Ameiko

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Organized Play Member. 192 posts (263 including aliases). 1 review. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Pending limbo


Darn, I guess that sounds like an eidolon.


Another option

Dual Mind (Ex): The connection to your summoner was drastically altered rather than severed. The summoner shares the same body, giving a number of unique abilities. You can delegate various actions and physical processes to the individual minds. Unfettered eidolon gains Two-Weapon Fighting as a bonus feat, regardless of whether or not you meet the prerequisite. Additionally, a unfettered eidolon qualifies to take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting without meeting the Dexterity prerequisite, though you must qualify in all other ways to take these feats. It can also select two favored classes at first level and gain +1 hit point or +1 skill point whenever you take a level in either one of those classes. The telepathic tangle between its twin consciousnesses grants a +2 bonus on Will saving throws. If affected by an enchantment spell or effect and fails its saving throw, you can attempt it again 1 round later at the same DC; if it succeeds, you are free of the effect (as if you had made the original save). This trait replaces evasion.


Alternate Racial Traits

Dual Mind (Ex): The connection to your summoner was drastically altered rather than severed. The summoner shares the same body, giving a number of unique abilities. You can delegate various actions and physical processes to the individual minds, allowing it to fight with two weapons simultaneously without any penalties. It can also select two favored classes. The telepathic tangle between its twin consciousnesses makes a unfettered eidolon impervious to mind-affecting effects. This trait replaces evasion.


Unfettered Eidolon (13 RP)
Type
Outsider (extraplanar) (+3)
Size
Varies (0)
Base Speed
Varies (0)
Ability Score Modifiers
Homebrew (varies) (0)
Languages
Standard (0)
Racial Traits
Defense Racial Traits
Evasion (+4) Homebrew
Vaires (-)
Feat & Skill Racial Traits
Vaires (-)
Magical Racial Traits
Varies (-)
Offenses Racial Traits
Vaires (-)
Other Racial Traits
Evolution Points (+8) Homebrew
Unusual Body Type (-2) Homebrew
Senses Racial Traits
Darkvision (-)

Unfettered Eidolon Racial Traits
Ability Score Modifiers: Unfettered eidolon have one of four base form: aquatic, biped, quadruped or serpentine. Each base form determines ability scores, speed, and other racial traits.
Unfettered Eidolon: Unfettered eidolon are outsiders with the extraplanar subtype. Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
Darkvision: Unfettered Eidolon can see in the dark up to 60 feet.
Evasion (Ex): If an unfettered eidolon is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Evolution Points: Unfettered eidolons have a number of evolution points (RP) you can use to purchase abilities and defenses. An unfettered eidolon starts with 8 RP, your base form counts against this.
Unusual Body Type: At the GM’s discretion, armor may cost unfettered eidolon an additional amount due to their unusual body type. 25% more for Light Armor, 50% more for Medium Armor, 75% more for Heavy Armor. Animal barding may be an alternative.
Languages: Unfettered eidolons begin play speaking Common. Unfettered Eidolons with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Goblin, Gnome, Hafling, and Orc.

Unfettered Eidolon Base Form

Aquatic (4 RP)
+4 Strength, -4 Intelligence: Aquatic unfettered eidolons are strong but they are slow-witted.
Slow Speed: Aquatic unfettered eidolons have a base speed of 20 feet. They have a swim speed of 40 feet.
Bite: Aquatic unfettered eidolons gain a bite attack, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Amphibious: Aquatic unfettered eidolon are amphibious and can breathe both air and water.

Biped (4 RP)
+4 Strength, -4 Intelligence: Biped unfettered eidolons are strong but they are slow-witted.
Normal Speed: Biped unfettered eidolons have a base speed of 30 feet.
Arms: Biped unfettered eidolon posses a pair of arms and hands.
Claws: Biped unfettered eidolon receive two claws attack. These are primary natural attack, dealing damage based on size.
Legs: Biped unfettered eidolon posses a pair of legs and feet.

Quadruped (4 RP)
+2 Strength, +2 Dexterity, -4 Intelligence: Biped unfettered eidolons are strong and fast but they are slow-witted.
Fast Speed: Quadruped unfettered eidolon have a base speed of 40 feet.
Bite: Quadruped unfettered eidolons gain a bite attack, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Quadruped: Quadruped unfettered eidolon possess four legs, granting them a +4 racial bonus to CMD against trip attempts.

Serpentine (4 RP)
+4 Dexterity, -4 Intelligence: Serpentine unfettered eidolons are fast but they are slow-witted.
Slow Speed: Serpentine unfettered eidolons have a base speed of 20 feet. They have a climb speed of 20 feet.
Bite: Serpentine unfettered eidolons gain a bite attack with a reach of 10 feet, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Slapping Tail: Serpentine unfettered eidolon have a tail that they can use to make attacks of opportunity with a reach of 10 feet. The tail is a natural attack that deals damage based on size plus the Strength modifier.

Unfettered Eidolon Evolutions

Amphibious (2 RP): Grow gills, gaining the ability to breathe underwater indefinitely in addition to air.

Arms (1 RP): Grow a pair of arms and hands. The unfettered eidolon must not already have a pair of arms and hands.

Bite (1 RP): Gain a bite attack, dealing damage based on size. The bite is a primary attack, or secondary attack if wielding manufactured weapons.

Burrow (3 RP): Gain a burrow speed equal of 20 feet.

Claw (2 RP): Gain two claw attacks dealing damage based on size. The unfettered eidolon must have arms or legs to take this evolution.

Climb (2 RP): Gain a climb speed of 20 feet.

Energy Attacks (2 RP): Choose one energy type (acid, cold, electricity, or fire). All of the unfettered eidolon's natural attacks deal +1d6 points of damage of this energy type.

Flight (RP): Grows wings, gaining a fly speed of 30 feet with clumsy maneuverability. Special: This evolution can be taken more than once, For each additional 2 RP spent, fly speed increases by 10 feet, and the maneuverability improves by one step.

Gore (1 RP): Gain a gore attack, dealing damage based on size. This is a primary natural attack.
Improved Natural Armor (1 RP): Gain a +1 bonus to natural armor. You must have the Natural Armor evolution before selecting this.

Large (7 RP): Grow to Large size, gaining a +2 size bonus to Strength and a -2 size penalty to Dexterity. You take a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to CMD, and a -4 size penalty on Stealth checks. A large unfettered eidolon takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Legs (1 RP): Grows a pair of legs and feet. The unfettered eidolon must not already have a pair of legs and feet.

Magical Flight (7 RP): Flies by means of magic, gaining a fly speed equal to its base speed (perfect maneuverability).

Natural Armor (2 RP): Gain a +1 bonus to natural armor.

Powerful Swimmer (1 RP): Receive a +10 foot bonus to swim speed. Special: This evolution can be taken twice. Aquatic unfettered eidolon can only take this once.

Reach (1 RP): The reach of one of the unfettered eidolon's attacks increases by 5 feet. This cannot be taken twice.

Resistance (2 RP): Gain resistance 5 against one energy type (acid, cold, electricity, fire, or sonic).

Secondary Arms (4 RP): Grow two secondary arms that can be used to carry objects. They cannot wield weapons with these arms, but they can retrieve small, stowed objects carried on their persons as a swift action.

