but will occasionally wear dresses over them for special occasions.
Trinera are the largest of the four, with a height of 3’6”-4’3”, and are significantly heavier than their relatives. They have a very otter-like head, with very little difference between them and the animal they resemble. Their brown or black fur is thick and oily, perfect for shedding water while they swim. When it comes to clothes, they prefer simple articles of clothing that can be safely worn underwater without them being damaged too much or getting in the way. They often wear the equivalent of a thick skirt or kilt over their otter body.
Vulnera have an average head height of 3’0-3’9”, and are similar to the Felnera in build. Their bodies are very fox-like, covered in fur that is typically either red or a light gray. For clothing, they often wear tight fitting clothes over their torsos, as well as clothing designed for their fox bodies.
Society: Relatively little is known about Silvanera society, as they keep to themselves most of the time. It is known that they tend to congregate in small settlements, typically near the coastline or a decent sized body of water. In these settlements you can typically find individuals of the four major subspecies, as well as numerous other ones that are suited for that terrain. These settlements very rarely have members of other races living within them, usually at less than 10% of the population being non-Silvanera.
Relations: Silvanera get along best with Centaurs, who they view as cousins. They are the race most likely to be found living in a Silvanera settlement, although the small size of the buildings can be somewhat of an issue for them. Other than them, Silvanera get along best with Elves and Gnomes, both of which are more attuned to the natural world than other species. They also somewhat strangely get along well with gnolls, who are welcome in their settlements. Gnolls have actually been seen refusing to raid Silvanera settlements and caravans, sometimes actually protecting them from other raiders or bandits.
Alignment and Religion: Silvanera run the entire range of alignments, but tend towards neutrality on both the law-chaos and good-evil spectrums. As for religion, while they do possess their own gods, they also worship those deities that are more commonly worshiped by other humanoids.
Adventurers: Silvanera adventurers are rare, but not unheard of. They tend towards putting their natural skills to the best use, with the different subspecies focusing in different ways. Daenera often focus on finding a role to where they can avoid engaging in melee combat themselves, preferring to be able to move about the battlefield and cast spells from a distance. Faenera tending more towards a supporting fighter role, preferring to move in and out of combat to get optimal positioning against their foes, or else supporting their allies from range. Trinera, on the other hand, often focus on melee combat, using their strength to their best advantage with weapons that provide reach. Finally, Vulnera tend towards becoming the diplomatic talker of a group, taking a frontline in social engagements even while taking a supportive role in combats.
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General Racial Traits: +2 Dex: Silvanera as a whole are rather nimble, but each subspecies has additional traits.
Monstrous Humanoids: Silvanera are Monstrous Humanoids. (3 RP)
Small: Silvanera are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. They have a space of 5 feet by 5 feet and a reach of 0 feet. (0 RP)
Normal Speed: Silvanera in general have a base speed of 40 feet. Some subspecies are quicker or slower however. (0 RP)
Darkvision: Silvanera can see in the dark out to 60 feet. (0 RP)
Quadrapedal: Silvanera have four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, while Silvanera still use weapons and armor as if they were small sized, their reach is reduced as if they were tiny. (2 RP)
Languages: Silvanera begin play speaking Common and Sylvan. Silvanera with high Intelligence scores can choose to learn any languages they want (except Druidic and other secret languages). (1 RP)
Daenera (5 RP)
-2 Str, +2 Wis: Daenera are very perceptive, but are rather lacking when it comes to their musculature.
Quick: Daenera have a base speed of 50 feet. (1 RP)
Jumper: Daenera are always considered to have a running start when making Acrobatics checks to jump. (2 RP)
Keen Senses: Daenera gain a +1 racial bonus to Perception related to vision or hearing. Additionally, Perception is always a class skill for them. (2 RP)
Felnera (5 RP)
-2 Con, +2 Cha: Felnera are very likeable, but aren’t the hardiest of people.
Climbers: The claws on Felnera’s feet enable them to easily climb, granting them a climb speed of 30 feet, as well as gaining the +8 racial bonus on Climb checks that a climb speed normally grants. (2 RP)
Cat’s Luck: Felnera gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. (1 RP)
Nimble Faller: Felnera always land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. (2 RP)
Trinera (5 RP)
+2 Str, -2 Cha: Trinera are stronger than their other Silvanera, but are a bit gruff and disagreeable to most people.
Swimmer: Trinera are naturally adapted to swimming, giving them a swim speed of 40 feet, as well as gaining the +8 racial bonus on Swim checks that a climb speed normally grants. However, they are less quick on land as other Silvanera, having a base speed of only 30 feet. (3 RP)
Breath Holders: Trinera can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Keen Eyes: Trinera are used to scavenging treasures off of the ocean floor, especially out of sunken ships. They gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Additionally, they gain a +1 racial bonus to Perception when underwater. (1 RP)
Vulnera (5 RP)
-2 Str, +2 Int: Vulnera are quite smart, but are somewhat lacking in strength.
Sneaks: Vulnera always treat Perception and Stealth as class skills. (1 RP)
Gifted Linguists: Vulnera gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. (2 RP)
Multitalented: Vulnera choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. (2 RP)
Total RP: 11
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Next Prompt Roles:
And, for my next race: Random Race Prompt:1d526 ⇒ 255
Quote:
254. Anima - an all-female race that embodies the feminine spirit, with some traits borrowed from a particular animal.
255. Animus - as the Anima, but all-male and embodying the masculine spirit instead.
Interesting. I will try to do this, and perhaps the Anima as well (maybe they are a pair of connected races or something), but in case I can't I will roll a backup option:
Random Race Prompt:1d526 ⇒ 64
Quote:
64. Dogfolk/Wolffolk
I feel like this has been done a lot. Going to roll another option, just in case this doesn't interest me overly much.
Random Race Prompt:1d526 ⇒ 108
Quote:
108. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one
Very interesting. Don't quite know what I would do, but this would probably be more Starfinder than Pathfinder.
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@Lazaryus, you should probably stop simply listing me as the one you are quoting. I know that I wasn't the source of most of the prompts you have rolled so far.
Native to the vast jungles of the Mwangi expanse, Erthax resemble over-sized parrots. They can be also be found in most places that natives of that land can be found.
Physical Description: Erthax stand at an average of 3.5-4 feet tall, and typically weigh around 50-60 pounds. They have a very parrot-like body, with feathers covering almost their entire body. The main difference between them and their smaller cousins is the fact that they possess arms in addition to their legs and wings. Their feet and hands look similar, each having two opposable digits, with their feet having four toes and their hands five fingers. These all end in short claws, too blunt to do any real damage to anything. Meanwhile, their beak is heavy enough to do a little damage if it is used as a weapon. However, Erthax usually find it extremely distasteful to do so, preferring to use manufactured weaponry or magic before resorting to their natural weaponry.
Their feathers tend towards being grey, with varying shades on different parts of their bodies. The darkest areas are along the back of their neck and their wings, while the lightest is on their legs, arms, and patches around their eyes. The main exceptions to this pattern is are their short tail and the feathers along their neck. Their tail has a set of colorful feathers, ranging from light purple to red or orange. As for their neck, it is splotched with random blue, green, and yellow feathers.
When it comes to clothing, Erthax prefer to wear light and relatively loose clothing, better suited to the heat of their homeland, as well as to keep from messing with their feathers overly much. Additionally, these clothes help to weigh them down less when flying. They will typically wear simple tunics and pants, with large openings for their wings and tails, of lighter colors. In colder climates, they will put on additional layers, often with a layer of animal fur on the outside. They often go without shoes, but wear glove-like footwear in areas of rough terrain or in colder climates.
Society: Erthax as a race are somewhat communal, but don’t particularly enjoy massive hordes of individuals, and their society is seemingly built around this. Their settlements are rarely any larger than the large towns of other races, and even those are somewhat rare. These settlements are often built high above the ground, near to the canopy of the forest or jungle that they live in. Their buildings are constructed directly onto the side of the trees, sometimes even partially or even fully inside larger trees. They are connected to each other by large networks of rope bridges, which often connect to each other to form large web-like structures well above the ground. Knowing that not all races are capable of flying, or even particularly good at climbing, at least one of their structures will include a staircase going down to the ground. These settlements are often presided over by the eldest or most powerful Erthax living there, although this is not always the case.
Relations: Erthax are on relatively good terms with most of the other races that reside around them. They are on the best of terms with the Elves and the Lizardfolk, often building settlements above or close by those of these races. They have split opinions of humans, being on better terms with those who are native to the lands around them rather than outsiders, who they are still cordial to. They even maintain polite relationships with orcs, although they tend to not build as close to them as to the other races.
Alignment and Religion: Erthax care about what would be the best for both themselves and those around them, tending towards being good. However, they have no particular tendency towards either order or chaos.
As for religion, the most commonly worshipped deities among the Erthax are Abadar, Desna, Gozreh, Nethys, and Pharasma.
Adventurers: Erthax adventurers are not the most common among their kind, but are not a rare thing for any individual Erthax to do at some point in their life. They are often driven by a desire to meet new people and experience new things, as well as gaining more knowledge and experiences of the world, rather than for fame or monetary gains.
Male Names: Araxa, Herrak, Ontro, Seerv
Female Names: Beecza, Ferra, Ronda, Treva
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Racial Traits:
-2 Str, +2 Dex, +2 Int: Erthax are nimble and intelligent, but are also rather weak. (0 RP)
Erthax: Erthax are humanoids with the Erthax subtype. (0 RP)
Small: Erthax are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
Slow Speed: Erthax have a base speed of 20 feet. (-1 RP)
Low-Light Vision: Erthax can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Flight: Erthax are capable of flying, and have a fly speed of 30 feet with average maneuverability. (5 RP)
Gripping Feet: Erthax feet are made for gripping onto things, a trait developed from their life spent in the trees. As such, they gain a +2 bonus on climb checks, Acrobatics checks to move along narrow surfaces, and against trip attacks. (~3-4 RP)
Silver-Tongued: Erthax gain 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. (2 RP)
Thick Beak: Erthax have a thick beak on their face that they can use to make attack their foes. They gain a bite attack that deals 1d2 points of damage. (1 RP)
Languages: Erthax begin play speaking Common and Erthaiv. Erthax with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
1. Duck people
2. Liverwort people
3. Angry birdz people
4. Carnivorous plant people
5. Lionfish people
6. People with skin made of tarmac
7. American possum people
8. 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
9. horsetail people, or people who make a living farming horsetails and maybe eat them, who extrude silicon through their pores
10. Lilliputians
11. Robots, but like Wheatley from Portal 2.
12. Radioactive goblins that can turn people into Goblinmen by biting them.
13. People who use anenomes symbiotically, like pompom crabs.
14. People who live in hamster balls, but not hamster people.
15. Like the Dvati, but for Pathfinder.
16. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.
17. Adventurers
18. Martin Shkreli, but as a person.
19. Gnome like beings that can turn into tea kettles
20. Goblin/Gnome hybrids.
21. Highly sexualized slime people, but and they all look like Slimer from Ghostbusters.
22. Lost Sock People
23. Catfolk but is actually a cat put in a sweater and carried around by a witch.
24. Broccoli People
25. The Last of the Summer Wine.
26. The Onion Tony Abbot bite into on national television, but with a knife.
27. Jort Bulkhard, whose name periodically changes every time he is mentioned
28. Brickfolk.
29. A reverse goblin.
30. The female character that was clearly written by a man and has 7 brothers.
31. A water fountain on a trolley hooked up to a tap. Removing the hose from the tap is instant death.
32. A banker.
33. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
34. A race with a sonic attack.
35. Crystal people.
36. A race that can turn into sand to fit into small spaces.
37. A race so pampered by their god that the main racial abilities are based around that god pulling strings and doing them favors.
38. A race that spends the majority of its time climbing vertical surfaces.
39. A one-legged race, like the dufflepuds/monopods from Narnia.
40. 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.
41. Lesser spotted purple banana goblin.
42. Faceless people who talk through vibrations in their feet.
43. 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.
44. 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.
45. Existential dread given physicality.
46. Former President Richard Nixon, but with a mustache.
47. Deep Sea Merfolk.
48. Sheepfolk. They are the best at hugs.
49. 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.
50. 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.)
51. A playable, race-builder-style myconid race.
52. 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.
53. 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.
54. A (non-reptile) race that sheds is skin periodically.
55. 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.
56. 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.
57. A race that ripped their way back to the mortal plain from an afterlife.
58. A species who are this close to ascending to a purely mental state.
59. Gods bound into mortal form with their power stripped from them.
60. A species that exposed themselves to the horror of the cosmos and got shaped by it. Think Lovecraftian.
61. Deep ones.
62. A swarm of nanites.
63. The botanical equivalent to owlbears.
64. Dogfolk/Wolffolk
65. A race based on symbiosis, like a race of coral people, or a playable version of those anglerfish monsters.
66. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
67. 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."
68. Floating bags of hot air from a gas giant, but playable
69. salamander people, but not made of fire
70. 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.
71. A small race capable of physically enhancing each other.
72. A race which derives power from tattoos on their bodies.
73. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a water base culture
74. Tri-legged people.
75. People who have skin like plastic and enjoy beachhouses and expensive cars.
76. 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.
77. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
78. Sentient weapons. They can take Weapon Focus in themselves. They float. They dislike being used as weapons.
79. A ghoul girl.
80. Two races, who spawn one another. Race A only gets children of race B, and vice versa.
81. JPEG Artifacts
82. Magnetic people.
83. Shadows turned into a player-friendly race.
84. Shambling mounds turned into a player-friendly race.
85. Froghemoths turned into a player-friendly race.
86. A race that can occupy multiple non-adjacent squares.
87. A race that generates plasma.
88. A subspecies of goblins incredibly skilled at lying.
89. A race that can use suggestion as a spell-like ability.
90. A humanoid race with the lower half of some sort of animal.
91. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
92. A murderhobo. May already be a PC race.
93. 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!
94. 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.
95. 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.
96. As [Zizaputian] 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.
97. Naiads
98. A goblin species that can undergo slight mutations at will. Sort of like Eberron's shifters, but with more options from moment-to-moment.
99. A race like the landstriders.
100. Crustaceans similar to dark crystals Garthim.
101. Camel Spider people.
102. badgerpanda hybrid humanoids.
103. A race of unseen servants somehow mutated into a new life form.
104. A race that can change its appearance, but not its form, with illusions.
105. 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.
106. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
107. 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.
108. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one
109. Humanoid Llama's, because lovely llamas are lonely.
110. Coyote born--Born tricksters.
111. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
112. Jack-o-lantern people.
113. Alternatively, a race inspired by the Jack-of-the-Lantern story.
114. Spooky scary skeletons.
115. Actual monster mash given sentience.
116. Elf/dolphin hybrids.
117. A species that lives exclusively in the forest canopy and potentially never even knows the ground exists.
118. Aphid people.
119. A race of swamp people who are physically adapted to walk on stilts—think the Crow Fishers.
120. Swamp people who swim through the mud and have very strong immune systems
121. Swamp people who are very similar to onions.
122. A race of people who eat rocks.
123. A small or tiny race with a Strength bonus.
124. Playable dryads/hamadryads who carry their potted plants around with them.
125. A race of people who can't be seen.
126. A race of tourists that see everything as both harmless and exciting.
127. People with skin like smartphone touchscreens that lights up and stores information
128. Anthropomorphic anticores
129. Extradimensional spirits possessing mobile willow trees
130. A race of annoying riddle-loving goblin creatures.
131. A race of shapeshifters that can swap between multiple preset forms, or 'aliases', and gain more as they level.
132. Catfolk, but more like Garfield.
133. Flamingo people.
134. Heron/egret/crane people.
135. 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)
136. Sebastian, but as a playable race.
137. Smurfs.
138. An incorporeal race (good luck).
139. A race of sentient gorgonopsids. Non-anthropomorphic.
140. A race that gets bigger from eating things.
141. A race whose base movement mode is the conga line
142. A race that has a chance to explode when their hit points are at max.
143. 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.
144. A race for whom sleepwalking and/or dreaming is extremely important in some way.
145. 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.
146. A race similar to stories about Hecate, that changes its shape depending on the time of day/night.
147. A race of these not quite-humanoid feline-ish beings. (Note: creepy and unsettling.)
148. A race of constructs with subraces based on every programming language (bonus points if you can make something useful from Brainf&$+).
149. A race of sapient electrons.
150. The unfortunate result of a time-paradox.
151. The fortunate result of a time-paradox.
152. A race which feeds by poking and touching things.
153. A race created by Existentialists, incorporating only their beliefs.
154. A race created by Stoics, incorporating only their beliefs.
155. A race which exists as a series of Epicurean Delights.
156. Squiggles.
157. Null-space; a race consisting of the absence of everything.
158. Clown People.
159. The forgotten ones.
160. Kaleidoscopic Rainbow Sparkles.
161. Definitely not a Katamari.
162. A race of people who feed on fear, or another emotion.
163. A race of intelligent equations that can teleport at will between flat surfaces that can hold writing or etchings.
164. A race closely linked to matryoshka dolls, like a golem race.
165. 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.
166. miniature kaiju
167. miniature space kaiju hamster, with cheek pouches of holding
168. A race that is round. Like, round enough that it can roll away to safety.
169. A race that moves on wheels. Like the Wheelers from Return to Oz, or those weird critters from His Dark Materials.
170. A race whose each member is actually made up of five small lions formed together, and can split apart or reform at will.
171. A race made of delicious cheese.
172. 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.
173. A race with only one arm.
174. A race with true cylindrical symmetry
175. A race that feeds off of the presence of positive emotions in other intelligent races.
176. Technically two races in physical symbiosis.
177. A race of identical triplets that share a single mind (the triplets, not the whole race)
178. A race that communicates primarily via scent and gesture.
179. A race that reproduces primarily via parthenogenesis.
180. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.
181. A race that reproduces via parasitically infecting other races with a disease, like tapeworms or flukes, but probably larger.
