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Race

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About The Custom Race Den

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Pathfinder

Dragonborn(Forgotten Realms):
Dragonborn as seen in the Forgotten Realms

Type: Humanoid(Dragonborn)(0rp): Dragonborn are Humanoids with the Dragonborn subtype

Size: Medium(0rp): Dragonborn are medium and gain no size modifiers

Speed: 30ft(0rp): Dragonborn are normal speed

Ability Modifiers: +2Str +2Cha -2dex(0rp): Dragonborn are physically strong and as naturally charming as dragons, However they lack finesse.

Language: Dragonborn begin speaking Draconic and Common, with high Int they can learn the following languages- Elven, Dwarf, Goblin, Orc, Giant, Aklo, Gnome, Halfling.(0rp)

Draconic Heritage:(2RP)Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments-(Addapted from Elven immunities):Note- this does not count as a Draconic bloodline however Dragonborn must choose the same color if they ever choose a Draconic bloodline in the future

Natural armor:(2rp) Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.

Energy Resistance:(1RP) Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage

Breath Weapon:(1+1RP) Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day. This can be made stronger through feats(See below)

Claws:(2RP) Dragonborn have 2 claw attacks that deal 1d4 damage each. These count as primary attacks unless used in conjunction with a manufactured weapon.

Low light vision(1RP): Dragonborn can see 2 times as far in dark.

Special Feats:

Improved Breath weapon
Prereq: Dragonborn, lvl 5
Description: your Breath weapon now scales with your level: Treating you as a Sorcerer with the Draconic bloodline -2 levels. The DC to save also becomes 10+ your Con mod+ 1/2 your Hit dice.
This does not stack with breath weapons gained from other sources

Alternative Racial traits:

Replaces breath weapon:
Elemental Assult: you may sheathe your weapons in the energy of your Draconic Bloodline! For 1+your con modifier rounds per day you may apply 1d6 of your choosen element to your weapon. This does. Otherwise stack with energy gained from other sources.

The Kenku(D&D 5e-> Pathfinder):

Kenku, as from D&D 5e.

Type: Humanoid(Kenku): Kenku are humanoids with the Kenku subtype (They can also be a varient on Tnegu for Pathfinder)

Speed: 30 feet base

Size: Medium

Ability score mod:(2RP) +2 Dex, +2 Wiz

Language:(??rp) Mimicry(language): Kenku begin understanding Common- However they can only speak words they've heard before. Kenku Cannot speak unless they have heard something said before- Often times this leads to them making sentences our of many different voices. Kenku with High Int can learn to read and understand any language, However they cannot speak them unless they have had verbally heard them spoken.

Mimicry: Kenku can Mimmic any sound they have heard before, and automatically succeed all disguse checks to make their voice sound like another- so long as they repeat what they've heard. Additionally because of the way they speak, It is hard to read their true intentions and Kenku gain a +4 to bluff.

Ambusher: Kenku are natural ambushers, And gain a +2 Racial bonus to attacks against flat footed foes.

Bite: Kenku have a long hard beak and gain a Bite attack that deals 1d4 damage.

Spellscale(3.5->Pathfinder):

Lore: Spellscale are the Children to Two sorcerer with the Draconic bloodline. Only 1/10 children of two Draconic sorcerer are Spellscales, Making them even rarer than sorcerer themselves. Almost all of them are Sorcerer- and each has an innate knowledge of the magic that flows within them. While most take up the mantle of sorcerer, some delve into the blood that fuels their magic- becoming Draconic exemplar, or devoting themselves to a Draconic deity.

Type: humanoid(Human, Draconic*)
Size:Medium

Ability score:(1RP)+2Cha, +2Int, -2Con- Spellscale are Naturally beautiful and extremely analytical, but their bodies are suited more for magic than battle

Languages:(1rp)Spellscale begin knowing Common and Draconic, and those with high Int can learn any language

Blood Of Dragons:(2RP)Spellscale Have such innate ties to dragons that their Cha score is considered 2 higher when determining the abilites of the Draconic bloodline.

Highly Analytical:(2RP) Spellscale are Naturally tallented with magic, and their innate ability with it gives them an edge: +1 to Spellcraft and Knowledge(arcana)

Sorcerer Prodegy:(~2RP) Spellscales have such innate ability that any Spellscale with Cha 11 or greater have access to the following spell-like abilities 1/day:Identify, Magic Missle

Draconic Resistance:(~2RP)Although not true dragons, Spellscale have a natural resistance to the same magics Dragons do- +2 Saves vs. Sleep and Paralysis

Total RP= ~10

*The Draconic subtype: A creature with the Draconic subtype isn't a dragon, However they are treated as a dragon for the purposes of applying for feats, being targeted by spells, And using magic items only useable by dragons- may apply this to Dragonborn

Lagomorph(Bunnykin, Homebrew)-:

Type: Humanoid(Bunnykin)