Secondary Legs (2 RP): Gain an additional pair of legs and feet, granting a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to base speed. If you are a quadruped unfettered eidolon, you gain an additional bonus to CMD against trip attempts but not a bonus to base speed.

Slam (1 RP): Gains a slam attack, dealing damage based on size. This is a primary natural attack. The unfettered eidolon must have arms to take this evolution.

Slapping Tail (2 RP): Use your tail to make attacks of opportunity with a reach of 10 feet. The tail is a natural attack that deals damage based on size plus the Strength modifier. The unfettered eidolon must have a tail to take this evolution.

Small (0 RP): Shrink your form, 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 unfettered eidolon have a space of 5 feet by 5 feet and a reach of 5 feet.

Sting (1 RP): Gain a sting attack dealing damage based on size. The eidolon must have a tail to take this evolution.

Swim (2 RP): Gain a swim speed of 30 feet.

Tail (1 EP): Grow a long, powerful tail, gaining a +2 racial bonus on Acrobatics checks made to balance on a surface.

Tangling Tentacles (2 RP): Grow tentacles, you can’t attack to cause damage. These wriggling limbs constantly writhe and reach out to tug at and trip adjacent foes. During the creature’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip it in retaliation.

Tiny (4 RP): Shrink even further, gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny unfettered eidolon 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 unfettered eidolon 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 unfettered eidolon 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 unfettered eidolon typically cannot flank an enemy.

Unfettered Eidolon Feat

Evolution
Bizarre and varied, you continue to evolve and advance on your own, despite the loss of your summoner.
Prerequisite: Unfettered Eidolon
Benefit: You gain an additional 4 (RP) to purchase new evolutions.
Special: You may take this feat once per every four class levels you have attained.


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Formian (21 RP)
Type
Monstrous Humanoid (+3)
Size
Varies (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Varies (0)
Languages
Standard (0)
Racial Traits
Defense Racial Traits
Natural Armor (+2)
Feat and Skill Racial Traits
Hive Sense (+2) Homebrew
Static Bonus Feat (+2)
Offense Racial Traits
Senses Racial Traits
Darkvision (-)
Blindsense 30 ft (+4)
Other Racial Traits
Quadruped (+2)
Pheromonal Communication (+2) Homebrew
Unusual Body Type (-2) Homebrew

Alternative Racial Traits
Builder (+2) Homebrew
Disgraced (+2) Homebrew
Natural Flier (+4)
Peerless Bearer (+2) Homebrew
Severed (+4) Hombrew
Taskmaster (+2) Homebrew

Caste Talents
Warrior (+6) = Toxic (+1), Sting (+1), Claws (+2), Improved Natural Armor (+1), Specialized (+1)
Worker (+6) = Burrow (+3), Small (0), Bite (+2), Specialized (+1)

Formian Racial Traits
Heightened Speed: Formian have a base speed of 40 feet rather than 30 since they posses four legs.
Superior Senses: Formian can see in the dark up to 60 feet and have blindsense up to 30 feet.
Exoskeleton: Formian have tough carapaces which grants a +1 bonus to natural armor to their Armor Class.
Hive Sense: A formian can automatically detect the presence and number of other formians within 120 feet, and can pinpoint their location with a Perception check (DC 25). Hive sense is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. A large gathering of formians (a dozen or more) can be sensed up to 1 mile away regardless of obstructions.
Biological Caste: Formians belong to a colony (society) and perform specialized functions predetermined by morphological distinctions. At character creation, choose Worker or Warrior caste, gaining the caste traits of the hive.
Pheromonal Communication: Similar to telepathy, Formians can wordlessly communicate with other creatures capable of communicating with pheromones.
Quadruped: Formians possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. Formians are adversely affected by their ability to use standard feet slot magic items. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that are approved by your GM. Your GM should allow you to find ankle bracelets of speed or horseshoes of spider climb that act just like their traditional magic item counterparts, but fit the new race’s form.
Unusual Body Type: Armor cost formians an additional amount due to their unusual body type. 25% more for Light Armor, 50% more for Medium Armor, 75% more for Heavy Armor.
Languages: Although formian are capable of understanding humanoid languages, they are only able to speak the common variants of basic language, and then only in a halting, somewhat garbled manner. Formians begin play speaking Common. Formians with high Intelligence scores can choose from the following: Draconic, Dwarven, Goblin, Terran, Thriae, and Undercommon.

Biological Caste

Warrior: Composing the fighting caste of the hive, they rank above the worker caste. Allowed independent initiative to better hone their battle skills, formian warriors have more latitude in following commands than many other formians. Owing to this latitude, formian warriors are more likely to chafe under hive strictures than workers and taskmasters. Formian warriors engrave their chitin with insignia depicting their rank and notable deeds.
○ +2 Strength, +2 Dexterity, -2 Charisma: Formian are swift and powerful but are inherently strange and unnerving.
○ Medium: Formian have no bonuses or penalties due to their size.
○ Claws: Formian gain two claws attacks. These are primary natural attacks dealing 1d4 damage.
○ Improved Exoskeleton: Formian warrior carapaces resemble suits of armor, gaining an additional +1 natural armor bonus.
○ Acrobatic: Formian warriors gain Skill Focus (Acrobatics) feat as a bonus feat at 1st level.
○ Stinger: Formian gain a stinger that is a primary natural attack, dealing 1d4 damage plus poison. The poison can be used a number of times per day equal to Constitution modifier (minimum 1/day). The toxin that is injected is a paralytic venom. It can also be applied to a weapon as a swift action. The Fortitude save DC is 10 + ½ Hit Dice + Constitution modifier. The poison's frequency is 1/round for 6 rounds with an effect of 1d2 Dexterity damage and cure 1 save.

Worker: These lowest-caste formians stand a little taller than a large dog, and their small mandibles are better equipped for slicing leaves, cutting fruit from the vine, and carving into flesh. Regardless, Their iridescent chiti is nearly featureless, marked only by small scarring as they age and a series of markings on their chest. A few more accomplished formian workers bear small gems proudly glued to their carapace, tokens granted them by taskmasters for particularly impressive accomplishments. The backbone of the hive receive the following traits:
○ +2 Strength, +2 Constitution, -2 Charisma: Formian are hardy and powerful but are inherently strange and unnerving.
○ Small: Formian 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.
○ Bite: Formian gain a natural bite attack, dealing 1d3 damage.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
○ Miner: Formian workers gain Skill Focus (Profession - Miner) feat as a bonus feat at 1st level.
○ Burrow: Formain gain a burrow speed of 20 feet.

Note ♦ Pheromone Communication
The natural language of formians relies on a series of chemical excretions detected by scent, rather than sound. When a formian is in another formian’s presence, this communication is every bit as complex and detailed as spoken language. However, unlike spoken language, pheromone communication lingers in the air for several hours afterward, allowing someone to ‘listen in’ on a conversation for which they were not present or allowing a formian to leave messages for others of his kind. Unfortunately, the details of such communication fade quickly. Those not present when the pheromones are first created can only pick up very general details such as the presence of danger, food, enemies and the like. A general sense of direction or distance also lingers, allowing pheromones to be used to leave directions to other formians. The general emotional tone of the conversation can also be gleaned from lingering pheromones. Pheromones continue to linger in an area for up to a week. Heavy rain can wash them away in a matter of hours. Scouring the area with other strong odors in an effort to kill the scent will ruin lingering pheromones. A creature capable of pheromone communication can also use its own pheromones to ‘overwrite’ a lingering message, destroying it instantly.