182. A race who has evolved to be somewhat cannibalistic, and sees it as a truly good act of sacrifice to the community.
183. Race born when the local mage academy put a little too much waste in the local sewage treatment plant
184. Extremophile race
185. Easily offended clawed water spirits/demons
186. Bouncing off of [Kestroids], a race that can only reproduce by colonizing the corpse of a Gargantuan or larger monster
187. Tony Hawk people
188. Cherubs.
189. Cherubs that are just normal goblins with wings strapped to their backs.
190. 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.
191. 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)
192. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.
193. Giant isopod people
194. Angry geckos, named "beeps"
195. Somehow we haven't already gotten tardigrade people on here?
196. Elephantfolk.
197. A race with every kind of movement speed.
198. A race of giant babies. They have to crawl everywhere, but can serve as very slow mounts to other PCs.
199. One of these guys. Warning: Highly disturbing video.
200. Cockney people.
201. This man
202. Symbiote symbiotes (They attach themselves only to symbiotes)
203. 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.
204. A race of faulty clones.
205. A race of honeybee people. Not to be confused with Thriae—these are plump, fuzzy bee people.
206. A race of bumblebee people. Again. Don't monster girl them.
207. A race where every limb is a separate consciousness
208. A race of sentient string that control puppet bodies to interact
209. Centaur frog-goblins.
210. 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).
211. 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.
212. A race that consists of a mask which animates other cloth to use as, and approximate in appearance, a body.
213. Purple mushroom people with eyes everywhere on their bodies and no mouth.
214. Buff Koopa Troopas.
215. TV-headed people
216. Gelatinous Icosahedra
217. A race of Tiny to Large humanoid sentients composed primarily of felt, fabric, and stuffing: Muppets
218. Gelatinous Icosa-hydra? Gelatinous Ice-o-hydra?
219. 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.
220. Millipede-shaped (or centipede-, or remorhaz-shaped if you prefer) people who can manipulate things with their mouthparts and first ten legs
221. Egg-phase psychic beings that hatch into horrible CE monsters on a day randomly chosen by the GM
222. 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.
223. Any Chuck Tingle character.
224. Chuck Tingle.
225. A Chuck Tingle book (admittedly, this also technically falls under #245).
226. Puddleglums
227. Lantern jacks (thematic)
228. Cockroach-people (who hate being discriminated against) (no one did this yet?)
229. Wasp/spider/snake/scorpion(all at once)-people (who are very nice and polite, but nightmare inspiring)
230. Sloth race (which pretend to be slow but are extremely fast)
231. Eelfolk (who both inspire nightmares and are actually terrifying)
232. 'Scheming witch snowflakes'
233. Porcelain doll people made from ghouls
234. Any other suggestion with one (1) adjective OR one (1) noun changed.
235. A race that communicates solely through the language of flowers.
236. These dudes (scroll down to the first response).
237. 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.
238. 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).
239. The inhabitants of a Bob Ross painting.
240. Orchids who live on the street and pickpocket people
241. Orca urchins
242. More mobile dryad-like beings that can bond to any tree of their species but also have to eat and sleep
243. 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.]
244. A planetouched giant race
245. Strong horses
246. Capitalist mosquitoes
247. 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…
248. 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.
249. Atlas Shrugged...but as a person.
250. 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.
251. Tiny deer that live in frozen ponds
252. Draken - a cephalopod variant that has some Draconic traits.
253. A race that must move regularly or becomes ill or dizzy or has trouble breathing (like some sharks) unless constantly moving (or possibly in a brisk wind).
254. Anima - an all-female race that embodies the feminine spirit, with some traits borrowed from a particular animal.
255. Animus - as the Anima, but all-male and embodying the masculine spirit instead.
256. 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.)
257. That one Mass Effect race that must always wear a fluid-filled suit.
258. An overly polite ooze race.
259. A race whose natural habitat is the cold depths of space.
260. A race that entirely lacks alignment, instead driven by some imperative objective to which all else is meaningless.
261. 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.
262. 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.
263. 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.
264. 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.
265. A race whose arms have atrophied to uselessness, requiring the use of magical prosthetics made from silk and gold to perform most tasks.
266. 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.
267. 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.
268. 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.
269. 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.
270. The comfort of rain.
271. A lost and discarded heirloom.
272. Wild abandon given fulfillment.
273. The people you meet in liminal spaces.
274. Unspoken words and deep regrets.
275. Addressing it is worse than ignoring its presence.
276. You seem reluctant to ask them questions. They often answer with things you did not seek nor ever wished to know.
277. A rusted, blunt dirk finds purchase in their hands, but the sharpest blade reject them.
278. A really catchy song.
279. A smelly old shoe.
280. A bouncing head.
281. A race of small-sized dragons or dragonpeople who are obsessed with collecting hoards of various objects or treasures and universally talk like Ayn Rand.
282. A race which despises the very concept of race.
283. Transformers, like the toys.
284. Diskworld trolls.
285. Spirits of household items.
286. DALEK.
287. Time Lord.
288. Weeping Angel.
289. People who leave footprints wherever they walk (even in stone)
290. Pollen-eaters
291. People who can make machines with pieces of their bodies (hair, claws, etc.)
292. Kaorti crafters
293. A playable size large gangly and tall race with Swallow Whole spell-like abilities.
294. A race of horrific, all-powerful monsters or world-destroyers or Lovecraftian abominations...that have been shrunk down to roughly the size of pigeons due to a curse. "Tremble, puny mortals!" "Awww!" "STOP AWWING!"
295. Swallow people that have significant trouble walking, but can fly for hours (bonus points if they hibernate underwater)
296. A race that views all humanoids as the same species with only minor differences.
297. A race that lives on fallow fields
298. A race of mechs, but human sized.
299. The precursors from Pacific Rim.
300. A race of evil halflings, similar to drow/elves or duergar/dwarf races.
301. A race of animal companions.
302. A race of semi-humanoid crab-men.
303. A race of hyper-intelligent arboreal cephalapods.
304. A race of psionic dolphins who cannot speak or walk normally, but are telepathic and telekinetic.
305. Corn people
306. Killer whale people
307. Kill deer from the booster rocket wastes
308. A race of small, stealthy humanoids with grey skin that can grow to size medium and turn their skin to stone as an SLA.
309. A race of medium humanoids with stone skin that can shrink to size small and turn their skin stealthy grey as an SLA.
310. A race with unusually long limbs, or perhaps extendible (telescopic?)
311. 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.
312. People who can hack into the DNA of others, but not their own
313. Walking houses
314. A skinless horse
315. Metal flower people
316. Reptilian people who can float in the air supernaturally with perfect maneuverability, but painfully slowly (like 10 feet)
317. Outsiders with claws, horns, the ability to jump thrice their land speed, and breathes fire
318. 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.
319. 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.
320. A race with two heads, one coming from each side of its body, and a singular arm coming from the top of their torso.
321. A race of Honey Badger men, walking around like they own the place and likely to snap you in two if you look at them funny.
322. Ariekei/Hosts
323. Orcs for PF2
323. Largesians
324. Sumacrea
325. Tsla
326. Vssey
327. 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).
328. A caller of rooks
329. Vampires, but balanced for playing
330. A race born of the hurricane
331. Long-legged spider plants that can extend themselves to climb over barriers, but at the cost of leaving behind a soulless "foot" bud that they then have to cut loose to grow on its own
332. People that look like road signs in some way or another
333. Tiny-sized and rather plump anthropomorphic animals that everyone mistakes for toys.
334. Humanoids with extreme mood swings, but are permanently stuck with an facial expression of absolute indifference and monotone voices.
335. Giant, muscle-bound humanoids, but with a head more befitting of a small-sized plush toy.
336. Humanoids that draw their powers from a gemstone located in the center of their chest, but also is the source of their life force.
337. Forgotten Beasts from Dwarf Fortress.
338. Humanoids that name their children after wordspells, and has the ability to use the wordspells they're named after as a spell-like ability.
339. Humanoids that look like they should be perfectly corporeal, but are actually incorporeal.
340. Incredibly quick race that is inherently good at contortion.
341.Really smart squirrels that make and pilot human sized magical mechs. They often pose as tanks and one may often join a party of adventurers.
342. Possessed outfits of clothing. Lifespan of only 1-2 years.
343. Humanoids whose innate magic enhances costumes they make, which becomes another form when worn by them (treated as either Greater or Lesser Change Shape).
344. What seems like anthropomorphic animals, but hides a gigantic maw on their abdomen.
345. Enlarged sentient animals, but their heads always looks like that of that species' young. Sickeningly innocent-looking.
346. Withered: undead versions of local races that disguise themselves as normal living versions of themselves, but the facade often gets randomly dropped.
347. Time-Crossed: a race sent from the future to prevent an apocalypse in progress, but a design flaw in their time-shifting technology left them with little memory beyond vague details of the apocalypse. They find medieval weapons too physically demanding to wield practically, but are gifted at gunmanship.
348. Sentient Squids that may stand upright with a number of tentacles, but their weight capacity is extremely small. Their weight capacity is multiplied by the number of tentacles they are moving with.
349. Creatures born from the manifestation of dreams.
350. Lanky, almost emancipated-looking houndfolk who focus on marksmanship and disciplinary techniques (ki, grit, inspiration, and panache), and covers their body with scars for an edge on intimidation.
351. A race of small aquatic/amphibious troll-like creatures. Some suspected them to be distant, weaker or potentially degenerated cousins to the Scrag/River Troll/Sewer Troll. Of course they could be wrong.
352. A floating head, hands, and forearms (the rest of their body is a nebulous mass of black fog).
353. A race that stands a solid foot taller than elves, but has stubby legs.
354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.
355. A race that can only learn spells by injecting alchemical fluids into their bloodstream (inspired by BioShock).
356. A swarm in the shape of a humanoid, that can disassemble and reassemble at will.
357. A race that gets bonuses when not connected to solid ground (flying, swimming, in tree canopies)
358. A race of Gollum-like creature (without necessarily the split personaly).
359. A species that can teleport short distances, but that leaves behind a small psychic imprint each time they do
360. A construct composed of scrap, refuse, and excrement.
361. Small creatures that hoard things, and are empowered by their hoards.
362. People who get more or less translucent depending on the ambient air pressure
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.
364. A race that absolutely, undeniably, and unequivocally hates, despises, and often openly attacks another predominate race (dwarf, elf, human, gnome, etc.) and for a legitimate, very real and known reason (it might not be a good reason or one that makes sense to any other race) but it goes both ways and the races will never, ever, trust or get along with each other. They otherwise are as integrated and prevalent as any other other race would be in society or the world (based on however their, as yet indetermined, outlook or traits would normally be viewed).
365. Were-humans. They can turn other races into humans if they bite (or are bitten by) them. [Possibly temporary or during the day, in sunlight, in a farmer's market, etc.]
366. A race that psychically heals creatures that hurt or inflict pain on them (willingly or not). This may create a psychic link between the two creatures that the race may have an ability to exploit.
367. A race that doesn't have sight or smell, but has a completely different sense that is incomprehensible to humanoids (and most other races that have sight and smell). This Nth sense is their primary sense for interacting with the world, but it doesn't detect other races as substantial, distinct sorts of life forms. Most of their history revolved around the fact that they were surrounded by these ghost-like beings (i. e. humans and other creatures) that they couldn't comprehend until after generations of study, they figured it out.
368. A race that is born with an incomplete soul. In order to survive past the first week, an animal must be sacrificed to supplement the newborn's soul.
369. A race that can share it's body with a dying creature's soul. Once a soul has been taken in, the visiting soul is stuck inside the body until either the host dies, in which case both souls head to the afterlife, or the visiting soul is brought back to life, in which case the soul returns to it's own body or occupy the new body.
370. Brightly colored reptilian creatures that also sport feathers and are often hardcore partyers.
371. Mindless androids or golems that kill intelligent beings, and then those beings' souls get reincarnated into their killer's body.
372. A horrible abomination that comes into being when a dead humanoid is revived near an animal. Forever stuck as a twisted form blending traits of humanoid and animal and housing both souls, competing for control. However, this accident grants the animal sentience, the humanoid the ability to communicate with other animals as the animal soul, and both may learn to cooperate.
373. A race of humanoids bred specifically to house the soul of a dragon should one find themselves dying or withering away from age.
374. A race that doesn't reproduce so much as they grow another soul, which they stuff into corpses.
375. Giant immortal puppies (not dogs, puppies) that charms/dominates those who make eye contact with it.
376. Classical greek monsters that broke free of their curses and intermaried. Basically humanoid but with some traits from Spinx, Minotaurs, Harpies, Lamias, Medusas, ext.
377. Humanoids that are seemingly unaffected by gravity, but cannot manage to stay on the ground.
378. Sapient dogs with serpentine hindquarters.
379. Creatures that get their bodies ripped to shreds over the course of each day, only to come back perfectly ok the next morning.
380. Personable robots with an animalistic aesthetic to their humanoid chassis.
381. Half-Bred: a race of humanoids that reproduce asexually, but only have half of a complete DNA genome as a result. In order to survive, they must recieve blood from other creatures every 48 hours.
382. A race whose traits and racial ability scores change according to the cycle of the seasons.
383. A race that views the world as though the light levels were inverted.
384. A 5,000 POUND TINY RACE!!!
385. An evil-creature-turned-fat-good-guy race (please no creatures that were already fat when they were evil)
386. an race, likely Outsider, from the "Land of Dream", are aligned along the line of Dreams and/or Nightmares,
387. Magpie people
388. A humanoid race that can wear the skulls of other races as headpieces and gain slight powers or variant abilities based on the race (and possibly sub-race) of the skull.
389. A race with an aversion or possibly allergy to wood, taking extra damage and being unable to utilize such objects easily.
390. A race that has a chance to spontaneously combust (does not necessarily have to be fire; could be cold, acid, maddening screams, etc.) at certain times or when taking damage. They are not immune (at least not fully) to this damage or any effects it causes, so it isn't pleasant for them either.
391. A race that constantly emits a song on a loop and their voice autotunes to complement the music. While they may turn the music down to a whisper for short periods of time, to go completely silent would kill them.
392. A race that can make creatures fall asleep by grappling them (because of fluffy fur, a soporphoric aroma, or a combination of the two)
393. Chunky dragons. Like, "Max Dex bonus to AC of +0/ all speeds permanently reduced by half, still faces further reduced speed from armor and encumbrance" chunky.
394. Good-guy ghosts that possesses somebody they choose to be their partner, only to sit back and let their host continue living their lives, only occasionally taking over to give advice or to defend against threats that the host were unaware of.
395. Oozes, save that they're more intelligent than the average human and can assume the form of useful architecture/tower shields or two-handed weapons sized for creatures of their size (or equivalently sized weapons and shields for larger creatures).
396. Moleman. Anthropomorphic moles.
397. A race of lycanthrope-like badgers that can assume a Dwarven form as well as a hybrid form.
398. Fungi that infect small bushes and trees, pulling up the plant's roots and using them for ambulation (might have a limited lifespan reflecting the progression of the infection)
399. Creature that reproduces by infecting the skin of another being. Causing boils on the skin, and enlarging when the infant creature starts to grow. Eventually the boil bursts when the infant is ripe.
400. Sand beings, often called sandmen, which eventually lead to a song about a famous wizard being created. The song was called, "Mr. Sandman."
401. Basically the opposite of 353. Roughly 6 inches shorter than Gnomes, but is 80% leg.
402. A race that only needs to eat and drink one day a year, but on that day, they must eat the flesh and drink the blood of any fresh corpses they come across. Doesn't matter if it's an intelligent creature or something they just killed, they must partake of the corpse first thing.
403. A race of colossal sentient worms that are driven to eat so much that they take up 40 ft X 40 ft. Thankfully, they can eat anything with absolute impunity, and are immune to poisons and diseases that they come into contact with as a result of eating. Wall in the way? They'll eat their way through eventually. Ready to set up camp? They can create a huge trench around it by eating up the ground, then make a bridge in the morning with their waste (which is fertile dirt since worms are decomposers, and dirt covers most of the ground for land masses, in case you're squeamish about the idea of walking on worm scat, genius).
404. Invisible, mute, incorporeal creatures that can teleport other creatures to Limbo (or Purgatory, take your pick) by touching them (get it?).
405. Tiny creatures that are almost always either on a larger creature's shoulder, their head, of peeking out of their bag. Often plays lookout/advisor to whoever's carrying them.
406. A non-flying humanoid race iconic to mountain ranges.
407. Pangolins with even harder scales.
408. Blubber: A member of this race may eat food in excess of the daily requirement and store it as blubber. Each additional day's worth of food eaten adds a point of blubber. They gain a bonus to their natural armor equal to their blubber points and may spend a point of blubber to satisfy their hunger requirement for a day, or for an additional use of any racial Con-based ability that is usable a limited number of times per day. They may store up to their CON modifier (minimum 1) in points of blubber. However, as long as they have points of blubber, they have a Max Dex bonus to AC of +10, which decreases by 1 for each point of blubber. They cannot wear armor with a base Max Dex bonus (before class features and masterwork quality is considered) equal to or less than their current points of blubber. At 2 points of blubber, their speed is reduced as though they were moderately encumbered, overriding all abilities that prevent reduced speed due to encumbrance, and cannot move through any space smaller than them, even by squeezing. At 4 points, their speed is reduced as though they were heavily encumbered, overriding all abilities that prevent reduced speed due to encumbrance, recieve size modifiers (but not to damage die or space) as though they were one size larger, and must squeeze to move through spaces unless it's wider than their token space. At 6 points, they have an effective speed of half of their normal speed, cannot double move or run, take space as though they were one size larger, and can move up through spaces up to one size smaller than their new size only by squeezing. At 8 points, they can only move through spaces of their current token size or larger, even by squeezing. At 10 points, they can move by taking full-round 5-foot steps. While not a race, this is a trait I would like to see implemented in a race.
409. A reptilian race that fills almost every cubic inch of their square simply by standing, acting as a wall on all sides of their square for the purpose of cover, moving through their square, and blocking AoE areas (still is affected by the effect).