Size:Small

Speed:fast-(1RP) 40ft: like their namesake Bunnykin are quite fast

Ability score:+2Dex,+2Cha,-2Con

Language:Bunnykin begin play speaking Common and Bunnykin, Those with high intelligence may pick from the following: Ratfolk, Catfolk, Gnome, Dwarven, Aklo, Terran, undercommon

Lucky(lesser-1RP):Bunnykin are Naturally lucky and gain a +1 to all saves

Keen senses:(1RP) Bunnykin- Like elves and halfling- have Keen hearing granting a +2 to perception checks

Burrowers:(3RP) Bunnykin are known to live underground in dirt caves they build themselves, and many can dig such caves in less than a day, Granting 20ft burrow speed

Weapon Familiarity(1rp): Bunnykin are taught from a young age how to defend themselves with the weapons they commonly use: scythes and sickle. Bunny kin are always proficient with these weapons

Scent(4RP):Bunnykin are Naturally gifted with a Keen scent, allowing them to detect enemies with only their nose.

Total RP-11

Uplifted Bear(Starfinder->Pathfinder:

Type: Magical Beast(2RP?)-(I say 2RP because being a magical beast does nothing other than grant a diffrent type. This can easily be attributed to the same power level as Fey or native outsider)

Size:Large(7RP): Uplifted Bears are large, Just like normal bears(

Speed: 40ft(1RP) +20climb(2RP)

Ability score:+4str,-2dex, +2Int,-2wiz (+2str -2dex from size- which Starfinder doesn't do-)

Languages:limited telepathy(3Rp:I say this because telepathy is a pretty decent ability): Bears begin play speaking Common and Aklo, those with high intelligence can learn Dwarven, Gnome, Elven, Terran, Sylvan, or Aquan.

Natrual survivors:(~3RP)Bears gain a +2 to Survival and Knowledge (nature) skills

Claws(2rp): Bears have 2 claw natural attacks based on their size(large)

Low light vision: Being a magical beast grants low light vision

Voch'khari(Homebrew):

The Voch'Khari are an exotic Species of Humanoids found rarely in the deepest darkest forests in the most obscure countries. They are tall, standing on average 7 feet tall, however they are quite lethe and fast. Some may mistake them for Tieflings or demonspawn, as they appear to be humans with dark grey skin, Horns, and goat-like tails and hooves. However this savage species has an unearthly beauty, like elves. Their culture is quite primitive, the species relies heavily on hunting and has a strong warrior culture- Viewing other races as outsiders and thieves.

Type:Humanoid(Voch'khari)

Size:Medium

Speed:Fast(1rp):40ft

Ability score; Specialized(1rp):+2 Dex, +2str, -2Int: This race is strong and fast, However they have a hard time comprehending other species or complex arguments.

Dreagloth:

Type:Outsider(Native,Elf) Dreagloth are a hybrid between Demon and Drow

Size: Large(7RP)- Dreagloth are large sized and have a -1to AC and Hit to their large size. They also gain a +4 to CMB to grapple

Speed:Normal 30ft

Ability Modifier:Weakness(-1RP)+4 Str,+2Cha, -4int

Languages: Dreagloth begin play speaking Elven and Abyssal, and can learn any language a Drow can with high intelligence

Spell resistance(2RP): Dreagloth have 6+their level spell resistance- Just like their Drow ancestors

Elven Immunities (2 RP): due to their Drow heritage Dreagloth are immune to Sleep and gain a +2 to saves against spells from the Enchantment school.

Fiendish Resistance:(3RP) Dreagloth due to it's demonic heritage has 5 resistance to Acid, Fire, and Cold damage

Natural armor:(4rp) Dreagloth have +3 Natural armor due to their thick skin.

Claws(2RP): Dreagloth's upper limbs have large called they can use to attack with.

Reach(1RP): The Dreagloth's large size allows them to attack enemies at a distance.

Darkvision 120ft(1RP): Dreagloth can see in the dark quite the distance

Light blindness(-2RP): The Dreagloth like it's Drow ancestors cannot see in bright light, suited better to the darkness.

Resurrection Resistance:(-2RP) in order to successfully resurrect a Dreagloth due to their ties with Drow deities, one must make a caster level check equal to 10+ the Dreagloth's level.

Vestigial muli-armed(~4RP): Dreagloth have two sets of arms, However unlike their upper limbs their lower limbs don't have the reach or strength of their upper arms. These arms are treated like an alchemist's vestigial arm discovery.

The Tetton:

This Cat-like race seems similar to the Catfolk at first, but those who look closer quickly find these large cats are very much different.

Mothran:

This species appears to be A moth. They have thick Insectile hides, Covered in soft Downy fluff, And a set of light wings- however they cannot fly- their wings far too weak for such a task- However their wings do provide a form of gliding.

Type: aberration (3RP)

Starfinder