Alternate Racial Traits

Builder (Worker Only): Formians with this racial trait can excrete a pliable resin that quickly hardens into a sturdy material. While not suitable for weapons or armor, this resin is relatively functional. It can be used as a crude building material or to create simple containers. A formian can produce up to one cubic foot of resin per character level per day. Excreting one cubic foot of resin requires a full round action. The resin remains flexible and sticky for one minute. At the end of this time, it permanently hardens. Hardened resin has 3 hardness and 8 hit points per inch of thickness. This trait replaces natural armor.

Disgraced (Warrior Only): Formians warriors who have fallen from their position and ranking become disgraced warriors, their markings gouged out and stinger torn away. Despite this you carry on in the face of fear and despair. As such, you gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, you may reroll and use the second result. This racial build replaces the stinger trait.

Natural Flier: A rare few among the colony have developed wings. The queen usually has wings but losses them after mating. These very rare formian have a fly speed of 30 feet with clumsy maneuverability. This ability replaces blindsense.

Peerless Bearer (Worker Only): Some standout formian workers are able to bear remarkable burdens for their size. They have a +5 racial bonus to Strength when calculating the effects of encumbrance. This ability replaces natural armor.

Severed: Inadvertently the queen passed on the quality of her intelligence and free will to a number of formians that promptly fled the hive rather than being slain. These independent formians, known as exiles, severed their connections to their kind completely and embraced the ways of other mortal races. Formians with this trait gain +2 Dexterity, +2 Wisdom, -2 Charisma instead of their normal ability score modifiers. They also gain a +2 racial bonus to all Diplomacy and Sense Motive skill checks. These traits replace hive sense and pheromonal communication.

Taskmaster (Warrior Only): Exceptional formian of a higher caste operate outside the hive as merchants, traders, diplomats, and spies, and particularly talented taskmasters may even advise the queen. With a stronger connection to the hive, taskmasters are not strong of mind. Formians with this trait gain +2 Strength, -2 Intelligence, +2 Charisma instead of their normal ability score modifiers. Add +1 to the DC of any enchantment spells they cast. Formians with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—charm person, detect thoughts, sending (to the hive queen only), suggestion. The DC for the spells is equal to 10 + the spell’s level + the caster’s Charisma modifier. These traits replace the bonus skill feat.


Many groups do not allow Pureblood's so I present this option.


Yes, emerging from Darklands


An emerging race of surviving descendents of Pureblood Azlanti whom did not devolve to Morlocks or Dark Folk.

Azlanti Scion (15 RP)
Type
Humanoid (0)
Size
Medium (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Flexible Human Heritage (+2 to any 2 Ability Scores) (+2) Homebrew
Languages
Linguist (+1)
Racial Traits
Feat and Skill Racial Traits
Flexible Bonus Feat (+4)
Skilled (+4)
Skill Training (+1)
Magical Racial Traits
Magical Linguist (+2)
Senses Racial Traits
Darkvision (+2)
Weakness Racial Traits
Light Sensitivity (-1)
Alternate Racial Traits
Recall (+4) Homebrew

Azlanti Scion
+2 to 2 Ability Scores: Azlanti Scions gain a +2 racial bonus to two ability scores of their choice at creation to represent their empowered bloodline.
Medium: Azlanti Scions are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Azlanti Scions have a base speed of 30 feet.
Bonus Feat: Azlanti Scions derive from humans, thus selecting one extra feat at 1st level.
Darkvision: Azlanti Scions can see in the dark up to 60 feet.
Light Sensitivity: Azlanti Scions are dazzled as long as they remain in an area of bright light.
Skilled: Azlanti Scions gain an additional skill rank at first level and one additional rank whenever they gain a level.
Innate Talent: Spellcraft and Use Magic Device are always considered class skills for azlanti scions.
Rune Linguist: Azlanti Scions gain a +1 bonus to the DC’s 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. Azlanti Scions 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.
Languages: Azlanti Scions start with Common plus Azlanti as their racial language. Furthermore, azlanti scions with High Intelligence scores can learn any languages they want (except Druidic and other secret languages).

Alternate Racial Traits
Recall: Drawing upon the ambient flows of magic, 1/day recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.This racial trait replaces the Flexible Bonus Feat.

Social Traits (Source - Humans of Golarion)
Azlanti Inheritor: The blood of the ancient, magical empire of Azlant flows in your veins, even if your family members have no knowledge of their mythic pedigree. All your life you've had dreams that seem more like memories of a forgotten age. You gain a +1 trait bonus on Knowledge (history) checks and a +2 trait bonus on Appraise checks related to objects of Azlanti origin or made to identify ioun stones.


“Highly spiritual creatures and keepers of the world's greatest secrets, the thriae are a race of female, beelike seers coveted for their powers of divination and prophecy. Roughly humanoid in size and appearance, thriae keep to the outskirts of civilization, tending to their mysterious rituals and maintaining a watchful—if passive—eye over the machinations of nearby societies. While possessing an eerie air of mysticism, thriae are nonetheless startlingly beautiful, their slender bodies giving an unexpected grace to the otherwise unsightly mannerisms of giant bees.”

Thriae (15 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Dex, -2 Int, +2 Cha) (0)
Languages
Standard (0)
Racial Traits
Magical Racial Traits
Blood of Seers (+2) Homebrew
Movement Racial Traits
Flight (+9)
Offense Racial Traits
Natural Attack (+1)
Toxic (+1)
Senses Racial Traits
Darkvision (-)
Low-Light Vision (+1)
Other Racial Traits
Merope Consumption (-) Homebrew
Weakness Racial Traits
Hive Mentality (-2) Homebrew
Alternate Racial Traits
Mind Sting (+1) Homebrew

Thriae Racial Traits
+2 Dexterity, -2 Intelligence, +2 Charisma: Thriae are graceful and agile, but lack quick-thinking, independent mindsets.
Medium: Thriae are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Thriae have a base speed of 30 feet. They also have a fly speed of 60 feet (average).
Flight: Thriae have a fly speed of 60 feet with average maneuverability.
Darkvision: Thriae can see in the dark up to 60 feet.
Low-Light Vision: In dim light, thriae can see twice as far as humans.
Blood of Seers: Thriae with a Wisdom score of 11 or higher gain the following spell-like abilities: constant—detect secret doors;1/day – calm emotions, detect thoughts, sound burst. The DC for the spells is equal to 10 + the spell’s level + the caster’s Wisdom modifier.
Hive Mentality: Thriae are communal creatures, drawing strength and purpose from their sisters. A thriae deprived of the company of her own kind suffers a –2 penalty on all Will Saves
Merope Consumption (Su): As a standard action, a thriae may consume a dose of merope, a magical honey produced by their queens, to gain a +2 insight bonus to attack rolls, saving throws, and caster level checks made to overcome spell resistance, for 1d6 + 3 rounds. Merope may be consumed a number of times per day equal to 1 + Wis Modifier. At the GM’s discretion, you may not have access to Merope if you are away from the community.
Stinger: Thriae can sting their opponent as a natural attack, dealing 1d4 damage. If the attack hits, the thriae’s attack may also deliver poison a number of times per day equal to Constitution modifier (minimum 1/day). Poison: Injury; save Fort DC 10 + 1/2 the Hit Dice + the Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Str; cure 1 save. A thriae can milk this poison from her stinger to envenom a weapon that it wields. Applying the poison is a swift action.
Languages: Thriae begin play speaking Common and Thriae. Thriae with high Intelligence scores can choose from the following languages: Auran, Azlant, Celestial, Draconic, Elven, and Sylvan.