410. A race that constantly leaks energy through their pores and the same energy spills out like a waterfall every time they open their mouth.
411. A tiny mix of cat and dog that looks adorable, but has an ego the size of Texas (or Golarion).
412. A race that forces their young through a legendarily brutal curriculum focusing solely on intellectual studies. Youths normally come out of this with their self-esteem completely destroyed.
413. A living beagle aegis
414. A Large creature with +2 Str, +2 Dex, -2 Int, -2 Wis, and +4 Cha... whatever that looks like.
415. A race with a -6, a +6, and a +2 to scores.
416. People who exude enough heat to make people physically uncomfortable around them (or to warm them up when it's cold)
417. Creatures that emit an aura of perfect comfort, but touching them causes feelings of the most miserable conditions imaginable.
418. Creatures that switch between a Tiny sentient animal/vermin and a Large anthropomorphic version of the same thing.
419. Large folk whose genetics are so volitile that they never know what their racial traits for the day will be, but they will always have a puppy dog mindset.
420. Plant creatures that purposefully set themselves on fire for laughs.
421. A creature that dies whenever it sleeps for the day. When it dies, it will leave behind an egg, and quickly throughout the 8 hour sleep will have fully regrown with the parents full memory. Allowing the player to continue on where he left off, but having to re-roll his ability scores.
422. Humanoid that can fly, but can only do so at a 5 speed with poor maneuverability.
423. Completely normal humanoid races, but with bobble heads.
424. People with stones for bones
425. Really kind and sweet folk who unfortunately depend on performing morally repugnant actions to stay alive (ie cannibalism).
426. A quadruped race with a rich history and culture whose front paws can hold things but clumsily as they lack opposable thumbs.
427. A race of physically weak Small humanoids. Four of them can temporarily melt/change shape/amalgamate into a single strong & hardy Medium creature with lower mental attribute scores from four minds not being in total harmony. (Think fleshy versions of the combiner Devastator from the classic G1 Transformers cartoon. Do not think of the Michael Bay version.)
428. A race with ancestral origins in the Chaotic plane of The Maelstrom/Limbo whose existence is based upon their own solipsistic force-of-will. Self-doubts and lowered self-esteem translates to varying states of physical intangibility -- which, if learned to be controlled, can be a genuine benefit in combat. But if pushed too far, their lack of surety can damn them to total dissolution.
429. A humanoid race born with an incomplete soul. Upon reaching adulthood, individuals are compelled to seek out an individual of another humanoid race and physically meld together with them into a new amalgam individual who is a hybrid of both parents physical and mental traits. Failure to meld leads to progressive weakness and eventually death.
430. An isolationist race of Large humanoids/giants who have no children. During their cyclical periods of fertility, the giants become contagious; prolonged contact, peaceable or otherwise, with Small and Medium humanoids will eventually infect these smaller races with a virus that slowly and uncomfortably, sometimes painfully, transforms them into members of the giant race. Conservation of mass and the cube-square rules both apply, so infected individuals are compelled to resort to incredible gluttony. Multiple Small and Medium infectees who spend too much time in close proximity find the virus will physically meld them together into a larger individual, regardless of their consent or mental compatibility, until full gianthood is reached.
431. A Pathfinder/Starfinder version of the Kobali from Star Trek: Voyager.
432. A humanoid race born with small mouth slits, nostrils, and transparent sealed eyelids, but otherwise lacking nearly any distinguishing physical outer characteristics of race, ethnicity, and sex; likewise, their mental mindset is similarly stunted and limited in flexibility/possibility. They are basically mannequins except of flesh instead of plastic. Upon maturing, they legally become adults by constructing their first mask, which grants them an unique individual physical appearance, and shapes their mental/emotional mindset, with all the traits they were lacking. As they gain additional life experiences and interact with other races, they may accrue "points" to fuel the crafting of other new masks, with each granting another unique form and identity.
Because they spend so much time interacting with other races, it is a not uncommon occurrence for a mask, especially the first one, to be inspired (often unconsciously) by a particularly charismatic and/or heroic/infamous individual of another race that the new guise it grants is similar enough physically and psychologically to be (mis)taken as the inspiring individual's sibling (with all the complications and entanglements that can involve). Unless specific intricate and costly arcane rituals are performed -- which even if successful, has not insignificant drawbacks -- they remain forever connected to their retinue/wardrobe of masks. Damage and/or destruction to a single mask is experienced as a severe wounding to their soul, including attribute damage and/or drain, and possibly even death if more than one mask is destroyed. Worse, desecration or "re-carving" of a mask can warp that individual into a "Renfield" unwilling bound to their new master.
In Golarion, this race's ancestry might (or might not) be traced back to followers of Sivanah from other races who collectively were curse/blessed by that deity for their own actions or as a means to an (unknown to mortals) end.
433. A race of puddings/oozes who are like gametes and must seek out a single alchemical potion/elixir/oil/balm/etc. with which they permanently commingle/blend to become a new solid humanoid who can temporarily assume an oozy form but with limited oozy abilities that improve as they level up. Their humanoid attribute scores and racial traits are largely derived from the specific effects of the alchemical potion "parent".
434. A near-human race except physiologically-jointed enfleshed versions of the flailing inflatable noodlefolk.
435. A pangolin heritage of Small skinwalkers.
436. A race of humanoid glompadillos, only better than my anemic attempt.
437. Venetian blinds-type people who can turn near-invisible in the horizontal plane
438) A race of naturally occuring "living" wight*. Will not quite undead, they are not as alive as a Dhampir would be. (*Or any corporeal undead really.)
439. Hard light creatures.
440. Tauric creatures that have so much control over their forms that they can choose a different creature to emulate for each body part: Head, L. Arm, R. Arm, LF. Leg, RF. Leg, LH. Leg, RH. Leg, Tail, Torso. This ability only works if they use a polymorph effect on themselves, but using this ability doesn't require additional castings.
441. A squirrel version of a minotaur. So a humanoid with a squirrel head. Terrifying.
442. Humans, but with clawed, reptilian hands and wrists and are great at channeling a single energy type.
443. Creatures that look human, but their real form is a colored aura over their human appearance in the form of crystalline armor.
444. Tiny taurs (the four-leggers)
445. What you get when you cross a housecat, a bird, and a rabbit.
446. Tiny taurs (the animal-headed ones).
447. Tiny reptilians well known for their frequent and explosive vomit (cone of acid).
448. Winged dog-like creatures with oversized teeth and an overbite.
449. Hyperintelligent oozes that can imitate other creatures, but they always have a teenager's attitude.
450. Good-guy troglodytes with the same ungodly awful stench as normal troglodytes, but tries way, way, WAY too hard to make up for it.
451. A race that by itself consists of just a head, with a set of tiny legs coming out of their neck that they can use to very slowly move around. They can attach themselves to corpses of other races that have been beheaded, gaining that individuals physical ability scores (and potentially some racial abilities as well, such as half-or ferocity or dwarven sure-footedness).
452. Dolphin people, which physically look exactly like normal dolphins, with telekinetic powers allowing them to manipulate objects and somewhat fly.
453. A race that is only awake for one year each decade.
454. A mass of worms that occupy the flayed skins of other creatures.
455. A race that breed diseases within their bodies.
456. Ki-rin, But under pony finder rules. When they rage they have fire shield up.
457. Just a brain, mouth, and spine.
458. Arachnid people.
These as several possible approach
A) A spider-like creature
B) A scorpion-like creature
C) A generic arachnid creature
D) A base generic chassis with "specialised package" (in the same vein as Alluria Publishing Entobian)
E) Distinct and seperate subspecies (one per arachnid type).
List of all (most) arachnid type:
-Mite people;
-Opiliones People (Harvestman/harvester/Daddy longlegs);
-Hooded tickspider people;
-Solifuge people;
-Tick people (both hard and soft);
-Pseudoscorpion people;
-Scorpion people;
-Spider people (both web and trapdoor);
-Whip spider people;
-Whip scorpion people.
459. A full set of vital organs encased in a humanoid shell of force.
460. Anthros that wear concealing clothing to hide the fact that their head, hands, and feet aren't connected to their torso and may move them up to five feet away from their torso without any problems.
461. A race of highly advanced anthropomorphic (Canadian) Goose.
462. Creatures that create a mask during childhood and wears that mask for the rest of their lives. Removal of the mask causes them to get nervous.
463. Creatures that would never be allowed into a settlement in their true form. Thankfully, they can take the form of a human for a few minutes at a time.
464. Aberrations that can assume human form. They live in fear of remembering their mission from the dark tapestry. Their true form is as an M sized shoggoth.
465. Creatures that subsist on arsenic-containing compunds
466. People that clean the air around themselves (potentially also replenishing oxygen)
467. Genie-like dragons.
468. Cheery aberrations.
469. Lightning-obsessed creatures with a ridiculously high land speed.
470. Dragon statue creatures that grant luck to other creatures.
471. Draconic slimes.
472. Dragons that are tethered to their allies by a god, prohibiting splitting up the party.
473. Dragon weasels.
474. Moonfolk.
475. Ryuujin (see Ryuutama).
476. 3rd generation Skum that wear spacesuits so they can come out on land.
477. Parrotfolk, possibly excessively talkative.
478. Hummingbird people, very hyper.
479. What you'd get if birds had dragon abilities.
480. Bird oozes. What I'd imagine them being is a blob covered in feathers that extend bird parts from its own mass from time to time, but definitely not mindless.
481. Blood oozes.
482. Friendly slimes that cling to creatures for warmth as they need heat to survive, but can't produce it. Won't eat living or warm flesh.
483. Ectoplasmic oozes that can eat incorporeal creatures, as well as creatures from across the Material-Etheral plane barrier.
484. Animal slimes (expansion from 480).
485. Dragons with vocal chords that can only let them speak Draconic, but they can still learn to understand, read, and write other languages.
486. Creatures that look like giant animals, but with dragon horns and spine, a second pair of legs (if avian), a pair of feathered wings (if not avian), and the usual dragon abilities. Vocal chords would only let them make animal noises, but naturally understands, reads, and writes Draconic, and can learn other languages, too.
487. Woolly bear people
488. Wooly bully people
489. Shadowy looking slimes with white glowing eyes that can extend tendrils from itself, as well as assume a humanoid form (but only by containing it's body inside clothing).
490. Dog people, but with glorious manes of feathers.
491. People with an incredibly accurate sense of time; the ability to track not just minutes but seconds, subconsciously
492. People with birthmarks depicting natural features of places far from home
493. Humanoid Tardigrades.
494. Cars (the movie)
495. Spindly 12 ft. tall, dark-skinned humanoids with eyes like polished pearls.
496. Humanoids with feathers on their arms that grow in a way that makes them resemble robe sleeves.
497. Crystal creatures with breath weapons corresponding to chromatic dragons of their color.
498. Razor legs.
499. Creatures with two furred tentacles growing out the back of their necks.
500. Kobolds (but the cat kind).
501. A race the generates an inherent 'stability field' around themselves, which mitigates or nullifies some (or all) aspects of instability in a radius around them. Some examples might be: earthquakes, preventing transformations or shapeshifting, preventing oozes from splitting, or mental states from changing to 'unstable' modes, like confusion, rage, or insanity, etc.
502. Creatures with a detachable limb. Possibly requiring concentration and visibility to the limb for control, possibly autonomous. Also, they are highly allergic to plants of the broccoli family.
503. Kobolds, but the poetic, gentle-souled ones.
504. Weregeese or gooseweres.
505. Obsessive terrier-like humanoids.
506. Kobolds, the earth spirits who turn good, valuable ores into worthless cobalt.
507. Were-chihuahuas, often mistaken for were-rats.
508. Things that were chihuahuas, before the accident
509. People born from gross sacs in the earth like lotr movie orcs
510. An enslaved race that are used as batteries by advanced constructs, but are slowly breaking free.
511. The constructs from above.
512. Desert dwellers that are trained extensively in either dragon slaying or coordinated combat alongside dragons (depending on their tribe's values).
513. People that can pass for a preexisting race, but only knows draconic, sports claws and a powerful bite, and act rather primitive (probably just a package of alternative traits, but could still count as a subrace).
514. What happens when plants get dragon powers.
515. Fire-spewing glass people of the desert.
516. My 5 year-old daughter dew me a picture of a unicorn dragon that walks around on two legs and breathes fire and sparkly rainbows, so there you go.
517. Sports buffmen
518. Aberrations with storm motifs rather than Naval.
519. Aberrations that lives through other creatures' mindscapes.
520. Undead with an affinity for haunting other creatures' dreams and landscapes (read: Freddy Kreuger).
521. Prinnies from the Disgaea series, dood!
522. The Marsh Wiggles from Narnia.
523. Being different from Puddleglums
524. CATS people
525. Dragons with animal features.
526. Living crystals able to project a solid light body. Yes I want to see your take on gem warriors from Steven Universe.
1. Duck people
2. Liverwort people
3. Angry birdz people
4. Carnivorous plant people
5. Lionfish people
6. People with skin made of tarmac
7. American possum people
8. 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
9. horsetail people, or people who make a living farming horsetails and maybe eat them, who extrude silicon through their pores
10. Lilliputians
11. Robots, but like Wheatley from Portal 2.
12. Radioactive goblins that can turn people into Goblinmen by biting them.
13. People who use anenomes symbiotically, like pompom crabs.
14. People who live in hamster balls, but not hamster people.
15. Like the Dvati, but for Pathfinder.
16. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.
17. Adventurers
18. Martin Shkreli, but as a person.
19. Gnome like beings that can turn into tea kettles
20. Goblin/Gnome hybrids.
21. Highly sexualized slime people, but and they all look like Slimer from Ghostbusters.
22. Lost Sock People
23. Catfolk but is actually a cat put in a sweater and carried around by a witch.
24. Broccoli People
25. The Last of the Summer Wine.
26. The Onion Tony Abbot bite into on national television, but with a knife.
27. Jort Bulkhard, whose name periodically changes every time he is mentioned
28. Brickfolk.
29. A reverse goblin.
30. The female character that was clearly written by a man and has 7 brothers.
31. A water fountain on a trolley hooked up to a tap. Removing the hose from the tap is instant death.
32. A banker.
33. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
34. A race with a sonic attack.
35. Crystal people.
36. A race that can turn into sand to fit into small spaces.
37. A race so pampered by their god that the main racial abilities are based around that god pulling strings and doing them favors.
38. A race that spends the majority of its time climbing vertical surfaces.
39. A one-legged race, like the dufflepuds/monopods from Narnia.
40. 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.
41. Lesser spotted purple banana goblin.
42. Faceless people who talk through vibrations in their feet.
43. 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.
44. 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.
45. Existential dread given physicality.
46. Former President Richard Nixon, but with a mustache.
47. Deep Sea Merfolk.
48. Sheepfolk. They are the best at hugs.
49. 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.
50. 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.)
51. A playable, race-builder-style myconid race.
52. 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.
53. 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.
54. A (non-reptile) race that sheds is skin periodically.
55. 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.
56. 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.
57. A race that ripped their way back to the mortal plain from an afterlife.
58. A species who are this close to ascending to a purely mental state.
59. Gods bound into mortal form with their power stripped from them.
60. A species that exposed themselves to the horror of the cosmos and got shaped by it. Think Lovecraftian.
61. Deep ones.
62. A swarm of nanites.
63. The botanical equivalent to owlbears.
64. Dogfolk/Wolffolk
65. A race based on symbiosis, like a race of coral people, or a playable version of those anglerfish monsters.
66. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
67. 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."
68. Floating bags of hot air from a gas giant, but playable
69. salamander people, but not made of fire
70. 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.
71. A small race capable of physically enhancing each other.
72. A race which derives power from tattoos on their bodies.
73. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a water base culture
74. Tri-legged people.
75. People who have skin like plastic and enjoy beachhouses and expensive cars.
76. 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.
77. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
78. Sentient weapons. They can take Weapon Focus in themselves. They float. They dislike being used as weapons.
79. A ghoul girl.
80. Two races, who spawn one another. Race A only gets children of race B, and vice versa.
81. JPEG Artifacts
82. Magnetic people.
83. Shadows turned into a player-friendly race.
84. Shambling mounds turned into a player-friendly race.
85. Froghemoths turned into a player-friendly race.
86. A race that can occupy multiple non-adjacent squares.
87. A race that generates plasma.
88. A subspecies of goblins incredibly skilled at lying.
89. A race that can use suggestion as a spell-like ability.
90. A humanoid race with the lower half of some sort of animal.
91. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
92. A murderhobo. May already be a PC race.
93. 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!
94. 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.
95. 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.
96. As [Zizaputian] 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.
97. Naiads
98. A goblin species that can undergo slight mutations at will. Sort of like Eberron's shifters, but with more options from moment-to-moment.
99. A race like the landstriders.
100. Crustaceans similar to dark crystals Garthim.
101. Camel Spider people.
102. badgerpanda hybrid humanoids.
103. A race of unseen servants somehow mutated into a new life form.
104. A race that can change its appearance, but not its form, with illusions.
105. 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.
106. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
107. 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.
108. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one
109. Humanoid Llama's, because lovely llamas are lonely.
110. Coyote born--Born tricksters.
111. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
112. Jack-o-lantern people.
113. Alternatively, a race inspired by the Jack-of-the-Lantern story.
114. Spooky scary skeletons.
115. Actual monster mash given sentience.
116. Elf/dolphin hybrids.
117. A species that lives exclusively in the forest canopy and potentially never even knows the ground exists.
118. Aphid people.
119. A race of swamp people who are physically adapted to walk on stilts—think the Crow Fishers.
120. Swamp people who swim through the mud and have very strong immune systems
121. Swamp people who are very similar to onions.
122. A race of people who eat rocks.
123. A small or tiny race with a Strength bonus.
124. Playable dryads/hamadryads who carry their potted plants around with them.
125. A race of people who can't be seen.
126. A race of tourists that see everything as both harmless and exciting.
127. People with skin like smartphone touchscreens that lights up and stores information
128. Anthropomorphic anticores
129. Extradimensional spirits possessing mobile willow trees
130. A race of annoying riddle-loving goblin creatures.
131. A race of shapeshifters that can swap between multiple preset forms, or 'aliases', and gain more as they level.
132. Catfolk, but more like Garfield.
133. Flamingo people.
134. Heron/egret/crane people.
135. 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)
136. Sebastian, but as a playable race.
137. Smurfs.
138. An incorporeal race (good luck).
139. A race of sentient gorgonopsids. Non-anthropomorphic.
140. A race that gets bigger from eating things.
141. A race whose base movement mode is the conga line
142. A race that has a chance to explode when their hit points are at max.
143. 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.
