Hey there guys! First time posting here and I got some custom races in an animal theme I thought I'd share and get people's thoughts on. IF you wanna just use 'em as you desire and feel free to tell me what you think! Or just tell stories or ideas you could think for fun combos for the races.
Species: Rabbit
Fey 2 RP
Size: Small
Movement: 30 Base Land 20 Burrow 3 RP
Feats: Weapon Finesse as a Racial Bonus 2 rp
Stats: +4 Dex -2 Con +2 Int, +2 Wis +2 Charisma 4 RP
Moon Touched Resistance: Dr 5 Silver 3 RP
Low Light Vision
RP Value 14
Species: Fox
Fey 2 RP - Low Light Vision
Size: Small
Movement 30 Base
Stats: Standard +2 Dex +2 Int -2 Wis
Flexible Bonus Feat: 4 RP
Scavanger: +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
-8 RP
STalker: 1 RP: Perception and Sneak are always Skills for this Race
Constant Spell Like Divination: Detect Secret Doors 3 RP
12 RP
Fleet Footed: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. 3 RP
15 RP
Species: Big Cat
Monsterous Humanoid: Dark Vision 60 Ft 3 RP
Flexible Stats: +2 Strength +2 Dex 2 RP
Movement: 30
-5 RP
Defensive Training Greater: Members of this race gain a +2 dodge bonus to Armor Class. 4 rp
Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race
10 RP
Claws: 2 RP 2 Claw Attacks based on size
12
Pyromaniac (3 RP): Prerequisites: None; Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level.
15 RP
-
-
Bear Species
Monstrous Humanoid (3 RP) Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features. • Monstrous humanoids have the darkvision 60 feet racial trait. • Monstrous humanoids breathe, eat, and sleep.
Large (7 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races 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.
10 RP spent
Standard: +2 Strength, +2 Con -2 Charisma---0 RP
Hammer Trained: Reflavored version of Sword trained except with Hammer based weapons. 4 RP
14 RP Spent
Sheep
Fey 2 RP Low Light Vision
Flexible: +2 Con +2 Wisdom 2RP
Stoneseer (2 RP): Prerequisites: None; Benefit: Members of this race add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities: constant—nondetection; 1/ day—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the user’s character level
Stonecunning (1 RP): Prerequisites: None; Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Focused Study (4 RP): Prerequisites: None; Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.
----11 rp
Stone in the Blood (3 RP): Benefit: Members of this race gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
14 rp
Otter
3 RP Native Outsider: Plane of Water Connection 60 RP
Small (0 RP): Small races 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.
Standard: +2 Dex +2 Charisma -2 Int 0 RP
Energy Resist 5 Cold 1 RP
4 RP Spent
Hydrated Vitality (3 RP): Prerequisite: Outsider (native) with ties to the Plane of Water, fey type, or plant type; Benefit: Members of this race 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. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Water Child (4 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language
11 RP
Swim (2 RP): Prerequisites: None; Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants
Amphibious (2 RP): Prerequisite: Swim racial trait; Benefit: Members of this race are amphibious and can breathe both air and water.
Kangaroo
Fey 2 RP Low Light
Medium
2 rpFlexible: +2 Strength +2 Dex
Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.
Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack40 ft Movement Speed
7 rp
Slapping Tail (3 RP): Prerequisites: None; Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier if Small, 1d8 points of damage plus the user’s Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user’s Strength modifier if Large. Special: If a Large creature has the reach trait, its tail also gains reach
Tripping Tail (3 RP): Prerequisite: Slapping tail trait; Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
13 RP
Wolf-General Canine
3 RP Monstrous Humanoid
Medium Size
Standard: +2 Strength +2 Int -2 Wis 0 RP
Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability (Bestiary 304).
Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons
----------8 RP
Defensive Training, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to Armor Class.
12
Master Tinker (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
14 RP