Alternate Racial Traits
Mind Sting: Some thriae possess the stinger of a seer that delivers another type of poison a number of times per day equal to Constitution modifier (minimum 1/day). Poison: Injury; save Will DC 10 + 1/2 the Hit Dice + the Constitution modifier; frequency 1/ round for 4 rounds; effect confusion; cure 1 save. A thriae can milk the venom from her stinger to envenom a weapon that it wields. Applying the poison is a swift action. This racial trait replaces the thriae’s standard stinger venom and also requires you to have the Blood of Seers racial trait.


Spriggan (9 RP)
Type
Humanoid (gnome) (0)
Size
Small (0)
Base Speed
Slow Speed (-1)
Ability Score Modifiers
Specialized (+2 Dex, +2 Con, -2 Cha) (+1)
Languages
Standard (0)
Racial Traits
Feat & Skill Racial Traits
Skill Bonus Perception (+2)
Magical Racial Traits
Size Alteration (+3) Homebrew
Spriggan Magic (+3)
Senses Racial Traits
Low-Light Vision (+1)
Alternate Racial Traits

Spriggan Racial Traits
+2 Dexterity, +2 Constitution, –2 Charisma: Spriggans are nimble and surprisingly hardy, yet alien or feral in appearance.
Small: Spriggans 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.
Slow Speed: Spriggans have a base speed of 20 feet.
Low-Light Vision: Spriggans can see twice as far as humans in conditions of dim light.
Keen Senses: Spriggans receive a +2 racial bonus on Perception checks.
Size Alteration (Su): A spriggan can change its size from Small to Large as a standard action, similar to using enlarge person except increasing two size categories instead of one (doubling the modifiers to Strength, Dexterity, attack rolls, and AC). The caster level of this ability is equal to character level.
Spriggan Magic (Sp): Spriggans can use flare and shatter as a spell-like ability once per day. The caster level of these spells is equal to character level.
Languages: Spriggans begin play speaking Common and Gnome. Spriggans with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Goblin, Orc, and Sylvan.

Alternate Race Creation Rules
Spriggan (13 RP)
(7 RP) Size Alteration (Su): A spriggan can change its size from Small to Large or back again as a standard action, similar to using enlarge person except increasing or decreasing two size categories instead of one (doubling the modifiers to Strength, Dexterity, attack rolls, and AC).


This batlike humanoid has a lean, muscular body covered with fur and two large, leathery wings.

Sabosan (16 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0 RP)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Str, +2 Dex, -2 Int) (0)
Languages
Standard (0)
Movement Racial Traits
Flight (+6)
Offense Racial Traits
Bite (+1)
Claws (+2)
Senses Racial Traits
Darkvision (-)
Blindsense (+4) Homebrew
Alternate Racial Traits
Blood Scent (+4) Homebrew

Sabosan Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence: A sabosan’s emaciated frame belies its strength and agility, which are not apparent from its gaunt appearance and slow wit.
Medium: Sabosan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sabosan have a base speed of 30 feet.
Flight: Sabosan have a fly speed of 40 feet with poor maneuverability.
Darkvision: Sabosan can see in the dark up to 60 feet.
Blindsense: Although they can see as well as any human in daylight, sabosan hunt at twilight or after dark when their echolocation-based blindsense ability that gives them a great advantage to notice things they cannot see. Sabosans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that a sabosan cannot see still has total concealment and sabosan still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of sabosans. Sabosan are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
Fangs: Sabosan gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons.
Claws: Sabosan receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Languages: Sabosan start with Common and Abyssal. Sabosans with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Giant, Gnome, Goblin, and Orc.

Alternate Racial Traits

Blood Scent: Some sabosans favor a keen sense of smell over other senses. A sabbosan can detect any creature at less than maximum hit points as if it had the scent ability. Those at full hit points cannot be detected by the blood scent ability. This racial trait replaces blindsense.

Sabosan Racial Feats

Dust Cloud
You can churn up great clouds of dust and debris to render your foes deaf and blind.
Prerequisites: Sabosan
Benefit: A sabosan gains Hover as a bonus feat, and can use this feat to create a dust cloud even though it is not Large. The resulting dust cloud has only a 30-foot radius.

Fell Shriek
You can funnel your screeches into blasts of high-pitched sounds capable of deafening other creatures.
Prerequisites: Sabosan
Benefit (Su): As a standard action, a sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful Fortitude save or be deafened for 1 minute. The save DC is 10 + 1/2 the Hit Dice + the Constitution modifier. Sabosan are immune to this ability.

Vampire Bat
Consuming blood reinvigorates you.
Prerequisite: Sabosan.
Benefit: You have acquired a taste for the blood of your foes. Whenever you drink fresh blood from a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution based skill checks and saving throws does not stack.
You can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. You can drink blood automatically as part of your bite attack. Once you bite the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

Vicious Swipe
Your claws cause your opponent to bleed.
Prerequisites: Sabosan
Benefit: When you damage an opponent with your claws, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Sabosan Equipment

Sabosan Guano
This glass container of highly concentrated bat guano shatters easily upon impact. You can throw the vial of foul-smelling substance as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round.
Create: Craft (alchemy) DC 20
Item Cost 120 gp; Weight 1 lb.

Anticoagulant Gel
Crafted from the saliva of vampire bats, the saliva has a protein that acts as an anticoagulant, this pungent rust-brown gel coats 1 medium weapon, 2 small weapons, or 20 pieces of ammunition per dose. Sabosan use this gel to further wear down their opponents and kill them that much quicker. When a weapon coated in the gel deals damage, it also inflicts bleed damage as well (1d4 for medium weapons, 1d3 for small weapons, 1 point for ammunition). Medium and small weapons lose the gel's effects after 3 such hits, while ammunition only benefits once from the gel.
Create: Craft (alchemy) DC 25
Item Cost 150 gp; Weight ½ lb.


This is also a possible option that might speak more to bugbears and the variants.

+2 Strength, +2 Dexterity, -2 Intelligence: Bugbears are brutal and swift creatures but dull witted.

Specialized (+2 Str, +2 Dex, -2 Int) (1 RP)

So that would bring down each on by 1 point.

Bugbear = 15
Koblak = 18
Murd = 15
Wikkawak = 18


I'm leaning more towards this option for the Murd.

Murd = 16 RP
Feat and Skill Racial Traits
Camouflage (1 RP) (Replaces Sneaky)
Magical Racial Traits
Spell-Like Ability, Greater (Gaseous Form) (3 RP)
Movement Racial Traits
Terrain Stride (Swamp) (1 RP)

In swampy environs or near great rivers, another form of bugbears, called murds, is said to exist. Its fur caked in muddy earth, the thing can turn into sludge-like tar. It’s said a murd fears all serpents and cannot enter a house where a snake is kept as a pet.