144. A race for whom sleepwalking and/or dreaming is extremely important in some way.
145. 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.
146. A race similar to stories about Hecate, that changes its shape depending on the time of day/night.
147. A race of these not quite-humanoid feline-ish beings. (Note: creepy and unsettling.)
148. A race of constructs with subraces based on every programming language (bonus points if you can make something useful from Brainf&$+).
149. A race of sapient electrons.
150. The unfortunate result of a time-paradox.
151. The fortunate result of a time-paradox.
152. A race which feeds by poking and touching things.
153. A race created by Existentialists, incorporating only their beliefs.
154. A race created by Stoics, incorporating only their beliefs.
155. A race which exists as a series of Epicurean Delights.
156. Squiggles.
157. Null-space; a race consisting of the absence of everything.
158. Clown People.
159. The forgotten ones.
160. Kaleidoscopic Rainbow Sparkles.
161. Definitely not a Katamari.
162. A race of people who feed on fear, or another emotion.
163. A race of intelligent equations that can teleport at will between flat surfaces that can hold writing or etchings.
164. A race closely linked to matryoshka dolls, like a golem race.
165. 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.
166. miniature kaiju
167. miniature space kaiju hamster, with cheek pouches of holding
168. A race that is round. Like, round enough that it can roll away to safety.
169. A race that moves on wheels. Like the Wheelers from Return to Oz, or those weird critters from His Dark Materials.
170. A race whose each member is actually made up of five small lions formed together, and can split apart or reform at will.
171. A race made of delicious cheese.
172. 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.
173. A race with only one arm.
174. A race with true cylindrical symmetry
175. A race that feeds off of the presence of positive emotions in other intelligent races.
176. Technically two races in physical symbiosis.
177. A race of identical triplets that share a single mind (the triplets, not the whole race)
178. A race that communicates primarily via scent and gesture.
179. A race that reproduces primarily via parthenogenesis.
180. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.
181. A race that reproduces via parasitically infecting other races with a disease, like tapeworms or flukes, but probably larger.
182. A race who has evolved to be somewhat cannibalistic, and sees it as a truly good act of sacrifice to the community.
183. Race born when the local mage academy put a little too much waste in the local sewage treatment plant
184. Extremophile race
185. Easily offended clawed water spirits/demons
186. Bouncing off of [Kestroids], a race that can only reproduce by colonizing the corpse of a Gargantuan or larger monster
187. Tony Hawk people
188. Cherubs.
189. Cherubs that are just normal goblins with wings strapped to their backs.
190. 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.
191. 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)
192. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.
193. Giant isopod people
194. Angry geckos, named "beeps"
195. Somehow we haven't already gotten tardigrade people on here?
196. Elephantfolk.
197. A race with every kind of movement speed.
198. A race of giant babies. They have to crawl everywhere, but can serve as very slow mounts to other PCs.
199. One of these guys. Warning: Highly disturbing video.
200. Cockney people.
201. This man
202. Symbiote symbiotes (They attach themselves only to symbiotes)
203. 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.
204. A race of faulty clones.
205. A race of honeybee people. Not to be confused with Thriae—these are plump, fuzzy bee people.
206. A race of bumblebee people. Again. Don't monster girl them.
207. A race where every limb is a separate consciousness
208. A race of sentient string that control puppet bodies to interact
209. Centaur frog-goblins.
210. 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).
211. 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.
212. A race that consists of a mask which animates other cloth to use as, and approximate in appearance, a body.
213. Purple mushroom people with eyes everywhere on their bodies and no mouth.
214. Buff Koopa Troopas.
215. TV-headed people
216. Gelatinous Icosahedra
217. A race of Tiny to Large humanoid sentients composed primarily of felt, fabric, and stuffing: Muppets
218. Gelatinous Icosa-hydra? Gelatinous Ice-o-hydra?
219. 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.
220. Millipede-shaped (or centipede-, or remorhaz-shaped if you prefer) people who can manipulate things with their mouthparts and first ten legs
221. Egg-phase psychic beings that hatch into horrible CE monsters on a day randomly chosen by the GM
222. 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.
223. Any Chuck Tingle character.
224. Chuck Tingle.
225. A Chuck Tingle book (admittedly, this also technically falls under #245).
226. Puddleglums
227. Lantern jacks (thematic)
228. Cockroach-people (who hate being discriminated against) (no one did this yet?)
229. Wasp/spider/snake/scorpion(all at once)-people (who are very nice and polite, but nightmare inspiring)
230. Sloth race (which pretend to be slow but are extremely fast)
231. Eelfolk (who both inspire nightmares and are actually terrifying)
232. 'Scheming witch snowflakes'
233. Porcelain doll people made from ghouls
234. Any other suggestion with one (1) adjective OR one (1) noun changed.
235. A race that communicates solely through the language of flowers.
236. These dudes (scroll down to the first response).
237. 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.
238. 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).
239. The inhabitants of a Bob Ross painting.
240. Orchids who live on the street and pickpocket people
241. Orca urchins
242. More mobile dryad-like beings that can bond to any tree of their species but also have to eat and sleep
243. 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.]
244. A planetouched giant race
245. Strong horses
246. Capitalist mosquitoes
247. 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…
248. 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.
249. Atlas Shrugged...but as a person.
250. 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.
251. Tiny deer that live in frozen ponds
252. Draken - a cephalopod variant that has some Draconic traits.
253. A race that must move regularly or becomes ill or dizzy or has trouble breathing (like some sharks) unless constantly moving (or possibly in a brisk wind).
254. Anima - an all-female race that embodies the feminine spirit, with some traits borrowed from a particular animal.
255. Animus - as the Anima, but all-male and embodying the masculine spirit instead.
256. 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.)
257. That one Mass Effect race that must always wear a fluid-filled suit.
258. An overly polite ooze race.
259. A race whose natural habitat is the cold depths of space.
260. A race that entirely lacks alignment, instead driven by some imperative objective to which all else is meaningless.
261. 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.
262. 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.
263. 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.
264. 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.
265. A race whose arms have atrophied to uselessness, requiring the use of magical prosthetics made from silk and gold to perform most tasks.
266. 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.
267. 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.
268. 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.
269. 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.
270. The comfort of rain.
271. A lost and discarded heirloom.
272. Wild abandon given fulfillment.
273. The people you meet in liminal spaces.
274. Unspoken words and deep regrets.
275. Addressing it is worse than ignoring its presence.
276. You seem reluctant to ask them questions. They often answer with things you did not seek nor ever wished to know.
277. A rusted, blunt dirk finds purchase in their hands, but the sharpest blade reject them.
278. A really catchy song.
279. A smelly old shoe.
280. A bouncing head.
281. A race of small-sized dragons or dragonpeople who are obsessed with collecting hoards of various objects or treasures and universally talk like Ayn Rand.
282. A race which despises the very concept of race.
283. Transformers, like the toys.
284. Diskworld trolls.
285. Spirits of household items.
286. DALEK.
287. Time Lord.
288. Weeping Angel.
289. People who leave footprints wherever they walk (even in stone)
290. Pollen-eaters
291. People who can make machines with pieces of their bodies (hair, claws, etc.)
292. Kaorti crafters
293. A playable size large gangly and tall race with Swallow Whole spell-like abilities.
294. A race of horrific, all-powerful monsters or world-destroyers or Lovecraftian abominations...that have been shrunk down to roughly the size of pigeons due to a curse. "Tremble, puny mortals!" "Awww!" "STOP AWWING!"
295. Swallow people that have significant trouble walking, but can fly for hours (bonus points if they hibernate underwater)
296. A race that views all humanoids as the same species with only minor differences.
297. A race that lives on fallow fields
298. A race of mechs, but human sized.
299. The precursors from Pacific Rim.
300. A race of evil halflings, similar to drow/elves or duergar/dwarf races.
301. A race of animal companions.
302. A race of semi-humanoid crab-men.
303. A race of hyper-intelligent arboreal cephalapods.
304. A race of psionic dolphins who cannot speak or walk normally, but are telepathic and telekinetic.
305. Corn people
306. Killer whale people
307. Kill deer from the booster rocket wastes
308. A race of small, stealthy humanoids with grey skin that can grow to size medium and turn their skin to stone as an SLA.
309. A race of medium humanoids with stone skin that can shrink to size small and turn their skin stealthy grey as an SLA.
310. A race with unusually long limbs, or perhaps extendible (telescopic?)
311. 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.
312. People who can hack into the DNA of others, but not their own
313. Walking houses
314. A skinless horse
315. Metal flower people
316. Reptilian people who can float in the air supernaturally with perfect maneuverability, but painfully slowly (like 10 feet)
317. Outsiders with claws, horns, the ability to jump thrice their land speed, and breathes fire
318. 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.
319. 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.
320. A race with two heads, one coming from each side of its body, and a singular arm coming from the top of their torso.
321. A race of Honey Badger men, walking around like they own the place and likely to snap you in two if you look at them funny.
322. Ariekei/Hosts
323. Orcs for PF2
323. Largesians
324. Sumacrea
325. Tsla
326. Vssey
327. 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).
328. A caller of rooks
329. Vampires, but balanced for playing
330. A race born of the hurricane
331. Long-legged spider plants that can extend themselves to climb over barriers, but at the cost of leaving behind a soulless "foot" bud that they then have to cut loose to grow on its own
332. People that look like road signs in some way or another
333. Tiny-sized and rather plump anthropomorphic animals that everyone mistakes for toys.
334. Humanoids with extreme mood swings, but are permanently stuck with an facial expression of absolute indifference and monotone voices.
335. Giant, muscle-bound humanoids, but with a head more befitting of a small-sized plush toy.
336. Humanoids that draw their powers from a gemstone located in the center of their chest, but also is the source of their life force.
337. Forgotten Beasts from Dwarf Fortress.
338. Humanoids that name their children after wordspells, and has the ability to use the wordspells they're named after as a spell-like ability.
339. Humanoids that look like they should be perfectly corporeal, but are actually incorporeal.
340. Incredibly quick race that is inherently good at contortion.
341.Really smart squirrels that make and pilot human sized magical mechs. They often pose as tanks and one may often join a party of adventurers.
342. Possessed outfits of clothing. Lifespan of only 1-2 years.
343. Humanoids whose innate magic enhances costumes they make, which becomes another form when worn by them (treated as either Greater or Lesser Change Shape).
344. What seems like anthropomorphic animals, but hides a gigantic maw on their abdomen.
345. Enlarged sentient animals, but their heads always looks like that of that species' young. Sickeningly innocent-looking.
346. Withered: undead versions of local races that disguise themselves as normal living versions of themselves, but the facade often gets randomly dropped.
347. Time-Crossed: a race sent from the future to prevent an apocalypse in progress, but a design flaw in their time-shifting technology left them with little memory beyond vague details of the apocalypse. They find medieval weapons too physically demanding to wield practically, but are gifted at gunmanship.
348. Sentient Squids that may stand upright with a number of tentacles, but their weight capacity is extremely small. Their weight capacity is multiplied by the number of tentacles they are moving with.
349. Creatures born from the manifestation of dreams.
350. Lanky, almost emancipated-looking houndfolk who focus on marksmanship and disciplinary techniques (ki, grit, inspiration, and panache), and covers their body with scars for an edge on intimidation.
351. A race of small aquatic/amphibious troll-like creatures. Some suspected them to be distant, weaker or potentially degenerated cousins to the Scrag/River Troll/Sewer Troll. Of course they could be wrong.
352. A floating head, hands, and forearms (the rest of their body is a nebulous mass of black fog).
353. A race that stands a solid foot taller than elves, but has stubby legs.
354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.
355. A race that can only learn spells by injecting alchemical fluids into their bloodstream (inspired by BioShock).
356. A swarm in the shape of a humanoid, that can disassemble and reassemble at will.
357. A race that gets bonuses when not connected to solid ground (flying, swimming, in tree canopies)
358. A race of Gollum-like creature (without necessarily the split personaly).
359. A species that can teleport short distances, but that leaves behind a small psychic imprint each time they do
360. A construct composed of scrap, refuse, and excrement.
361. Small creatures that hoard things, and are empowered by their hoards.
362. People who get more or less translucent depending on the ambient air pressure
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.
364. A race that absolutely, undeniably, and unequivocally hates, despises, and often openly attacks another predominate race (dwarf, elf, human, gnome, etc.) and for a legitimate, very real and known reason (it might not be a good reason or one that makes sense to any other race) but it goes both ways and the races will never, ever, trust or get along with each other. They otherwise are as integrated and prevalent as any other other race would be in society or the world (based on however their, as yet indetermined, outlook or traits would normally be viewed).
365. Were-humans. They can turn other races into humans if they bite (or are bitten by) them. [Possibly temporary or during the day, in sunlight, in a farmer's market, etc.]
366. A race that psychically heals creatures that hurt or inflict pain on them (willingly or not). This may create a psychic link between the two creatures that the race may have an ability to exploit.
367. A race that doesn't have sight or smell, but has a completely different sense that is incomprehensible to humanoids (and most other races that have sight and smell). This Nth sense is their primary sense for interacting with the world, but it doesn't detect other races as substantial, distinct sorts of life forms. Most of their history revolved around the fact that they were surrounded by these ghost-like beings (i. e. humans and other creatures) that they couldn't comprehend until after generations of study, they figured it out.
368. A race that is born with an incomplete soul. In order to survive past the first week, an animal must be sacrificed to supplement the newborn's soul.
369. A race that can share it's body with a dying creature's soul. Once a soul has been taken in, the visiting soul is stuck inside the body until either the host dies, in which case both souls head to the afterlife, or the visiting soul is brought back to life, in which case the soul returns to it's own body or occupy the new body.
370. Brightly colored reptilian creatures that also sport feathers and are often hardcore partyers.
371. Mindless androids or golems that kill intelligent beings, and then those beings' souls get reincarnated into their killer's body.
372. A horrible abomination that comes into being when a dead humanoid is revived near an animal. Forever stuck as a twisted form blending traits of humanoid and animal and housing both souls, competing for control. However, this accident grants the animal sentience, the humanoid the ability to communicate with other animals as the animal soul, and both may learn to cooperate.
373. A race of humanoids bred specifically to house the soul of a dragon should one find themselves dying or withering away from age.
374. A race that doesn't reproduce so much as they grow another soul, which they stuff into corpses.
375. Giant immortal puppies (not dogs, puppies) that charms/dominates those who make eye contact with it.
376. Classical greek monsters that broke free of their curses and intermaried. Basically humanoid but with some traits from Spinx, Minotaurs, Harpies, Lamias, Medusas, ext.
377. Humanoids that are seemingly unaffected by gravity, but cannot manage to stay on the ground.
378. Sapient dogs with serpentine hindquarters.
379. Creatures that get their bodies ripped to shreds over the course of each day, only to come back perfectly ok the next morning.
380. Personable robots with an animalistic aesthetic to their humanoid chassis.
381. Half-Bred: a race of humanoids that reproduce asexually, but only have half of a complete DNA genome as a result. In order to survive, they must recieve blood from other creatures every 48 hours.
382. A race whose traits and racial ability scores change according to the cycle of the seasons.
383. A race that views the world as though the light levels were inverted.
384. A 5,000 POUND TINY RACE!!!
385. An evil-creature-turned-fat-good-guy race (please no creatures that were already fat when they were evil)
386. an race, likely Outsider, from the "Land of Dream", are aligned along the line of Dreams and/or Nightmares,
387. Magpie people
388. A humanoid race that can wear the skulls of other races as headpieces and gain slight powers or variant abilities based on the race (and possibly sub-race) of the skull.
389. A race with an aversion or possibly allergy to wood, taking extra damage and being unable to utilize such objects easily.
390. A race that has a chance to spontaneously combust (does not necessarily have to be fire; could be cold, acid, maddening screams, etc.) at certain times or when taking damage. They are not immune (at least not fully) to this damage or any effects it causes, so it isn't pleasant for them either.
391. A race that constantly emits a song on a loop and their voice autotunes to complement the music. While they may turn the music down to a whisper for short periods of time, to go completely silent would kill them.
392. A race that can make creatures fall asleep by grappling them (because of fluffy fur, a soporphoric aroma, or a combination of the two)
393. Chunky dragons. Like, "Max Dex bonus to AC of +0/ all speeds permanently reduced by half, still faces further reduced speed from armor and encumbrance" chunky.
394. Good-guy ghosts that possesses somebody they choose to be their partner, only to sit back and let their host continue living their lives, only occasionally taking over to give advice or to defend against threats that the host were unaware of.
395. Oozes, save that they're more intelligent than the average human and can assume the form of useful architecture/tower shields or two-handed weapons sized for creatures of their size (or equivalently sized weapons and shields for larger creatures).
396. Moleman. Anthropomorphic moles.
397. A race of lycanthrope-like badgers that can assume a Dwarven form as well as a hybrid form.
398. Fungi that infect small bushes and trees, pulling up the plant's roots and using them for ambulation (might have a limited lifespan reflecting the progression of the infection)
399. Creature that reproduces by infecting the skin of another being. Causing boils on the skin, and enlarging when the infant creature starts to grow. Eventually the boil bursts when the infant is ripe.
400. Sand beings, often called sandmen, which eventually lead to a song about a famous wizard being created. The song was called, "Mr. Sandman."