Murd Racial Traits
+2 Strength, +2 Dexterity: Murds are brutal and swift creatures.
Goblinoid: Murds are humanoids with the goblinoid subtype.
Medium: Murds are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Murds have a base speed of 30 feet.
Darkvision: Murds can see in the dark up to 60 feet..
Camouflage: Murds receive a +4 racial bonus on Stealth checks in marshes or near rivers.
Intimidating: Murds gain intimidating prowess as a bonus feat at 1st level.
Sludge: Murds can use a version of the gaseous form spell as a spell-like ability once per day. Murds can turn into viscous mud. When in mud form, a murd can squeeze through any gap water can and can “flow” uphill, against gravity (although it must succeed on Climb checks as normal).The caster level of the spell is equal to character level.
Scent: Murds favor a keen sense of smell, gaining the scent ability.
Swamp Stride (Ex): A murd can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a murd normally.
Thuggery: Intimidate, Perception, and Stealth are class skills for murds.
Languages: Murds begin play speaking Common and Goblin. Murds with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.


Yeah. I got all kinds of ideas with goblinoids for making my own module called We Be Goblins Three.


Edit : Wikkawak does not get (Intimidating) Intimidating Prowess. Improved Resistance replaces it.


Charau-Ka (Total RP = 15)
Type
Humanoid (charau-ka) [0 RP]
Size
Small [0 RP]
Base Speed
Normal Speed [0 RP]
Ability Score Modifiers
Specialized (+2 Str, +2 Con, -2 Int) [1 RP]
Languages
Standard [0 RP]
Feat and Skill Racial Traits
Static Bonus Feat (Throw Anything) [2 RP]
Movement Racial Traits
Climb [2 RP]
Offense Racial Traits
Bite [1 RP]
Shrieking Frenzy [2 RP] (homebrew)
Sense Racial Traits
Darkvision [2 RP]
Low-Light Vision [1 RP]
Scent [4 RP]


Good call there


Barggob (Goblin / Barghest) Racial Traits
+2 Dexterity, +2 Intelligence, -2 Charisma: Barggobs are nimble in body and mind, but not agreeable.
Barggob: Barggobs are humanoids with the goblinoid and shapechanger subtypes.
Small: Barggobs 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.
Normal Speed: A barggob has a base speed of 30 feet.
Darkvision: Barggobs can see in the dark up to 60 feet.
Barggob Magic (Sp): Barggobs gain the following spell-like ability: 1/day - Blink. The caster level of this spell is equal to the Barggob’s character level.
Bite: Barggobs gain a natural bite attack, dealing 1d4 damage. This bite is a primary attack or secondary attack if wielding manufactured weapons.
Shapechanger (Su): A barggob may change shape, appearing as a wolf of his actual size (beastshape I). Changing shape is a standard action. The barghob may adopt his alternate form a number of times per day equal to 1/2 his character level (minimum 1).
Stalking Hunter: Barggobs reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty. Perception and Stealth are always class skills for barggobs.
Languages: Barggobs begin play speaking Common and Goblin. Barggobs with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Alternate Racial Traits
Scent: Some Barggobs favor a keen sense of smell over other senses. Barggobs with this racial trait gain the scent ability. This racial trait replaces the stalking hunter racial trait.
Weapon Familiarity Goblins' traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Barggobs share this trait and are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces the stalking hunter trait.


Barghob (Hobgoblin / Barghest) Racial Traits
+2 Strength, +2 Wisdom, -2 Charisma: Barghobs are strong and wise, but not agreeable.
Barghob: Barghobs are humanoids with the goblinoid and shapechanger subtypes.
Medium: Barghobs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: A barghob has a base speed of 30 feet.
Darkvision: Barghobs can see in the dark up to 60 feet.
Barghob Magic (Sp): Barghobs gain the following spell-like abilities: 1/day - Levitate, Misdirection. The caster level of these spells are equal to the Barghob’s character level.
Claws: Barghobs receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Shapechanger (Su): A barghob may change shape, appearing as a wolf of his actual size (beastshape I). Changing shape is a standard action. The barghob may adopt his alternate form a number of times per day equal to 1/2 his character level (minimum 1).
Stalking Hunter: Barghobs reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty. Perception and Stealth are always class skills for barghobs.
Languages: Barghobs begin play speaking Common and Goblin. Barghobs with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Alternate Racial Traits
Scarred: A barghob can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.
Scent: Some Barghobs favor a keen sense of smell over other senses. Barghobs with this racial trait gain the scent ability. This racial trait replaces the stalking hunter racial trait.


Yeah I got the inspiration from them, picked that book up yesterday.


Yet Tieflings have a -2 CHA and gain SLA with caster level equal to level.


Weakness is not right according to the rules for ability distribution. Switched to Standard.

+2 Strength, +2 Wisdom, -2 Charisma: Barghobs are strong and wise, but not agreeable.

+2 Dexterity, +2 Intelligence, -2 Charisma: Barggobs are nimble in body and mind, but not agreeable.


SLA's are based on character level, not CHA.


Barghob (Hobgoblin / Barghest) RP = 15
Type
Humanoid (goblinoid) (shapechanger) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Str, +2 Con, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat & Skill Racial Traits
Sneaky (5 RP)
Magical Racial Traits
Change Shape (3 RP) (Homebrew)
Spell-Like Ability, Lesser (Misdirection, Levitate) (4 RP)
Movement Racial Traits
Offense Racial Traits
Claws (2 RP)
Senses Racial Traits
Darkvision (2 RP)
Alternate Racial Traits
Scent (4 RP) - replaces sneaky

Barggob (Goblin / Barghest) RP = 15
Type
Humanoid (goblinoid) (shapechanger) (0 RP)
Size
Small (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Dex, + 2 Con, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat & Skill Racial Traits
Sneaky Rider (6 RP)
Magical Racial Traits
Change Shape (3 RP) (Homebrew)
Spell-Like Ability, Lesser (Blink) (3 RP)
Movement Racial Traits
Offense Racial Traits
Bite (2 RP) - taken twice
Senses Racial Traits
Darkvision (2 RP)
Alternate Racial Traits
Scent (4 RP) - replaces sneaky rider

Barghob (Hobgoblin / Barghest) Racial Traits
+2 Strength, +2 Constitution, -4 Charisma: Barghobs are strong and hardy, but are not sociable.
Barghob: Barghobs are humanoids with the goblinoid and shapechanger subtypes.
Medium: Barghobs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: A barghob has a base speed of 30 feet.
Darkvision: Barghobs can see in the dark up to 60 feet.
Barghob Magic (Sp): Barghobs gain the following spell-like abilities: 1/day - Levitate, Misdirection. The caster level of these spells are equal to the Barghob’s character level.
Claws: Barghobs receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Shapechanger (Su): A barghob may change shape, appearing as a wolf of his actual size (beastshape I). Changing shape is a standard action. The barghob may adopt his alternate form a number of times per day equal to 1/2 his character level (minimum 1).
Sneaky: Barghobs receive a +4 racial bonus on Stealth checks.
Languages: Barghobs begin play speaking Common and Goblin. Barghobs with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Alternate Racial Traits
Bandy-Legged: Bandy-legged barghobs have an even more exaggerated stature than other barghobs, with bowed legs and massive shoulders. Barghobs with this racial trait gain a +2 racial bonus on Climb and Ride checks, and a +2 racial bonus to their CMD against bull rush or trip attempts while on solid ground. The base speed of bandy-legged barghobs is reduced to 20 feet.
Over-Sized Ears While barghobs ears are never dainty, these barghobs have freakishly large bat-like ears capable of picking up even the smallest sounds. Barghobs with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces the sneaky racial trait.
Scarred: A barghob can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.
Scent: Some Barghobs favor a keen sense of smell over other senses. Barghobs with this racial trait gain the scent ability. This racial trait replaces the sneaky racial trait.

Barggob (Goblin / Barghest) Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: Barghobs are quick and hardy, but are not sociable.
Barggob: Barggobs are humanoids with the goblinoid and shapechanger subtypes.
Small: Barggobs 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.
Normal Speed: A barggob has a base speed of 30 feet.
Darkvision: Barggobs can see in the dark up to 60 feet.
Barggob Magic (Sp): Barggobs gain the following spell-like ability: 1/day - Blink. The caster level of this spell is equal to the Barggob’s character level.
Bite: Barggobs gain a natural bite attack, dealing 1d4 damage. This bite is a primary attack or secondary attack if wielding manufactured weapons.
Shapechanger (Su): A barggob may change shape, appearing as a wolf of his actual size (beastshape I). Changing shape is a standard action. The barghob may adopt his alternate form a number of times per day equal to 1/2 his character level (minimum 1).
Skilled: Barggobs receive a +4 racial bonus on Ride and Stealth checks.
Languages: Barggobs begin play speaking Common and Goblin. Barggobs with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Alternate Racial Traits
Eat Anything Raised with little or no proper food, many barggobs have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Barggobs with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
Over-Sized Ears While barggobs ears are never dainty, these barggobs have freakishly large bat-like ears capable of picking up even the smallest sounds. Barggobs with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
Scent: Some Barggobs favor a keen sense of smell over other senses. Barggobs with this racial trait gain the scent ability. This racial trait replaces the skilled racial trait.
Weapon Familiarity Goblins' traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Barggobs share this trait and are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.

Barghob / Barggob Racial Feats

Feed
Consuming a corpse alters you.
Prerequisite: Barghob or Barggob.
Benefit: Once per day you can devour a humanoid’s corpse as a full round action. Your skin sheds during this process. Whenever you feed from such a creature, you gain 5 temporary hit points for every three Hit Dice you have and a +1 bonus on attacks and saves. The effects last 1 hour. This type of feeding is considered an evil act.

Call Pack
You and your animal companion form a pack of wolves.
Prerequisite: Barghob or Barggob, base attack bonus +2, wolf or goblin dog animal companion.
Benefit: When you shapechange into a wolf, you can unleash a long guttural howl. At the GM’s discretion, you are joined by 1d3 additional wolves or 1d4+1 goblin dogs as though you had cast summon nature’s ally II.


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Bugbear = 16 RP
Type
Humanoid (Goblinoid) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Flexible (+2 Str, +2 Dex) (2 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Static Bonus Feat (Intimidating Prowess) (2 RP)
Thuggery (1 RP) (Homebrew) (note- stealth free)
Sneaky (5 RP)
Senses Racial Traits
Darkvision 60 ft (2 RP)
Scent (4 RP)

Variant Racial Types

Koblak = 19 RP
Type
Half Undead (5 RP)
Senses Racial Traits
Darkvision (- RP)

Murd = 19 RP
Magical Racial Traits
Spell-Like Ability, Greater (Gaseous Form) (3 RP)

Wikkawak = 19 RP
Defense Racial Traits
Improved Resistance (Cold 5) (2 RP) (Replaces Static Bonus Feat)
Magical Racial Traits
Spell-Like Ability, Greater (Quench) (3 RP)

Bugbear Racial Traits
+2 Strength, +2 Dexterity: Bugbears are brutal and swift creatures.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet..
Intimidating: Bugbears gain intimidating prowess as a bonus feat at 1st level.
Scent: Bugbears favor a keen sense of smell, gaining the scent ability.
Sneaky: Bugbears gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for bugbears.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Some bugbears are stillborn, but suddenly wheeze in a sharp intake of breath and return to life a full hour after their dead birth. Forever half-dead, these things, called koblaks, have eyes even larger than their kin and see through walls and over hills. Koblaks are half in our world, half in the next, and they do not die easily. Time refuses to reap them, and some live for centuries.

Koblak Racial Traits
+2 Strength, +2 Dexterity: Koblaks are brutal and swift creatures.
Half-Undead: Koblaks are humanoids with the half-undead and goblinoid subtype.
Medium: Koblaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Koblaks have a base speed of 30 feet.
Darkvision: Koblaks can see in the dark up to 60 feet..
Intimidating: Koblaks gain intimidating prowess as a bonus feat at 1st level.
Resist Level Drain: Koblaks take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Scent: Koblaks favor a keen sense of smell, gaining the scent ability.
Sneaky: Koblaks gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for koblaks.
Undead Resistance: Koblaks gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Negative Energy Affinity: Koblaks are harmed by positive energy and healed by negative energy. A koblak with the fast healing special quality still benefits from that quality.
Languages: Koblaks begin play speaking Common and Goblin. Koblaks with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

In swampy environs or near great rivers, another form of bugbears, called murds, is said to exist. Its fur caked in muddy earth, the thing can turn into sludge-like tar. It’s said a murd fears all serpents and cannot enter a house where a snake is kept as a pet.

Murd Racial Traits
+2 Strength, +2 Dexterity: Murds are brutal and swift creatures.
Goblinoid: Murds are humanoids with the goblinoid subtype.
Medium: Murds are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Murds have a base speed of 30 feet.
Darkvision: Murds can see in the dark up to 60 feet..
Intimidating: Murds gain intimidating prowess as a bonus feat at 1st level.
Sludge: Murds can use a version of the gaseous form spell as a spell-like ability once per day. Murds can turn into viscous mud. When in mud form, a murd can squeeze through any gap water can and can “flow” uphill, against gravity (although it must succeed on Climb checks as normal).The caster level of the spell is equal to character level.
Scent: Murds favor a keen sense of smell, gaining the scent ability.
Sneaky: Murds gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for murds.
Languages: Murds begin play speaking Common and Goblin. Murds with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

In wintry climes, albino bugbears called wikkawaks prowl the glaciers by night, hunting settlers and prowling the frosted roofs of log cabins.

Wikkawak Racial Traits
+2 Strength, +2 Dexterity: Wikkawaks are brutal and swift creatures.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet.
Intimidating: Bugbears gain intimidating prowess as a bonus feat at 1st level.
Arctic Fur: Wikkawak gain resistance 5 to cold energy.
Snuff Out: Wikkawaks can use the quench spell as a spell-like ability once per day. The caster level of the spell is equal to character level.
Scent: Bugbears favor a keen sense of smell, gaining the scent ability.
Sneaky: Bugbears gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for bugbears.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Bugbear Feats

Smell Fear
You can catch the sour scent of fear on the wind.
Prerequisites: Bugbear.
Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.

Scent of Fear
All bugbears smell fear, but some sense it far more keenly than others. These bugbears gain advantages against most foes and prove particularly dangerous against those whose spirits are curdled by terror.
Prerequisites: Smell Fear Feat.
Benefit: You can track by smell and automatically pinpoint the location of opponents by scent alone if they are within 30 feet. In addition, you gain a +2 morale bonus on attack rolls against shaken or frightened opponents, and you can detect them at twice the normal scent range (120 feet, pinpoint at 60 feet). You gain a +2 bonus on all Will saves as long as a shaken or frightened target is in range. You cannot be surprised by anyone who is shaken or frightened within range of your enhanced sense of smell.