401. Basically the opposite of 353. Roughly 6 inches shorter than Gnomes, but is 80% leg.
402. A race that only needs to eat and drink one day a year, but on that day, they must eat the flesh and drink the blood of any fresh corpses they come across. Doesn't matter if it's an intelligent creature or something they just killed, they must partake of the corpse first thing.
403. A race of colossal sentient worms that are driven to eat so much that they take up 40 ft X 40 ft. Thankfully, they can eat anything with absolute impunity, and are immune to poisons and diseases that they come into contact with as a result of eating. Wall in the way? They'll eat their way through eventually. Ready to set up camp? They can create a huge trench around it by eating up the ground, then make a bridge in the morning with their waste (which is fertile dirt since worms are decomposers, and dirt covers most of the ground for land masses, in case you're squeamish about the idea of walking on worm scat, genius).
404. Invisible, mute, incorporeal creatures that can teleport other creatures to Limbo (or Purgatory, take your pick) by touching them (get it?).
405. Tiny creatures that are almost always either on a larger creature's shoulder, their head, of peeking out of their bag. Often plays lookout/advisor to whoever's carrying them.
406. A non-flying humanoid race iconic to mountain ranges.
407. Pangolins with even harder scales.
408. Blubber: A member of this race may eat food in excess of the daily requirement and store it as blubber. Each additional day's worth of food eaten adds a point of blubber. They gain a bonus to their natural armor equal to their blubber points and may spend a point of blubber to satisfy their hunger requirement for a day, or for an additional use of any racial Con-based ability that is usable a limited number of times per day. They may store up to their CON modifier (minimum 1) in points of blubber. However, as long as they have points of blubber, they have a Max Dex bonus to AC of +10, which decreases by 1 for each point of blubber. They cannot wear armor with a base Max Dex bonus (before class features and masterwork quality is considered) equal to or less than their current points of blubber. At 2 points of blubber, their speed is reduced as though they were moderately encumbered, overriding all abilities that prevent reduced speed due to encumbrance, and cannot move through any space smaller than them, even by squeezing. At 4 points, their speed is reduced as though they were heavily encumbered, overriding all abilities that prevent reduced speed due to encumbrance, recieve size modifiers (but not to damage die or space) as though they were one size larger, and must squeeze to move through spaces unless it's wider than their token space. At 6 points, they have an effective speed of half of their normal speed, cannot double move or run, take space as though they were one size larger, and can move up through spaces up to one size smaller than their new size only by squeezing. At 8 points, they can only move through spaces of their current token size or larger, even by squeezing. At 10 points, they can move by taking full-round 5-foot steps. While not a race, this is a trait I would like to see implemented in a race.
409. A reptilian race that fills almost every cubic inch of their square simply by standing, acting as a wall on all sides of their square for the purpose of cover, moving through their square, and blocking AoE areas (still is affected by the effect).
410. A race that constantly leaks energy through their pores and the same energy spills out like a waterfall every time they open their mouth.
411. A tiny mix of cat and dog that looks adorable, but has an ego the size of Texas (or Golarion).
412. A race that forces their young through a legendarily brutal curriculum focusing solely on intellectual studies. Youths normally come out of this with their self-esteem completely destroyed.
413. A living beagle aegis
414. A Large creature with +2 Str, +2 Dex, -2 Int, -2 Wis, and +4 Cha... whatever that looks like.
415. A race with a -6, a +6, and a +2 to scores.
416. People who exude enough heat to make people physically uncomfortable around them (or to warm them up when it's cold)
417. Creatures that emit an aura of perfect comfort, but touching them causes feelings of the most miserable conditions imaginable.
418. Creatures that switch between a Tiny sentient animal/vermin and a Large anthropomorphic version of the same thing.
419. Large folk whose genetics are so volitile that they never know what their racial traits for the day will be, but they will always have a puppy dog mindset.
420. Plant creatures that purposefully set themselves on fire for laughs.
421. A creature that dies whenever it sleeps for the day. When it dies, it will leave behind an egg, and quickly throughout the 8 hour sleep will have fully regrown with the parents full memory. Allowing the player to continue on where he left off, but having to re-roll his ability scores.
422. Humanoid that can fly, but can only do so at a 5 speed with poor maneuverability.
423. Completely normal humanoid races, but with bobble heads.
424. People with stones for bones
425. Really kind and sweet folk who unfortunately depend on performing morally repugnant actions to stay alive (ie cannibalism).
426. A quadruped race with a rich history and culture whose front paws can hold things but clumsily as they lack opposable thumbs.
427. A race of physically weak Small humanoids. Four of them can temporarily melt/change shape/amalgamate into a single strong & hardy Medium creature with lower mental attribute scores from four minds not being in total harmony. (Think fleshy versions of the combiner Devastator from the classic G1 Transformers cartoon. Do not think of the Michael Bay version.)
428. A race with ancestral origins in the Chaotic plane of The Maelstrom/Limbo whose existence is based upon their own solipsistic force-of-will. Self-doubts and lowered self-esteem translates to varying states of physical intangibility -- which, if learned to be controlled, can be a genuine benefit in combat. But if pushed too far, their lack of surety can damn them to total dissolution.
429. A humanoid race born with an incomplete soul. Upon reaching adulthood, individuals are compelled to seek out an individual of another humanoid race and physically meld together with them into a new amalgam individual who is a hybrid of both parents physical and mental traits. Failure to meld leads to progressive weakness and eventually death.
430. An isolationist race of Large humanoids/giants who have no children. During their cyclical periods of fertility, the giants become contagious; prolonged contact, peaceable or otherwise, with Small and Medium humanoids will eventually infect these smaller races with a virus that slowly and uncomfortably, sometimes painfully, transforms them into members of the giant race. Conservation of mass and the cube-square rules both apply, so infected individuals are compelled to resort to incredible gluttony. Multiple Small and Medium infectees who spend too much time in close proximity find the virus will physically meld them together into a larger individual, regardless of their consent or mental compatibility, until full gianthood is reached.
431. A Pathfinder/Starfinder version of the Kobali from Star Trek: Voyager.
432. A humanoid race born with small mouth slits, nostrils, and transparent sealed eyelids, but otherwise lacking nearly any distinguishing physical outer characteristics of race, ethnicity, and sex; likewise, their mental mindset is similarly stunted and limited in flexibility/possibility. They are basically mannequins except of flesh instead of plastic. Upon maturing, they legally become adults by constructing their first mask, which grants them an unique individual physical appearance, and shapes their mental/emotional mindset, with all the traits they were lacking. As they gain additional life experiences and interact with other races, they may accrue "points" to fuel the crafting of other new masks, with each granting another unique form and identity.
Because they spend so much time interacting with other races, it is a not uncommon occurrence for a mask, especially the first one, to be inspired (often unconsciously) by a particularly charismatic and/or heroic/infamous individual of another race that the new guise it grants is similar enough physically and psychologically to be (mis)taken as the inspiring individual's sibling (with all the complications and entanglements that can involve). Unless specific intricate and costly arcane rituals are performed -- which even if successful, has not insignificant drawbacks -- they remain forever connected to their retinue/wardrobe of masks. Damage and/or destruction to a single mask is experienced as a severe wounding to their soul, including attribute damage and/or drain, and possibly even death if more than one mask is destroyed. Worse, desecration or "re-carving" of a mask can warp that individual into a "Renfield" unwilling bound to their new master.
In Golarion, this race's ancestry might (or might not) be traced back to followers of Sivanah from other races who collectively were curse/blessed by that deity for their own actions or as a means to an (unknown to mortals) end.
433. A race of puddings/oozes who are like gametes and must seek out a single alchemical potion/elixir/oil/balm/etc. with which they permanently commingle/blend to become a new solid humanoid who can temporarily assume an oozy form but with limited oozy abilities that improve as they level up. Their humanoid attribute scores and racial traits are largely derived from the specific effects of the alchemical potion "parent".
434. A near-human race except physiologically-jointed enfleshed versions of the flailing inflatable noodlefolk.
435. A pangolin heritage of Small skinwalkers.
436. A race of humanoid glompadillos, only better than my anemic attempt.
437. Venetian blinds-type people who can turn near-invisible in the horizontal plane
438) A race of naturally occuring "living" wight*. Will not quite undead, they are not as alive as a Dhampir would be. (*Or any corporeal undead really.)
439. Hard light creatures.
440. Tauric creatures that have so much control over their forms that they can choose a different creature to emulate for each body part: Head, L. Arm, R. Arm, LF. Leg, RF. Leg, LH. Leg, RH. Leg, Tail, Torso. This ability only works if they use a polymorph effect on themselves, but using this ability doesn't require additional castings.
441. A squirrel version of a minotaur. So a humanoid with a squirrel head. Terrifying.
442. Humans, but with clawed, reptilian hands and wrists and are great at channeling a single energy type.
443. Creatures that look human, but their real form is a colored aura over their human appearance in the form of crystalline armor.
444. Tiny taurs (the four-leggers)
445. What you get when you cross a housecat, a bird, and a rabbit.
446. Tiny taurs (the animal-headed ones).
447. Tiny reptilians well known for their frequent and explosive vomit (cone of acid).
448. Winged dog-like creatures with oversized teeth and an overbite.
449. Hyperintelligent oozes that can imitate other creatures, but they always have a teenager's attitude.
450. Good-guy troglodytes with the same ungodly awful stench as normal troglodytes, but tries way, way, WAY too hard to make up for it.
451. A race that by itself consists of just a head, with a set of tiny legs coming out of their neck that they can use to very slowly move around. They can attach themselves to corpses of other races that have been beheaded, gaining that individuals physical ability scores (and potentially some racial abilities as well, such as half-or ferocity or dwarven sure-footedness).
452. Dolphin people, which physically look exactly like normal dolphins, with telekinetic powers allowing them to manipulate objects and somewhat fly.
453. A race that is only awake for one year each decade.
454. A mass of worms that occupy the flayed skins of other creatures.
455. A race that breed diseases within their bodies.
456. Ki-rin, But under pony finder rules. When they rage they have fire shield up.
457. Just a brain, mouth, and spine.
458. Arachnid people.
These as several possible approach
A) A spider-like creature
B) A scorpion-like creature
C) A generic arachnid creature
D) A base generic chassis with "specialised package" (in the same vein as Alluria Publishing Entobian)
E) Distinct and seperate subspecies (one per arachnid type).
List of all (most) arachnid type:
-Mite people;
-Opiliones People (Harvestman/harvester/Daddy longlegs);
-Hooded tickspider people;
-Solifuge people;
-Tick people (both hard and soft);
-Pseudoscorpion people;
-Scorpion people;
-Spider people (both web and trapdoor);
-Whip spider people;
-Whip scorpion people.
459. A full set of vital organs encased in a humanoid shell of force.
460. Anthros that wear concealing clothing to hide the fact that their head, hands, and feet aren't connected to their torso and may move them up to five feet away from their torso without any problems.
461. A race of highly advanced anthropomorphic (Canadian) Goose.
462. Creatures that create a mask during childhood and wears that mask for the rest of their lives. Removal of the mask causes them to get nervous.
463. Creatures that would never be allowed into a settlement in their true form. Thankfully, they can take the form of a human for a few minutes at a time.
464. Aberrations that can assume human form. They live in fear of remembering their mission from the dark tapestry. Their true form is as an M sized shoggoth.
465. Creatures that subsist on arsenic-containing compunds
466. People that clean the air around themselves (potentially also replenishing oxygen)
467. Genie-like dragons.
468. Cheery aberrations.
469. Lightning-obsessed creatures with a ridiculously high land speed.
470. Dragon statue creatures that grant luck to other creatures.
471. Draconic slimes.
472. Dragons that are tethered to their allies by a god, prohibiting splitting up the party.
473. Dragon weasels.
474. Moonfolk.
475. Ryuujin (see Ryuutama).
476. 3rd generation Skum that wear spacesuits so they can come out on land.
477. Parrotfolk, possibly excessively talkative.
478. Hummingbird people, very hyper.
479. What you'd get if birds had dragon abilities.
480. Bird oozes. What I'd imagine them being is a blob covered in feathers that extend bird parts from its own mass from time to time, but definitely not mindless.
481. Blood oozes.
482. Friendly slimes that cling to creatures for warmth as they need heat to survive, but can't produce it. Won't eat living or warm flesh.
483. Ectoplasmic oozes that can eat incorporeal creatures, as well as creatures from across the Material-Etheral plane barrier.
484. Animal slimes (expansion from 480).
485. Dragons with vocal chords that can only let them speak Draconic, but they can still learn to understand, read, and write other languages.
486. Creatures that look like giant animals, but with dragon horns and spine, a second pair of legs (if avian), a pair of feathered wings (if not avian), and the usual dragon abilities. Vocal chords would only let them make animal noises, but naturally understands, reads, and writes Draconic, and can learn other languages, too.
487. Woolly bear people
488. Wooly bully people
489. Shadowy looking slimes with white glowing eyes that can extend tendrils from itself, as well as assume a humanoid form (but only by containing it's body inside clothing).
490. Dog people, but with glorious manes of feathers.
491. People with an incredibly accurate sense of time; the ability to track not just minutes but seconds, subconsciously
492. People with birthmarks depicting natural features of places far from home
493. Humanoid Tardigrades.
494. Cars (the movie)
495. Spindly 12 ft. tall, dark-skinned humanoids with eyes like polished pearls.
496. Humanoids with feathers on their arms that grow in a way that makes them resemble robe sleeves.
497. Crystal creatures with breath weapons corresponding to chromatic dragons of their color.
498. Razor legs.
499. Creatures with two furred tentacles growing out the back of their necks.
500. Kobolds (but the cat kind).
501. A race the generates an inherent 'stability field' around themselves, which mitigates or nullifies some (or all) aspects of instability in a radius around them. Some examples might be: earthquakes, preventing transformations or shapeshifting, preventing oozes from splitting, or mental states from changing to 'unstable' modes, like confusion, rage, or insanity, etc.
502. Creatures with a detachable limb. Possibly requiring concentration and visibility to the limb for control, possibly autonomous. Also, they are highly allergic to plants of the broccoli family.
503. Kobolds, but the poetic, gentle-souled ones.
504. Weregeese or gooseweres.
505. Obsessive terrier-like humanoids.
506. Kobolds, the earth spirits who turn good, valuable ores into worthless cobalt.
507. Were-chihuahuas, often mistaken for were-rats.
508. Things that were chihuahuas, before the accident
509. People born from gross sacs in the earth like lotr movie orcs
510. An enslaved race that are used as batteries by advanced constructs, but are slowly breaking free.
511. The constructs from above.
512. Desert dwellers that are trained extensively in either dragon slaying or coordinated combat alongside dragons (depending on their tribe's values).
513. People that can pass for a preexisting race, but only knows draconic, sports claws and a powerful bite, and act rather primitive (probably just a package of alternative traits, but could still count as a subrace).
514. What happens when plants get dragon powers.
515. Fire-spewing glass people of the desert.
516. My 5 year-old daughter dew me a picture of a unicorn dragon that walks around on two legs and breathes fire and sparkly rainbows, so there you go.
517. Sports buffmen
518. Aberrations with storm motifs rather than Naval.
519. Aberrations that lives through other creatures' mindscapes.
520. Undead with an affinity for haunting other creatures' dreams and landscapes (read: Freddy Kreuger).
521. Prinnies from the Disgaea series, dood!
522. The Marsh Wiggles from Narnia.
523. CATS people
524. (?)
525. Dragons with animal features.
526.Living crystals able to project a solid light body. Yes I want to see your take on gem warriors from Steven Universe.
Well, the profile picture changing was unexpected, to say the least.
Well, with the start of October, lets get this started! Copying this from last years thread:
Gark the Goblin wrote:
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.
..and from earlier in this thread:
Gark the Goblin wrote:
Q: What's counted as a race?
A: This year, we're going to switch to a format that's a little more forgiving. Now, we will be counting subraces individually, and the description block (Physical Description, Society, Relations, etc.) that some folks write will also be counted as a separate race. Furthermore, Starfinder and Pathfinder 2nd Edition stats will also be counted as separate races. With these measures, we're SURE to meet our goal. Right? . . . Right?
Q: Can I get advice on making a race?
A: Check this post! The Pathfinder Race Builder is a good place to start for statistics!
Q: When do I start posting race ideas?
A: Right now!
Q: When should I start making a race based on a posted idea?
A: On the 1st of October!
Q: When do I have to be done?
A: Before the 1st of November!
Q: What do I win?
A: Absolutely nothing!
Finally, here is a link to the Pathfinder First Edition Race Builder.
451. A race that by itself consists of just a head, with a set of tiny legs coming out of their neck that they can use to very slowly move around. They can attach themselves to corpses of other races that have been beheaded, gaining that individuals physical ability scores (and potentially some racial abilities as well, such as half-or ferocity or dwarven sure-footedness).
452. Dolphin people, which physically look exactly like normal dolphins, with telekinetic powers allowing them to manipulate objects and somewhat fly.
Here is some details on a world which I worked up a couple months ago. I was unable to roll online at the time, unfortunately.
Jendelish Expanse:
The Jendelish Expanse is a large series of jungles, swamps, forests, and plains situated around the Bay of Jendel. They are bordered on one side by the Stormshield Mountains to the North and West, and the Sea of Winds to the East and South. The Bay of Jendel itself is separated into two major regions, divided by the depth of the bay. The majority of the Bay is called The Shallows, which only ever gets to be about twenty or thirty feet deep, and has numerous reefs and fisheries. Meanwhile, the Deepwaters can get up to a mile deep at its deepest, and is avoided by most. Located at the point where numerous tempests come out of the Sea of Winds, and with the massive Stormshields preventing the storms from going past them, the land of the Jendelish Expanse has countless rivers and streams, and additionally contains numerous lakes and ponds. The jungles and plains of the region are thus quite lush, allowing for vast biodiversity. While there are plenty of the typical inhabitants of such regions, such as monkeys, birds, snakes, and other mammals and reptiles, there are also ancient beasts roaming the region. These dinosaurs have been mostly driven out of other portions of the world, but thrive in this cut-off region of the world. Forming the Eastern side of the Bay of Jendel is the Vinardin Peninsula, and the Island of Aikintuk is positioned at the mouth of the Bay of Jendel, almost entirely separating it from the ocean. This island is surrounded almost entirely be sea cliffs, with very few ways to get to the grasslands and mountains above. The only other major island in the region is the Isle of Fire, which is located to the southeast of the Vinardin. This small area of land is covered in swamps and jungles, but the major threats of the Isle are the pair of extremely active twin volcanoes at either end of the island. The other notable geographical features of the region are the Trench of Aguz, which separated Aikintuk from the Vinardin and connected the Deepwaters of the Bay of Jendel to the open ocean, and the Wyvern Pass, which is the only ‘safe’ passage through the Stormshields.
The Jendelish Expanse has had three major migrations of peoples into the region, but there were two races that are native to the region. The elder of these are the Vindar Dryads, who have lived in the jungles and forests of the region for longer than any other people can remember. They originated on the Vindarin Peninsula, and it is from them that it is named, before spreading out throughout the region. They are unique from other Dryads, in that they do not need to bond themselves to a singular, massive tree. Instead, they can bond themselves to either an entire forest, which allows them to travel anywhere within that forest, or they can bond to a species of miniature trees, which they can absorb into their bodies. Those that choose the second option can travel anywhere, so long as they can occasionally bring out the tree and allow it to root itself for a day or two. They settled countless small villages across the region, with a couple of small towns and cities scattered around near rivers and lakes. These were made to have as little impact on the jungles and forests as possible, with the buildings being ‘built’ through magical means, by shaping the trees and other vegetation into the needed forms. The largest of these also happened to be the oldest, and as such are on or near the Vindarin Peninsula.
While the Vindar Dryads were spreading across the land of the Jendelish Expanse, they had no interest in the Bay of Jendel itself. In fact, they had no specific name for it, simply lumping it and Sea of Winds into ‘The Waves’. At some point however, they came into contact with the Cecaelia, a race of semi-humanoids from beneath the waves. Their upper bodies were markedly similar to those of the Dryads, excepting that they were completely hairless. However, from the waist down they possessed the tentacles of an octopus instead of legs. They are able to breathe air and move about on land but are much more comfortable beneath the waves of their homeland. They are a simple people, farming large seaweed fields and fishing in the bountiful fisheries of The Shallows. They founded several villages and towns, always positioning them near to the many reefs of the region. The buildings themselves were grown out of the coral, which slowly expanded the reefs to surround the communities. They typically build their communities in faint spiral patterns, with low dome buildings occasionally separated by seaweed fields or giant seahorse pens.
These two races got along peacefully, since neither of them particularly had anything the other wanted. They would occasionally aid each other against monster incursions or help each other rebuild after particularly bad storms. However, sometime between 500 and 600 years after the two races first met each other the first of the major migrations into the Jendelish Expanse occurred. Coming in from the southwest, a large band of individuals from a new race contacted first the Cecaelia and then the Dryads. They were claiming to be fleeing from persecution from a fish-like race, called the Sahuagin, that had driven them to near extinction. With only 3-4000 of them remaining, they said that they were all that remained. Calling themselves the Darfellan, they resembled a race of humanoid orcas, with large, tooth-filled mouths, black and white patterned skin, and webbed feet. They requested safety, as well as a new place to live. Both the Dryads and the Cecaelia agreed to help fend off the Sahuagin if they came into the region, but neither wished to give up any of their land to the Darfellan. Eventually, they agreed to let them live on the island at the mouth of the Bay, which the Darfellan named Aikintuk, which in their language meant ‘New Home’. Settling themselves into cave systems along the sea cliffs, they built defensible towns and villages into protected coves and above wide beaches. When the Sahuagin eventually did attack several years later, the three races managed to easily defeat them. However, the fish-race simply retreated to the deeper waters of the open ocean, as well as the Deepwaters. They still attack every couple of years, but most of these are small raids, nothing compared to their initial invasion.
This balance of power lasted for the next 250-300 years, at which time the next major migration into the region occurred. Coming in from the northeast, a massive number of insectile beings poured into the region from around the Stormshields. Numbering in the dozens of thousands, they resembled roughly humanoid ants, with a hard-shelled exoskeleton, four arms, and large compound eyes. They called themselves Thri-Kreen, and spoke little of why they had come here, other than that they were now free from their previous masters. They wished to know if they could settle any of the surrounding regions. The Dryads eventually consented to them settling in the plains to the north of the Vindarin Peninsula, with the requirement that they help defend against incursions of either the Sauhuagin or other beasts from the north. The Thri-Kreen agreed to these conditions, and additionally thanked the Vindar Dryads. They promptly set to work building cities and villages across the plains, creating large cities that existed just as much above the ground as under it. With a natural skill at building, they constructed tall spires, large halls, and smaller buildings with equal speed. Once they finished construction on all of their communities, they connected them through a vast network of roads. They then began farming the land surrounding their many settlements, and even managed to domesticate several of the large dinosaurs that roamed the plains around them. They managed to grow more than enough food for themselves, and began exporting their excess food to the other races. However, their population eventually had grown to be too much for the small amount of land they were currently on. Noticing this, the Dryads decided to permit them to live on the plains that make up the western coast of the Vindarin Peninsula. Additionally, the Darfellan allowed them to live on the grasslands above the sea-cliffs in which they resided. The Thri-Kreen gratefully accepted these gifts and began spreading southwards. As they spread, so did their system of roads. Eventually, they even built a massive bridge across the Trench of Aguz, linking Vindarin and Aikintuk. This system of roads expanded trade through the Jendelish Expanse.
Finally, roughly 200 years after the arrival of the Thri-Kreen, the final major migration into the Jendelish Expanse occurred. Moving in through the Wyvern Pass came a force of new humanoids, with serpentine heads, scale-covered bodies, and long sinuous tails. Calling themselves Serpentfolk, they claimed to have been pushed out of their homeland by a different race, which they left unnamed. They then promptly laid claim to the western plains of the Expanse, those abutting the Stormshields. For the following 57 years, they seemed to be content with building up their new homeland there, which they named the Sessana Empire. They mined stone from the nearby mountains, creating massive ziggurats in the center of each of their settlements. Seeing as how they were so far away from the centers of civilization in the region, the other races did not see them as a threat. However, after this time passed, the Sessana Empire declared itself the new ruler of the entirety of the Jendelish Expanse, before proceeding to send armies into the jungle. These mostly consisted of infantry, but were complemented with Megaraptor cavalry. Additionally, they had special airship brigades, consisting entirely of spellcasters. The Dryads on this side of the Bay of Jendel fell quickly, as they had few forces with which to repel the invaders. What few forces they did have were sent east, in order to rendezvous with the main armies of the other races. This lack of resistance allowed the Sessana armies to quickly conquer most of the lands the Dryads had held to the west of the Deepwaters. However, it had also made them feel overconfident. Gathering their armies, the other four races united together under a single banner, and called themselves the Jendelish Alliance. Once the armies of the other four races began to really fight back, the Sepentfolk found themselves hard-pressed to continue to advance.
The turning point occurred at the Battle of The Isanandran, which occurred at the river of the same name. Here, the major Serpentfolk force, consisting of roughly 70% of their infantry, 80% of their Megaraptor cavalry, and 90% of their airships came into contact with the main armies of the Jendelish Alliance. The Dryads supplied most of the combatants, with the majority of the infantry being Vindar. The Cecealia and Darfellan each supplied specialty forces units, being able to navigate through the rivers and streams to flank the Serpentfolks positions. As for the Thri-Kreen, they provided cavalry units to counteract those of the Sessana Empire. These consisted mostly of Pachycephalosaurus cavalry units, but they additionally brought in Pteranodon wings to combat the airships. Ambushing the Serpentfolk as they were crossing the river, the fight quickly fell against the Serpentfolk. They routed, fleeing the from the battlefield, which resulted in massive casualties on their side. The war continued in this fashion for several months, with the Sessana Empire losing battle after battle. However, this all changed with a sudden, massive invasion of Sahuagin, who began attacking both sides indiscriminately. With an army easily a hundred times as large as that which had attacked with over five centuries ago, the two sides of the war quickly forged a cease-fire to combat the new threat. With their two forces combined, they barely managed to repel the invasion, pushing the Sahuagin back to the Deepwaters. In doing so, they broke the resolve of the invaders, who fled down into the depths. This allowed the two sides to forge an actual peace. The Jendelish Alliance forced the Sessana Empire into a lasting peace treaty, at threat of potentially being forced from the Jendelish Expanse if they attacked any of the member races of the Jendelish Alliance. In return, they agreed to sign a mutual defense treaty, whether they be defending from Sahuagin raids or other invading forces. They also let the Sessana Empire have the region of the jungle that was on the southern peninsula, in order to quell any expansionist feelings that the Empire might feel in the future. They now exist in a precarious balance of power.
I wasn't able to get done with all the races I rolled the other day, but here are some more races. As I stated before, these are almost entirely crunch.
Cuttlibrans (13 RP):
-2 Dex, +2 Con, +2 Cha
Monstrous Humanoids Cuttlibrans are Monstrous Humanoids with the aquatic subtype. (3 RP)
Medium: Cuttlibrans are Medium, and recieve no bonuses or penalties due to their size.
Normal Speed: Cuttlibrans have a base speed of 30 feet.
Deepsight: Cuttlibrans are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. (2 RP)
Low-Light Vision: Cuttlibrans can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
Amphibious: Cuttlibrans are amphibious and can breathe both air and water. (2 RP)
Powerful Swimmer: Cuttlibrans have a swim speed of 50 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (4 RP)
Ink Squirt: Cuttlibrans have the capacity to quirt small amounts of ink at their opponents, potentially blinding them temporarily. This requires the Cuttlibran to make a ranged touch attack roll against a target within 30 feet. On a hit, their opponent is blinded for 1d4 rounds, which they can end as a move action that provokes attacks of opportunity. A Cuttlibran can perform this a number of times per day equal 3+ their con modifier (minimum 1 time). (2 RP)
Glowing Body: As a move action, a Cuttlibran can cause its body to emit a soft light. They shed normal light in a 20 foot radius, and dim light in a 20 foot radius beyond that. Maintaining or ending this effect is a free action. (2 RP)
Water Dependency: A Cuttlibran's body requires constant submersion in fresh or salt water. Cuttlibran who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours. (-2 RP)
Languages: Cuttlibran begin play speaking Common and Cuttlibran. Cuttlibran with a high intelligence score can learn Aboleth, Aquan, Elven, Flosh, and Zizaput.
Zizaputians (11 RP):
+2 Str, -2 Dex, +2 Cha
Aberrations (3 RP)
Small: Zizaputians are small, gaining a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Zizaputians have a base speed of 10 feet. They have a swim speed of 30 feet. (0 RP)
Darkvision (60 feet): Zizaputians can see in the dark up to 60 feet.
Fearless: Zizaputians gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
Ocean Camouflage: Zizaputians gain a +4 racial bonus on Stealth checks while within water terrain, above or below the surface. (1 RP)
Scavengers: Zizaputians 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)
Big Bite: Zizaputians gain a natural bite attack, dealing 1d3 points of piercing damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (2 RP)
Fish-speak: Zizaputians have the ability to converse with fish as if subject to a continual speak with plants spell, but only with nonthreatening fish of size tiny or smaller. (2 RP)
Languages: Zizaputians begin play speaking Zizaput. Zizaputians with a high intelligence score can learn Aquan, Common, Cuttlibrian, and Flosh.
Taturank (14 RP):
+2 Str, -2 Int, +2 Wis
Taturank Taturank are Humanoids with the Taturank and Reptilian subtypes. (0 RP)
Medium: Taturank are medium, and recieve no bonuses or penalties due to their size.
Slow Speed: Taturank have a base speed of 20 feet, which is never modified by armor or encumbrance. They also have a swim speed of 30 feet. (2 RP)
Low-Light Vision: Taturank can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Hard-Shelled: Due to the thick shells on their backs, Taturank gain a +2 natural armor bonus to their Armor Class. Additionally, they can retract their limbs, head, and tail into their shell as a move action. This increases their natural armor bonus to +10, but all of their move speeds drop to 0, and they cannot attack, cast spells, make perception checks based on sight, or otherwise do anything requiring their hands, feet, or head. They can still speak. (6 RP)
Beak: Taturankgain a natural bite attack, dealing 1d3 points of slashing damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (1 RP)
Slapping Tail: Taturank 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 1d8 points of bludeoning damage, and is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (3 RP)
Breath Holding: Taturank can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Languages: Taturank begin play speaking Common and Taturian. Taturank with a high intelligence score can learn Aquan, Draconic, Dwarven, Halfling, and Terran.
Cuttlibran Starfinder:
Ability Adjustments: +2 Con, +2 Cha, -2 Dex
Hit Points: 8
Size and Type: Cuttlibrans are Medium monstrous humanoids with the aqatic subtype.
Cuttlibran Movement: Cuttlibrans have a base speed of 30 feet and a swim speed of 50 feet.
Deepsight: Cuttlibrans receive darkvision with a range of 120 feet, but only while submerged underwater. This allows them to see with no light source at all in black and white only.
Ink Squirt: As a move action, a Cuttlibran can squirt ink from beneath their mouth at a foe within 30 feet, making a ranged attack roll against the target's KAC. A successful hit grants the next ally who hits that foe the benefit of harrying fire against it. A Cuttlibran can perform this action once per day, plus an additional time at 5th level and every 5 levels thereafter.
Glowling Body: Cuttlibrans can shed light from their body, increasing the light level to normal light within 20 feet and dim light for another 20 feet beyond that.
Zizaputians Starfinder:
Ability Adjustments: +2 Str, +2 Cha, -2 Dex
Hit Points: 4
Size and Type: Zizaputians are small aberrations.
Darkvision: Zizaputians receive darkvision, allowing them to see with no light source at all to a range of 60 feet in black and white only.
Zizaputian Movement: Zizaputians have a base speed of 15 feet and a swim speed of 30 feet.
Fearless: Zizaputians recieve a +2 racial bonus on saving throws vs. fear effects.
Sea-borne Scavengers: Zizaputians recieve a +2 racial bonus on Engineering and Survival checks, as well as a +4 bonus to stealth checks while swimming.
Natural Weapons: Zizaputians are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Zizaputians gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).
Taturank:
Ability Adjustments: +2 Str, +2 Wis, -2 Int
Hit Points: 6
Size and Type: Taturank are Medium humanoids with the taturank and reptilian subtypes.
Low-Light Vision: Taturank can see in dim light as if it were normal light.
Hard-Shelled: Tuturanks possess large shells on their back. This increases their KAC by a +2 racial bonus. Additionally, they can retract themselves into their shells to increase this to a +10 racial bonus as a move action. This reduces all their move speeds to 0, and makes them unable to perform any actions
Breath-Holding: Taturanks can hold their breath for four times as long as standard for an individual with their constitution score
Natural Weapons: Taturanks are always considered armed. They can deal 1d3 lethal damage with unarmed strikes, and those attacks don’t count as archaic. Taturank gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).
Taturank Movement: Taturank have a base speed of 20 feet and a swim speed of 30 feet.
SehVinTa
Born of the jungles, the SehVinTa are a highly advanced race of expansionist aggressors. Descended from some ancient humanoid race, they have slowly altered themselves to shift towards becoming plant-like beings. In addition to changing their bodies, this has also altered their minds as well. 'Born' into rigid caste systems, each individual performs their duties as needed. This caste system has three major levels, with those being the Degenerates, the Altered, and Outgrowths. The Degenerates are the least powerful, and the most numerous, with the Altered being above them. Outgrowths are the highest within their society, but there are far fewer of them. With a bizarrely alien mindset due to their plant-based physiology, few other races can truly understand them.
Physical Description: SehVinTa Degenerates and Altered are both mostly recognizable as humanoids, with the Degenerates being the more humanoid of the two, but the Outgrowths are truly bizarre. The Degenerates look mostly human, but with several faint differences. Their eyes are always green, and their hair is always a slightly green-tinged brown. Their skin is also slightly rough to the touch, as if it were coated in a thin layer of bark, and their blood-vessels are green instead of red. The Altered look basically the same, except for their arms, legs, and heads. Their arms resemble clusters of interwoven vines, with hands looking like clumps of vines that extend to six thorn-tipped 'fingers'. Their legs are coated with a thick layer of bark, with wide-spread toes that faintly resemble root structures. Their heads are vastly different from those of a humans, with a large, unfolding jaw filled with numerous fangs, which is set underneath a pair of solid green eyes. Their head also lacks external ears and a nose. Hearing is done through the short hairs on the back of their head, while breathing and smelling are performed through holes in their neck. Additionally, their skin is a deeper shade of green than the Degenerates, with their arms and head being an even deeper shade, and their legs beings a dark brown. Their body is also completely hairless (minus their hearing hairs). Both of these castes typically wear very little clothing, with both genders often wearing only a simple loose garment about their waist.
Outgrowths, the highest caste, have bodies that vary substantially from the other two castes. Standing between ten and thirteen feet tall, and weighing between two and three tons, they more closely resemble a stout tree than a humanoid. Supporting them is a pair of thick, tree-trunk like legs. These end in root clusters that the Outgrowths use to absorb water through. Their body itself continues this look, with a thick covering of bark over their torso. Emerging from either side of their torso are their arms, which consist of a pair of massive clusters of thick vines, which end in thorn-tipped fingers like the Altered. These arms are long enough to hang down to the knees of the individual Outgrowth. From the center of their chest emerges a small cluster of shorter vines which are of little use on their own, but can be used together to hold onto smaller creatures. Additionally, their back is coated with a thick layer of short leaves, through which the Outgrowths can both breathe, smell, and absorb some nutrition. Their head resembles a disturbing mixture of that of a humanoids, a sharks, and a Venus flytrap. Twice as wide as it is tall, their mouth is filled with numerous sharp fangs in two rows. Set above their mouth is a row of eight solid-green eyes, and the back of their head is coated in a layer of hearing hairs. Normally held close to the body, their head is mounted on a retractable seven-foot long neck. Due to the way their body is built, they appear to have a hunched position, with the head typically held at a similar level to the shoulders behind it. When stimulated into mating, they possess both male and female organs, in the form of flowers on their back.