Sow Terror
Bugbears are stealthy, and sometimes they use their skill at furtiveness to inspire dread in their prey.
Prerequisite: Bugbear.
Benefit: Anytime you win an opposed Stealth check by 5 or more you might sow terror as a standard action. You do so by scraping your nails slightly on a solid surface, causing a board to creak ever so lightly, or rapping on a window pane. The victim cannot detect the source of the sound and dismisses it as the wind or some other mundane source, but the idea that something might be lurking nearby festers in the victim’s subconscious. The victim must roll a Will save (DC 10 + ½ your character level + your Charisma modifier) or become shaken for 1d4 rounds.


Dogfolk have a limited color spectrum. It is meant for enhancing roleplay dialogues. You can remove it if it does not feel right.


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Dogfolk = 9 RP
Type
Humanoid (dogfolk) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Flexible (+Wis, +2 Cha) (2 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Eternal Hope (2 RP)
Feat & Skill Racial Traits
Skill Bonus (Sense Motive) (2 RP)
Skill Bonus (Survival) (2 RP)
Movement Racial Traits
Sprinter (1 RP)
Senses Racial Traits
Color Blind (-1 RP) (Homebrew)
Low-Light Vision (1 RP)
Alternate Racial Traits
Bite (1 RP) (replaces Sprinter)
Scent (4 RP) (replaces both Skill Bonus)

Dogfolk Racial Traits
+2 Wisdom, +2 Charisma: Dogfolk are observant and sociable.
Dogfolk: Dogfolk are humanoids with the dogfolk subtype.
Medium: Dogfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dogfolk have a base speed of 30 feet.
Low-Light Vision: In dim light, dogfolk can see twice as far as humans.
Color Blind (Ex): Dogfolk cannot distinguish colors.
Eternal Hope: Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, dogfolk may reroll and use the second result.
Comprehensive: Dogfolk receive a +2 racial bonus on Sense Motive and Survival checks.
Bounding Gait: Dogfolk gain a 10-foot racial bonus to their speed when using the charge, run or withdraw actions.
Languages: Dogfolk begin play speaking Common and Dogfolk. Dogfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Hafling, Orc, and Sylvan.

Alternate Racial Traits

Bite: Some Dogfolk have a stronger and more develop bite than other members of their race, and can use it to make an attack. Dogfolk with this racial trait gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons. This racial trait replaces the bounding gait racial trait.

Scent: Some Dogfolk favor a keen sense of smell over other senses. Dogfolk with this racial trait gain the scent ability. This racial trait replaces the comprehensive racial trait.

Dogfolk Racial Feats

Fetch (Combat)
You are skilled at dragging foes around the battlefield.
Prerequisites: Dogfolk, Str 13, Power Attack, base attack bonus +1, bite racial trait.
Benefit: You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you. You can do all of this with just your mouth, allowing you to attack without the restrictions of a light or one-handed weapon.
Normal: You provoke an attack of opportunity when performing a drag combat maneuver.

Unnerving (Combat)
You are skilled at causing fear in those you brutalize.
Prerequisite: Dogfolk, Intimidate 1 rank.
Benefit: Barking at your enemy, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken until the start of your next turn.

Dogfolk Random Starting Ages
Adulthood ♦ Intuitive 1 ♦ Self-Taught 2 ♦ Trained 3
15 years ♦ +1d4 ♦ +1d6 ♦ +2d6

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wiazrds.

Dogfolk Aging Effects
Middle Age 1 ♦ Old 2 ♦ Vererable 3 ♦ Maximum Age
35 years ♦ 53 years ♦ 70 years ♦ 70 + 2d20 years

1 At middle age, -1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, -2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, -3 Str, Dex, and Con and +1 to Int, Wis, and Cha.

Dogfolk Random Height and Weight
Base Height ♦ Base Weight ♦ Modifier ♦ Weight Multiplier
Dogfolk, male ♦ 4 ft 10 in ♦ 120 lbs ♦ 2d8 ♦ x 5 lbs
Dogfolk, female ♦ 4 ft 5 in ♦ 85 lbs ♦ 2d8 ♦ x 5 lbs

Physical Description

Dogfolk resemble that of a dog, body covered in fur, along with a tail. Dogfolk have some variation in fur patterns, but they tend to resemble long-muzzles and perky-ears. Pitbull or Cane Corso breeds dwell in Cheliax. Hound breeds are present in Ustalav and further north in Ulfen territory, such as Wolfhounds. Pinschers in Taldan, German Shepherds and Labradors in Absalom. Siberian Husky breeds can be seen around Irrisen and the High Ice. African Wild Dogs are prevalent in Garund. Even Chow Chows in Tian Xia.

Society

Most dogfolk dwell among nomadic packs, natural explorers who rarely tire of trailblazing, though some packs have acclimated well to urban environments. As a culture, dogfolk are predatorial toward suspicious outsiders, yet they exude loyalty and generosity. They like belonging to a group whose members work together to accomplish great deeds and enriching rewards. Most individual dogfolk enjoy attention, and they tend to be expressive in body language in dog-like ways, wagging of the tail, position of the ears, and growling when angry.

Relations

Adaptable and curious, dogfolk get along with almost any race that extends reciprocal goodwill. They can prolong an grudging acclimation to other races upon instinctual or wary predation. Dogfolk and elves share a passionate nature. Humans make natural companions for dogfolk. The feral nature of gnolls stirs revulsion among dogfolk, as they don’t understand savagery and propensity for wanton destruction. Dogfolk are quick to anger by catfolk, as they disdain playful deception and sultry innuendo. Many assert this resentment in accordance with an old tale about extending the first friendship to one catfolk, only to be swiped across the eye, asserting this is the reasoning behind not being able to distinguish some colors.

Alignment and Religion

With community and good-natured at the center of their culture, as well as a willingness to adapt to the customs of many other races, most dogfolk tend toward good alignments. The gods Erastil and Sarenrae speak to the souls of dogfolk, and many packs depict them as dogfolk themselves.

Adventurers

Natural born trackers, the huntergatherer aspect of their packs pushes many dogfolk toward occupations as rangers and druids.While some dogfolk paladins and inquisitors are a common sight due to their mindset of steadfast dedication to a cause. Their impact upon Golarion is far spread and very diverse. Some Dogfolk are guardians for Osirian temples and Katapesh nobles. Others operate under an exclusive and secretive pack or order for the Hellknights. While others are exemplified for their bravery and unflinching resolve deep within the Worldwound.


Vanara Heritages, similar to Blood Series

Blackcape
Ancestry Gorilla
Regions Garund
Ability Modifiers +2 Str, +2 Con, -2 Int
Alternate Racial Trait Cornered Fury [4 RP], remove prehensile tail

Cornered Fury: Prerequisites: None; Benefit: Whenever a blackcape is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.This racial trait replaces the prehensile tail trait.

Whitecape
Ancestry Baboon
Regions Katapesh, Garund
Ability Modifiers +2 Dex, +2 Con, -2 Cha
Alternate Racial Trait Bite [2 RP] taken twice, remove prehensile tail [2 RP]

Bite: Whitecapes 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. This racial trait replace the prehensile tail trait.