All SehVinTa are grown from seeds that are planted in the ground, with each sapling only capable of growing into one type of SehVinTa. SehVinTa can only reproduce with their own caste. However, all SehVinTa produce the same seeds, and any coupling can result in seeds of any caste.
Society: SehVinTa society is built around their caste system. Additionally, both their priesthood and military are important, and are basically interchangeable. Devolved SehVinTa are given the most basic of duties, and often are used as shock troops in SehVinTa legions. Occasionally, they are used to infiltrate the societies of other races, but this is relatively rarely done. Altered are above the Devolved, typically filling officer or tactician roles in the armies or lower clergy in the temples (which are basically the same). Outgrowths occupy the highest positions in the society, being the high priests and generals of the legions. Reproduction is highly controlled by the church, with pairings assigned to individuals rather than letting them choose. Producing seeds of a lower caste can reduce your position in your own caste, while producing seeds of a higher caste has the opposite effect.
Relations: Every known goodly race who has encountered the SehVinTa despises them, as do the majority of the evil races as well. However, they are relatively rare and isolated, so few races have encountered them very often. The SehVinTa don’t exactly mirror these feelings, as they don’t despise other races: they simply want to kill and consume them.
Alignment and Religion: SehVinTa have a highly regimented society, and slaughter and consume other intelligent races. As such, they are almost universally Lawful Evil. They worship their ‘creator’ god, It that Creeps and Consumes, who was the driving force that led them along their current path in the ancient past.
Adventurers: SehVinTa adventurers are almost non-existent, with those few individuals who do travel the world often being those who are outcasts from the society.
Names: Commander-of-Temple, He-that-Creeps, Killer-of-Flesh, She-that-Grows, Taker-of-Cities
SehVinTa Degenerate (16 RP):
+2 Dex, +2 Int, -2 Cha
SehVinTa SehVinTa Degenerates are Humanoids with the SehVinTa and half-plant subtypes. This gives them a +2 racial bonus to all mind-affecting effects, and versus paralysis, poison, polymorph, sleep effects, and stunning. They still need to breathe, eat, drink, and sleep. (~4 RP)
Size: SehVinTa Degenerates are Medium, and receive no bonuses or penalties due to their size.
Normal Speed: SehVinTa have a base speed of 30 feet.
Low-Light Vision: SehVinTa can see twice as far as a race with normal vision in conditions of dim light.
Beguiling Liars: SehVinTa Degenerates gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Additionally, Bluff and Disguise are always class skills for them. (3 RP)
Bite: SehVinTa Degenerates gain a natural bite attack, dealing 1d3 piercing damage. The bite is a primary attack, or a secondary attack if the SehVinTa Degenerate is wielding manufactured weapons. (1 RP)
Blood of Wood: Once per day, a SehVinTa degenerate can cast Barkskin as a spell-like ability. The caster level of the spell is equal to the individual’s character level. (1 RP)
Fertile Soil: Sorcerer SehVinTa with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics SehVinTa with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give SehVinTa early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Jungle Stride: SehVinTa can move through natural difficult terrain at their normal speed while within Jungle terrain. Magically altered terrain affects them normally. (1 RP)
Sunlight Consumption: SehVinTa do need to eat. However, they can absorb some of their required sustenance through sunshine itself. While able to spend at least two hours each day outside, their daily food requirements are reduced by three-quarters. However, if they spend over a week without being able to go outside at all, their food requirements are tripled for as long as they are denied sunshine, plus a week afterward. (0 RP)
Treespeech: SehVinTa have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Weapon Familiarity: SehVinTa Degenerates are proficient with the Gladius, Javelins, Longspears, and Pilum. (2 RP)
Languages: SehVinTa Degenerates begin play speaking SehVintian. SehVinTa Degenerates with a high intelligence score can learn Common, Elven, Goblin, or Orc.
SehVinTa Altered (17 RP):
+2 Str, +2 Int, -2 Cha
SehVinTa SehVinTa Altered are Humanoids with the SehVinTa and half-plant subtypes. This gives them a +2 racial bonus to all mind-affecting effects, and versus paralysis, poison, polymorph, sleep effects, and stunning. They still need to breathe, eat, drink, and sleep. (~4 RP)
Medium: SehVinTa Altered are Medium, and receive no bonuses or penalties due to their size.
Normal Speed: SehVinTa have a base speed of 30 feet.
Low-Light Vision: SehVinTa can see twice as far as a race with normal vision in conditions of dim light.
Bite: SehVinTa Altered gain a natural bite attack, dealing 1d4 piercing damage. The bite is a primary attack, or a secondary attack if the SehVinTa Altered is wielding manufactured weapons. (2 RP)
Claws: SehVinTa Altered receive two claw attacks that deal 1d6 slashing damage. These are primary natural attacks, or secondary attacks if the SehVinTa Altered is wielding manufactured weapons. (2 RP)
Fertile Soil: Sorcerer SehVinTa with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics SehVinTa with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give SehVinTa early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Jungle Stride: SehVinTa can move through natural difficult terrain at their normal speed while within Jungle terrain. Magically altered terrain affects them normally. (1 RP)
Natural Armor: SehVinTa Altered gain a +1 natural armor bonus to their AC. (2 RP)
Sunlight Consumption: SehVinTa do need to eat. However, they can absorb some of their required sustenance through sunshine itself. While able to spend at least two hours each day outside, their daily food requirements are reduced by three-quarters. However, if they spend over a week without being able to go outside at all, their food requirements are tripled for as long as they are denied sunshine, plus a week afterward. (0 RP)
Treespeech: SehVinTa have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Weapon Familiarity: SehVinTa Altered are proficient with the Flying Blade, Scorpion Whip, Urumi, and Whip. (2 RP)
Languages: SehVinTa Altered begin play speaking Common and SehVintian. SehVinTa Altered with a high intelligence score can learn Elven, Dwarven, Goblin, Halfling, Kestroid, Serpentfolk, or Orc.
SehVinTa Outgrowth (35 RP):
+4 Str, +2 Con, +4 Int, -2 Cha (4 RP)
Plant SehVinTa Outgrowths are plants. As such, they are immune to all mind-affecting effects , as well as paralysis, poison, polymorph, sleep effects, and stunning. Additionally, while they still need to breath, eat, and drink, they do not need to sleep , unless they want to gain some beneficial effect from this activity. This means that an Outgrowth can sleep in order to regain spells, but sleep is not required to survive or stay in good health. (10 RP)
Large: SehVinTa Outgrowths are Large, taking a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. An Outgrowth takes up a space that is 10 feet by 10 feet and has a reach of 10 feet. (8 RP)
Normal Speed: SehVinTa have a base speed of 30 feet.
Low-Light Vision: SehVinTa can see twice as far as a race with normal vision in conditions of dim light.
Fertile Soil: Sorcerer SehVinTa with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics SehVinTa with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give SehVinTa early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Fire Vulnerability: SehVinTa Outgrowths have vulnerability to fire damage. (-2 RP)
Grabbing Tendrils: SehVinTa Outgrowths have a small group of vines that are useful for little more than to aid in grappling. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. (6 RP)
Jungle Stride: SehVinTa can move through natural difficult terrain at their normal speed while within Jungle terrain. Magically altered terrain affects them normally. (1 RP)
Natural Armor: SehVinTa Outgrowths gain a +2 natural armor bonus to their AC. (3 RP)
Savage Bite: SehVinTa Outgrowth gain a natural bite attack, dealing 1d6 piercing damage. The bite is a primary attack, even if the SehVinTa Outgrowth is wielding manufactured weapons. (6 RP)
Sunlight Consumption: SehVinTa do need to eat. However, they can absorb some of their required sustenance through sunshine itself. While able to spend at least two hours each day outside, their daily food requirements are reduced by three-quarters. However, if they spend over a week without being able to go outside at all, their food requirements are tripled for as long as they are denied sunshine, plus a week afterward. (0 RP)
Treespeech: SehVinTa have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Woody Body: Due to their tree-trunk-like bodies, SehVinTa Outgrowths are naturally resistant to being bludgeoned or stabbed. They gain DR 5/slashing. (2 RP)
Languages: SehVinTa Outgrowths begin play speaking Common and SehVintian. SehVinTa Outgrowths with a high intelligence score can learn any languages they want (except Druidic and other secret languages). (1 RP)
I am almost done with the third race that I rolled earlier. To help bolster the number of races, I am going to roll up a series of races to create. However, these will likely only be the racial abilities. I will try to work up as many as I can, hopefully getting all of them done in time. If I think that I would not be able to do a good enough job making the race just from a racial stat-block, I will simply roll up a new race. I will give reasons when I decide to do so.
Races:
Race 1:1d358 ⇒ 271
Kobold Cleaver wrote:
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.
Sure.
Race 2:1d358 ⇒ 230
Gark the Goblin wrote:
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.
Sure.
Race option:1d358 ⇒ 203
KahnyaGnorc wrote:
203. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.
No. I just cannot think of how to do this one without supporting information.
Race 3:1d358 ⇒ 81
Gark the Goblin wrote:
81. Cuttlefish people, who can spray ink and make their skin glow like disco lights
Yes.
Race 4:1d358 ⇒ 42
Kobold Cleaver wrote:
42. A one-legged race, like the dufflepuds/monopods from Narnia.
Yes.
Race option:1d358 ⇒ 239
Not a result.
Race 5:1d358 ⇒ 320
VoodistMonk wrote:
320. A playable size large gangly and tall race with Swallow Whole spell-like abilities.
Yes.
Race 6:1d358 ⇒ 68
Kobold Cleaver wrote:
68. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
Yes.
Race 7:1d358 ⇒ 189
Angry Wiggles wrote:
189. A race that reproduces primarily via parthenogenesis.
Sure.
Race option:1d358 ⇒ 314
Lazaryus wrote:
314. Time Lord.
No. I don't know enough about them to create them very well.
Race 8:1d358 ⇒ 74
lucky7 wrote:
74. A small race capable of physically enhancing each other.
Sure.
Race 9:1d358 ⇒ 99
Garbage-Tier Waifu wrote:
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.
Sure.
Race 10:1d358 ⇒ 102
Dr. Ms. Prakenslaad wrote:
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.
Sure.
.
.
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Current Race List
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1) Memorians by Kobold Cleaver.
2) Myrmidons by Jace Nailo.
3) Incandescians by Kobold Cleaver.
4) Leperchauns by Lazaryus.
5) Filth-Folk by Jace Nailo.
6) Dittomahks by Pizza Lord.
7) Skaevik by Jace Nailo.
8) Skris by Gark the Goblin.
9) Skris (SF) by Gark the Goblin.
10) Kestroids by Jace Nailo.
11) Kestroids (SF) by Jace Nailo.
12) Space Kobolds (SF) by Jace Nailo.
13) Gnilflahs by Jace Nailo.
14) Bloglo by Jace Nailo.
15) Bloglo (SF) by Jace Nailo.
Currently, we have created a total of 15 races so far.
I will be posting between 1-11 more on Monday-Tuesday.
Bloglo
Bloglo are an interesting race that is scattereed across the world. Clustered around inately magical locations near shorelines, they form small communities around portals to the First World.
Physical Description: Standing at an average height of three feet tall, Bloglo weigh around forty to sixty pounds. They have a roughly cylindrical body that feels slightly spongy if pressed upon, and is typically colored a deep red, orange, or purple. Their skeleton is almost entirely made of cartilidge, allowing them slightly more flexibility. They stand upon four stumpy legs, each of which ends in a singlular, large pad, and are a few shades darker than the rest of their body. These work equally well for both walking and swimming, but are not particularly fast at either. Above this is their torso, from the top which spreads their two arms. These arms have three segments, and end in small clusters of long flagella instead of traditional fingers. A thick neck connects their head to their torso. Their head is shaped essentially like that of a typical humanoids, with a face on the front and an overall round structure. Their face consists of a pair of large eyes on either side of their nose, all of which are positioned over a series of three parallel extending membranes, which can be vibrated to speak both in air and under water. Their eyes are typically a pale yellow color, and have horizontal pupils, while their nose is a small horn with a cluster of three nostrils at the tip. On either side of their head are an additional double pair of membranes, through which the Bloglo hears. Additionally, their head , neck and shoulders are covered with flagella of a color similar to that of their body, but a few shades lighter. These can emit a small electric shock, which is enough to paralyze smaller creatures, but can do little to damage anything much larger than a toad. These are also used to consume these paralyzed creatures, wrapping around them and slowly emitting an acidic substance to dissolve these creatures, before absorbing the resultant nutrient-rich mulch. They breathe utilising a set of slits in their neck, which connect to a set of internal organs that function as either gills or lungs as necessary. Their young simply resemble smaller versions of the adults.
Society: Bloglo congregate around locations where the First World bleeds into the Material Plane along coastlines. With their small villages built around these points, Bloglo villages are constructed roughly equally both in and out of the water. Resembling natural outgrowths of coral, their buildings appear to have been grown rather than constructed.
Relations: Bloglo tend to have little interaction with other races, preferring to stay in their secluded villages. They do have better relations with certain races, notably Batfolk, Elves, Gnomes, and Pumpkin Men. While their connection to Gnomes is fairly clear, with both having originated from the First World, the Bloglo don't, or simply can't, explain why tey are closer to the other three. Meanwhile, certain races they dislike more than others, those being Goblins, Merfolk, Needlers, and Orcs.
Alignment and Religion: For the most part, Bloglo are neutral with faint tendancies towards both chaos and good. As for religion, they have no tendancies towards any particular deities, with no known creator deity.
Adventurers: Bloglo adventurers are quite rare, due to their natural tendancies to stay with their fellows. However, for those few who decide that the adventuring life is for them, they can make good clerics, druids, kineticists, and sorcerers.
Names: Cveert, Fwoosh, Nyaarq, Ureeln
Bloglo (11 RP):
-2 Str, +2 Con, +2 Wis
Fey Bloglo are fey with the aquatic subtype. (2 RP)
Small: Bloglo 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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed: Bloglo have a base speed of 15 feet. They have a swim speed of 15 feet, which grans them a +8 bonus on Swim. (-1 RP)
Low-Light Vision: Bloglo can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
Amphibious: Bloglo are amphibious and can breathe both air and water. (2 RP)
Craftsfolk Bloglo gain a +2 racial bonus on all Craft or Profession checks to create objects from cloth or stone. (1 RP)
Enclave Protector: Bloglo add +1 to the caster level of any abjuration spells they cast. Bloglo also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level. (2 RP)
Stability: Bloglo receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
Stunning Shock: Bloglo gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the shocking power of their flagella to shroud their body in electicity. Unarmed strikes with its elbows, hands, feet, or head (or attacks with weapons held in their hands) deal +1d6 points of electricity damage. Against creatures that are Small sized or larger this is nonlethal damage, while against creatures that are Tiny sized or smaller this electricity damage functions as strength damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action. (1 RP)
Water and Stone Affinity: If a Bloglo is a sorcerer with the elemental bloodline of earth or water, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a Bloglo able to cast domain spells that correspond to the elemental planes of earth or water casts its domain powers and spells at +1 caster level. This trait does not give Bloglo early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Languages: Bloglo begin play speaking Common and Flosh. Bloglo with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Bloglo (Starfinder):
Ability Adjustments: +2 Con , +2 Wis, -2 Str
Hit Points: 4
Size and Type: Bloglo are Small fey with the amphibious subtype. This means that they can breathe both air and water.
Bloglo Movement: Bloglo have a base speed of 20 feet and a swim speed of 20 feet.
Bloglo Senses: Bloglo possess low-light vision, allowing them to see in dim light as if it were normal light. Additionally, they have blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A Bloglo ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a Bloglo, and the Bloglo still has the normal miss chance when attacking foes that have concealment. A Bloglo is still flatfooted against attacks from creatures it can’t see.
Stunning Shock: Bloglo possess a unique form of attack. For a number of rounds per day equal to their character level, the Bloglo can use a swift action to wreathe their body in electricity. Any unarmed attacks or melee attacks they make during this time deal an additional 1d6 points of electricity damage. Extending the duration of this effect for multiple consecutive rounds is a free action at the start of their turn.
Gnilflahs
Gnilflahs are a bizarre race, one that looks exactly like the Halfling race. The only notable difference between the two is that Gnilflahs are always wearing shoes.
Physical Description: To essentially every known creature, a Gnilflah is indistinguisable from a Halfling. However, to a Halfling they resemble a horrifying monster, indescribable to anyone who is not a Halfling.
Society: Gnilflahs will try to integrate themselves into the societies of other races, except those of Halflings.
Relations: Gnilflahs tend to be treated like Halflings by most races, due to looking exactly like them. However, Halflings treat them as monsters, and will try to hunt down and kill any known Gnilflahs.
Alignment and Religion: Most Gnilflahs are Neutral, but they have faint tendancies towards both chaos and evil.
Adventurers: Gnilflahs adventure for much the same reason that Halflings do, but they also try to stay on the move to avoid Halflings.
Names: Gnilflah names are the same as those of Halflings.
Gnilflah (12 RP):
-2 Str, +2 Dex, +2 Cha
Aberration Gnilflahs are Aberrations. (3 RP)
Small: Gnilflahs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks..
Slow Speed: Gnilflahs have a base speed of 20 feet. (-1 RP)
Darkvision (60 ft) Gnilflahs can see in the dark out to 60 feet. (0 RP)
Halfling Defenses: Gnilflahs gain a +4 dodge bonus to AC against humanoids of the Halfling subtype. (1 RP)
Gnilflah Luck: Gnilflahs receive a +1 racial bonus on all saving throws. (2 RP)
Keen Senses: Gnilflahs receive a +2 racial bonus on Perception skill checks. (2 RP)
Sure Footed: Gnilflahs receive a +2 racial bonus on Acrobatics and Climb skill checks. (4 RP)
Weapon Familiarity: Gnilflahs are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. (1 RP)
Languages: Gnilflahs begin play speaking Common and Halfling. Gnilflahs with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Current Race List
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.
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1) Memorians by Kobold Cleaver.
2) Myrmidons by Jace Nailo.
3) Incandescians by Kobold Cleaver.
4) Leperchauns by Lazaryus.
5) Filth-Folk by Jace Nailo.
6) Dittomahks by Pizza Lord.
7) Skaevik by Jace Nailo.
8) Skris by Gark the Goblin.
9) Skris (SF) by Gark the Goblin.
10) Kestroids by Jace Nailo.
11) Kestroids (SF) by Jace Nailo.
12) Space Kobolds (SF) by Jace Nailo.
Space Kobolds Ability Adjustments: +2 Dex, +2 Int, -2 Str
Hit Points: 2
Size and Type: Space Kobolds are Small humanoids with the reptilian subtype.
Darkvision: Space Kobolds have Darkvision with a range of 60 feet.
Scrappers: Space Kobolds receive a +2 racial bonus to Computers, Engineering, and Stealth checks.
Tinkered Armor: Space Kobolds are better with armors that they themselves have built, as well as those that would normally be worse than standard armors. If a Space Kobold is wearing armor that they themselves have constructed, they increase their AC by 1. Additionally, they treat any armor with the archaic trait as if it did not have the archaic trait.
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Next Three Races:
Race:1d358 ⇒ 289
Garbage Tier Waifu wrote:
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.
Ok, I will try my best.
Race:1d358 ⇒ 34
Garbage Tier Waifu wrote:
The smoke from the vaping that spells the words 'Ugh' and 'Kek'.
I rolled this one last year! Still not going to do it. Instead, I think that I will simply pick a race to do instead, being:
Pizza Lord wrote:
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.
Kestroids
Noble hunters, Kestroids hail from the regions of the world where massive beasts still roam. While they are described by many as savages, those who have actually met them know that this is far from the truth. While they may be fierce when needed, they are generally a caring and gentle people. The misconceptions generally come from the manner in which the Kestroids reproduce. Their genders are fairly standard, with males and females, and fertilization is done in the fairly standard humanoid manner. However, the female must inject her eggs into a living creature, one that is at least the size of an elephant, or else her young cannot mature.
This leads to entire tribes of Kestroids attacking groups of large creatures, bringing them down with both manufactured weapons and their natural, and extremely painful, stings. This event is traditionally known amongst the Kestroids as the Ardsrach. Keeping the beasts alive, but unconsious or otherwise helpless, several of the tribes females will inject their eggs into a select number of the beasts. Each female will typically produce between three and five eggs for each Ardsrach, and between two and four females will inject their eggs into each host.
After about a month, all of those eggs will hatch out a larval Kestroid. They then begin consuming the flesh of the creature that they were implanted in as soon as they hatch. The host takes little notice of this activity, however, as the larvae produce an anesthetic as they eat, numbing the area around them. This continues for the next year, during which they continuously growing. After this point, they form a thin crysalis, emerging a couple of days later as a nymph Kestroid. The process of emerging from the crysalis causes extensive damage to the host creature, often killing them. The nymphs then consume most of the rest of the corpse, before heading off to look for a adult Kestroid tribe. They reach adulthood after another fifteen years, metamorphising once again into their full adult bodies.
Physical Description: Kestroids are often called Wasp-folk by other races, which as a descriptive name is decently accurate. Standing at between six to seven feet tall, their bodies are covered in a thick, colorful layer of exoskeletal armor, with a single color dominating. However, their bodies are quite light for their height, with individual Kestroids ranging between 150-220 pounds. Their body itself is split into three main sections, those being the head, thorax and abdomen. There is very little differences between the two sexes, with the primary differences being in the ends of the antennae and the thickness of their stingers.
Their head resembles a true amalgamation of that of a human and that of a wasp. Situated between a pair of massive, kaleidoscopic compound eyes is a pair of thin antennae that extend over the back of the head. The antennae of males tend to end in feathery arrangements, while those of females end in spiralling points. Set underneath the eyes is the mouth, which consists of a surprising human-like lower jaw flanked by a pair of mandibles. Connecting the head to the thorax is a short neck, along the sides of which a series of breathing spiracles pump air in and out.
The thorax itself protects the more vital organs of a Kestroid, such as the heart and lungs, while also being filled with muscles for all the limbs and wings connected to it. Branching out from the sides of the thorax are six limbs. Four of these are arms, which extend down to end in hands of two fingers and two thumbs, one on either side of the fingers. The legs end in a similar arrangemen, with four clawed toes arranged around the foot. Emerging from the back of the thorax is two pairs of large, transparent wings.
The abdomen, which extends behind and beneath the thorax, is connected to that body segment by a narrow waist. Around the same size as the thorax, the abdomen has more of the Kestroids organs located within it, notably the majority of the digestive track and the reproductive organs. Additionally, located on the end of the abdomen is their stinger, which averages between six to eight inches in length. On males, the base of the stinger is about one and half inches. Females, who also utilize the stinger to inject their eggs into helpless creatues, have an average stinger base width of around two and a half inches. While the Kestroids produce no venom, the sting in and of itself is extremely painful.
The young forms of the Kestoids have greatly differing bodily shapes. Their eggs, which are about the size and shape of a marble, are slightly translucent. In the center, a darker region can just barely be made out. The larvae resemble crosses between a grub and a tadpole, with pasty white bodies, six small legs, an armored head, and a long tail. These larvae begin life at around half an inch long, eventually growing to be around two and a half feet in length. Nymphs, on the other hand, mostly resemble their adult forms. The only major differences are their size, their lack of wins, and their lack of both reproductive organs and stingers. After they emerge from their host, the Nymphs stand at around two feet tall. As they age they occasionally molt in order to grow to their full size, typically at a rate of twice a year. Once they reach adulthood, they metamorphosise one final time, growing their wings, stinger, and reproductive organs.
Society: Kestroids are organized into many various tribes, scattered throughout the world. Within these tribes are further seperations, dividing the tribe into larger families and smaller sibling groups. The sibling groups are those Kestroids that all originated from the same clutch of eggs, and are identifiable from similar patternings on their exoskeletons. Numbering between three and five individual Kestroids, these groups are referred to within Kestroid society as Sen-vidien, or Clutch-blooded. They are fiercely loyal to each other, and will go to extreme risks to protect each other. The large families are based around the groups of Nymphs that all emerged from the same host, and are known as Vrit-mod, or Host-born. Consisting of two to four Sen-vidien, the individuals within a Vrit-mod are loyal to each other. However, they are not quite as loyal to members of other Sen-vidiens, but will still try to protect each other to the best of their ability. Each tribe, also known as a Hrivok, will typically consist of between five to ten Vrit-mods, with their being between 30 and 200 Kestroids in each tribe. These tribes live in small villages, with each Sen-vidien living in their own abode near to the homes of the other Sen-vidiens in their Vrit-mod. Occasionally, a larger Hrivok will seperate into smaller ones. Vrit-mods of Nymphs are accepted by the first Hrivok to come across them. They teach the young Nymphs all that they can to prepare them for the world, notably how best to defend themselves. They are also taught the languages of other races, most often those of the races that live nearby. However, they don't need to teach them the language of the Kestroids, as every Kestroid is born with the knowledge of how to speak it.
Reproduction among the Kestroids occurs during autumn, during a festival known as the Finin-Indrak, or the Courting-dance. This is a day long afair, with numerous meals and dances occuring thrughout the day. Eventually, individual Kestroids will pair up for the night, retreating to temporary shelters to engage in reproduction. Around a week later, the entire Hrivok (minus any Nymphs) will engage in the Ardsrach. All reproductive acts are done outside of an individual Kestroid's Vrit-mod, with partnerships between individual Kestroid typically only lasting for a single mating cycle.
Relations: Due to the locations that they live, Kestroids tend to have very limited interactions with other races. Those races that they are mostly likely to encounter are humans, saguarans, orcs, and other races that are shunned by the more civilized peoples. When they do encounter these races, they typically try to keep their interactions civil and polite. However, if they are insulted or attacked they will respond in kind.
Alignment and Religion: For the most part, Kestroids tend towards the good end of the alignment spectrum, but they have no tendencies towards either law or chaos. They tend to worship their creator god Kristvin, but their are also sizeable numbers of them that worship gods of travel, family, protection, and strength.
Adventurers: Solitary Kestroid adventurers are relativley uncommon, due to their intense bond to their Sen-vidien. However, occasional Sen-vidiens will travel the world together, forming unique and highly cooperative adventuring bands. Kestroids encountered alone are typically ether orphans, with no remaining members of their Sen-vidien, or else have been banished from their Hrivok for one reason or another.
Due to their innate abilities, Kestroids make natural warriors, tending towards Fighters, Paladings, and Rangers. However, they also tend to gravitate towards certain spellcasting classes, such as Bards, Oracles, and Sorcerers.
Names: Hoz-KeHil, Sek-TiBek, Ven-NuJap
Kestroids (31 RP):
+2 Str, -2 Int, +2 Cha
Monstrous Humanoid (3 RP)
Medium: Kestroids are Medium, and gain no bonuses or penalties due to their size.
Normal Speed: Kestroids have a base speed of 30 feet.
Darkvision (60 ft): Kestroids can see in the dark up to 60 feet.
Flight: Kestroids have a fly speed of 50 feet, with average maneuverability. Additionally, Fly is always a class skill for them. (8 RP)
Four-Armed: Kestroids have four arms. They can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. Additionally, they can use their hands for other purposes that require free hands. (8 RP)
Keen Vision: Kestroids gain a +2 racial bonus to Perception, and Perception is always a class skill for them. (3 RP)
Natural Armor: Kestroids gain a +1 natural armor bonus to their Armor Class. (2 RP)
Painful Sting: Kestroids recieve a sting attack that deals 1d4 points of damage. This is a primary natural attack, or a secondary attack if the creature is wielding manufactured weapons. Additionally, if any creature of the animal, dragon, fey, humanoid, monstrous humanoid, or native outsider types takes damge from this attack, they will need to make both a Fortitude and Will save (DC = 10 + 1/2 the Kestroids character level + the Kestroids Con modifier). If they succeed at both of these check, nothing happens. If they fail one of these saves, they take a -2 penalty on any saves against anything with the pain descriptor. If they fail both of these saves, they also take this penalty. Additionally, they fall to the ground and begin screaming in pain. This functions as if they were under the effects of the spell Hideous Laughter, with an effective caster level of the Kestroids character level. The major differences are that the target is screaming in pain instead of laughing, and that the target gets a save each round that they are effected by this (instead of just the second round). This is a pain and precision effect, any anything immune to precision damge is immune to this effect. (4 RP)
Weapon Familiarity: Kestroids are proficient with klars, longbows (including composite longbows), longspears, and throwing axes. (2 RP)
Languages: Kestroids begin play speaking Common and Kestrid. Kestroids with high intelligence scores can learn any language they want (except secret languages, such as Druidic). (1 RP)
Kestroids Starfinder:
Ability Adjustments: +2 Str, +2 Cha, -2 Int
Hit Points: 4
Size and Type: Kestroids are Medium monstrous humanoids.
Flight: A Kestroid gains an extraordinary flight speed of 50 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.
Four-Armed: Kestroids have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Keen Senses Kestroids have Darkvision with a range of 60 feet, and additionally gain a +2 racial bonus on Perception.
Painful Sting: Kestroids are always considered armed. They can deal 1d4 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Kestroids gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).
Skaevik
Skaevik are an odd race, being best adapted to hiding and running away from conflict. Resembling a roughly humanoid variety of silverfish, they can consume books and other writings for sustenance.
Physical Description: Standing slightly shorter than the average halfling, Skaeviks resemble roughly humanoid silverfish. With a thin, silvery shell covering their body, their body is separated into multiple segments. Standing upright on a pair of hind legs which emerge from their abdomen, their upper two pairs of limbs are set close enough together to be mistaken for, and used as, a single pair of limbs. Each of their hands and feet has two digits on them, effectively giving their hands four fingers when their upper arms are used as a single pair. As for their head, it only vaguely resembles that of a typical humanoids. A pair of simple eyes are set above a small set of antennae that act as both nose and ears. Vaguely mustache shaped, they are positioned over a set of grinding mandibles, clearly designed to work their way through tough material.
Society: Skaevik have very little society of their own, instead living in small groups in the settlements of other races.
Relationships: Most other races take little notice of the Skaevik, which suits the Skaevik just fine. When the other races do take notice of them, the Skaevik are mostly considered pests barely worth dealing with. Those among the other races who take notice of them the most, however, are librarians and other scholars, who often must protect their books and scrolls from the Skaevik.
Alignment and Religion: Most Skaevik are neutral, with no racial inclinations to either good or evil, nor to either law or chaos. They are not draw to any particular deities, with each individual choosing a god to worship.
Adventurers: Some Shaevik are unusual, in that they desire attention of some sort or another. These individuals can often make use of their natural abilities to adventure, gaining fame and fortune.
Names: Crp’dit’zck, Krt’sit’kck, Nir‘pit’yck, Sck’fit’tck, Zip’rit’sck
Skaevik (~15 RP):
-2 Str, +2 Dex, +2 Int; Skaevik are nimble and intelligent, but physically weak.
Humanoid (Skaevik) Skaeviks are humanoids with the Skaevik subtype.
Small: Skaevik are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Skaevik have a base speed of 30 feet.
Vision Skaevik have low-light vision. (1 RP)
Book-Eaters: Skaevik are able to consume books for sustenance, and are able to subsist themselves off of books alone. They can still eat other foods, but much prefer the taste of an old book to a fine quality meal. (0? RP)
Floor Scuttler: Skaevik can drop to all ‘fours’, walking around on both their hands and their feet. Their move speed increases by five feet while they do so, and they gain a +2 bonus to their CMD against any trip attempts while they do so. Additionally, they always land on their feet after a fall, even if they took lethal damage. (3 RP)
Half-Arms: Skaevik have two pairs of upper arms. However, each of them by itself is rather weak, so the two are often used as a single pair of arms. When used as separate arms, they count as if the Skaevik’s strength score was 6 lower, but give the Skaevik a +4 racial bonus on Disable Device and Sleight of Hand checks. (2 RP)
Nervous-Footed: Skaevik are a notoriously nervous race, and this is shown in their quick reactions to threats. They receive Run as a bonus feat, gain a +10 racial bonus to their speed when using the run or withdraw actions, and receive a +2 racial bonus on initiative checks. (4 RP)
Scavengers: Skaevik are used to rummaging around in those things that belong to others. They gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), and Appraise is a class for them. (2 RP)
Village Sneaks: Skaevik are used to hiding and moving about unseen in the towns and villages of other races. They receive a +4 racial bonus to Stealth checks while in urban terrain, and also reduce the penalty for using Stealth while moving by 5. (2 RP)
Languages: Skaevik begin play speaking Common and Skaevinik. Skaevik with high Intelligence scores can choose from any language they want (except secret languages such as Druidic).
Dotting with interest, wanting to see answers to some of the above questions. Have a character concept I have been wanting to do for a while, but would be unable to do in most games.
Sorry for triple posting, just going to go ahead and roll up another race to work up, as I might have time over the weekend to work up both of them.
Race:1d358 ⇒ 197
Gark the Goblin wrote:
197. Tarantula hawk people
Hmm, yet another exoskeletoned race. But these should be interesting to work up. I think I might go in the direction of the Dragon Hawks, as mentioned in the previous thread.
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
Filth-Folk Racial Traits:
+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).
I have seen people mention an improvement to the Ranger's Animal Companion, but cannot seem to find anything about that in the Rulebook Update document. Could someone point out where this is?
Scroll past the "rules updates" sections (which contains 1.4 through 1.1) to the "other changes" section- new things are outlined in grey, for the Ranger's Full Grown Companion change look at the bottom of page 12.
I have seen people mention an improvement to the Ranger's Animal Companion, but cannot seem to find anything about that in the Rulebook Update document. Could someone point out where this is?
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.
Myrmidon Warrior Racial Traits :
-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
Myrmidon Worker Racial Traits :
+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
Myrmidon Drone Racial Traits :
-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).
I am also here from the interest thread. Glad to see the recruitment finally open!
For my Declaration of Intent, I would like to have some form of coastal kingdom (at least one of my regions being on the coast). I am thinking of going into having high economy regions, with a slight focus on seaborne trade routes, leading to a very Venitian feel to the kingdom.
As for examples of my previous PbP, here are two games in which I have played:
Just One Run, in which I played Ranif Tharystrix.
GM Leinathans A Galaxy In Flux, in which I played Zenvisk. I came into this game somewhat late into it, so I linked the page when I first came in.
And for a game I am currently playing in:
Jimbles Dead Suns, in which I am playing Entiren Vraken.
I am thinking about making a Kalo. However, the issue is that they have the aquatic subtype without the amphibious trait. Would you allow me to get a biotech augment that is equivalent to a gill sheathe, but works in the opposite direction, allowing them to breathe air?
Edit: Actually, looking through the races, I have decided to go with a Floatborn Woioko. Since they can breathe air, my previous question is no longer needed.
I would also be potentially interested in this game. What has been shown about it so far has piqued my interest, but I will have to see what the finalized system looks like.
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.
Sample 2 part 1; & part 2 Occurring the day after another character's secret was revealed to the rest of the party, my character decided to see how they were doing, comforting them to the best of their ability to do so.
Character Sample. Here is one of my more recent characters, I am still actively playing them. If you wish to read through any of his posts, I would recommend either the earlier or later posts, as during the middle ones I was dealing with some life issues and the posts suffered as a result.
As for my (typical) playstyle, I tend to build a character towards one of two general roles. I either tend to make support characters, who help the entire party succeed (instead of just themselves), or combat heavy characters. I typically try to converse with others, but I do not typically talk to every single NPC I physically am able to.