Wintercape
Ancestry Nihonzaru (Snow Monkey)
Regions Tian Xia
Ability Modifiers +2 Con, +2 Wis, -2 Int
Alternate Racial Trait Energy Resistance (cold 5) [1 RP], remove prehensile tail [2 RP]

Energy Resistance: Wintercapes have resistance 5 to cold energy. This racial trait replaces the prehensile tail trait.

Nightcape
Ancestry Douroucoulis (Night Monkey)
Regions Ustalav, Darklands, Avistan
Ability Score Modifiers +2 Dex, +2 Int, -2 Wis
Alternate Racial Trait Darkvision [2 RP]

Darkvision: Nightcapes can see in the dark up to 60 feet.

Orangecape
Ancestry Orangutan
Regions Tian Xia
Ability Score Modifiers +2 Str, +2 Int, -2 Cha
Alternate Racial Trait Curiosity [4 RP], remove prehensile tail [2 RP]

Curiosity: Orangecapes are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces the prehensile tail trait.

Howlingcape
Ancestry Howler Monkey
Regions Garund, Ustalav
Ability Score Modifiers +2 Con, +2 Cha, -2 Int
Alternate Racial Trait Guttural Howl (homebrew) [2 RP]

Guttural Howl: Whenever a howlingcape successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the howlingcape can instead decide to make the target frightened for 1 round.

Spidercape
Ancestry Spider Monkey
Regions Garund
Ability Score Modifiers +2 Dex, +2 Wis, -2 Int
Alternate Racial Trait Sprinter [1 RP], Terrain Stride (forest) [1 RP]

Terrain Sprinter: Spidercapes gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Spidercapes can move through natural difficult terrain at their normal speed while within and along forest canopy. Magically altered terrain affects them normally.

Ringedcape
Ancestry Ring-tailed Lemur
Regions Garund
Ability Score Modifiers +2 Dex, +2 Cha, -2 Int
Alternate Racial Trait Jumper [2 RP], remove prehensile tail (long tail but not prehensile) [2 RP]

Jumper: Ringedcapes are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces the prehensile tail trait, even though they still have a lone tail.


Thank you everyone for all of your input. I have so many entertaining things to consider now with a chalkboard no longer blank. Thanks again community!


Has anyone ever had to fight their duplicate self, such as Evil Twin? Any suggestions for running that against the party? Considering an event on the Shadow Plane.


Thank You!


Do you divide story award listed amount XP among the players?


The enhanced dexterity & wisdom and lowered intelligence is based off what I found in the bestiary listing for kappa. Change what you want obviously, this is just my interpretation.


Kappa RP = 15
Type
Monstrous Humanoid (3 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifier
Standard (+2 Dex, -2 Int, +2 Wis) (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Energy Resistance (acid 5/cold 5) (2 RP)
Natural Armor (2 RP)
Hide in Shell (Homebrew) (3 RP)
Movement Racial Traits
Swim (3 RP)
Advanced Traits
Powerful Swimmer (1 RP)
Offensive Racial Traits
Advanced Traits
Claws (2 RP)
Senses Racial Traits
Darkvision (-RP)
Weakness Racial Traits
Head Bowl (Homebrew) (-2 RP)
Other Racial Traits
Amphibious (2 RP)
Unusual body type (Homebrew) (-2 RP)

Kappa Racial Traits
+2 Dexterity,-2 Intelligence,+2 Wisdom: Kappa are wise, possessing a long lifespan, are fast, but slow-witted.
Small: Kappa 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: Kappa have a base speed of 20 feet.
Swim: Kappa have a swim speed of 40 feet and gain +8 racial bonus on Swim checks that a swim speed normally grants.
Amphibious: Kappa can breathe both air and water.
Natural Armor: Kappa gain a +1 natural armor bonus.
Claws: Kappa receive two claw attacks. These are primary natural attacks that deal 1d3 damage.
Energy Resistance: Kappa have ties to the plane of earth and water. Therefore they have resistances of 5 acid and 5 cold.
Head Bowl (Su): The basin atop a kappa’s head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own.
If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn’t have to be from the kappa’s home, but the kappa refills its head bowl from there at its first opportunity.
Hide in Shell: As a move action a Kappa may retract their extremities into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 50% concealment from ranged attacks. When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, or cast spells (unless they are verbal). They must remain in this form for at least one complete round. To come out of their shell they must spend another move action (this does not provoke AoO).
Unusual Body Type: Armor cost Kappas an additional amount due to their unusual body type. 25% more for Light Armor, 50% more for Medium Armor, 75% more for Heavy Armor.
Languages: Kappa begin play speaking Common and Aquan. Kappa with high intelligence scores can choose from the following: Draconic, Tien, and Terran.

Alternate Racial Traits
Snapping Turtle (3 RP): Some Kappa derive from the snapping turtle with a more
pronounced beak-like mouth and receive a natural bite attack, dealing 1d4 damage.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. In addition, the shell is more rigid and functions as armor spikes for the purposes of grapple. This trait replaces Amphibious but they gain Hold Breath. Kappa can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocation.
Notes: Kappa Total RP = 16; Bite (1 RP) + Armor Spike (1 RP) + Hold Breath (1 RP) - Amphibious (2 RP)

Desert Strider (5 RP): Some Kappa derive from the tortoise and 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.This racial trait replaces Swim and Amphibious but they gain the ability to burrow with a speed of 20 feet.
Notes: Kappa Total RP = 14; Desert Runner (2 RP) + Burrow (3 RP) - Swim (3 RP) - Powerful Swimmer (1 RP) - Amphibious (2 RP)


Morlock = 14 RP
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Dex, -2 Int, -4 Cha) (-3 RP)
Languages
Xenophobic (Undercommon) (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Immunities (Homebrew) (Poison & Disease) (2 RP)
Movement Racial Traits
Climb (2 RP)
Fast (1 RP)
Offense Racial Traits
Leap Attack (Homebrew) (2 RP)
Swarming (2 RP)
Senses Racial Traits
Darkvision (60 ft) (- RP)
Darkvision (120 ft) (Homebrew) (1 RP)
Scent (4 RP)
Weakness Racial Traits
Light Blindness (-2 RP)

Alternate Racial Traits
Expert Climber (4 RP) (Homebrew) (Replaces Scent)
Silent Hunter (2 RP) (Replaces Natural Armor)


This is a draft version. Let me know if anything is off somewhere.


Grimlock
+2 Strength, -2 Wisdom, –4 Charisma: Grimlocks are strong, but destructive and unnerving.
Medium: Grimlocks are medium creatures and have no bonuses or penalties due to their size.
Axe Bearer: Grimlocks are proficient with the Battleaxe, Great Axe, Handaxe, and Pickaxe.
Blindsight : Grimlocks possess the extraordinary ability to use a combination of non-visual senses to operate effectively without vision. Such senses include acute scent and keen hearing. This makes invisibility and concealment irrelevant to Grimlocks (though they can't see ethereal creatures). This ability operates out to a range of 40 feet. Grimlocks are not able to read, distinguish color or visual contrast. Blinding attacks do not penalize them. Deafening attacks thwart blindsight since they rely on hearing yet Grimlocks function as though they have the Blind-Fight Feat whenever hearing and/or smell are negated. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Blind: Grimlocks cannot see. The most startling feature is that Grimlocks have the absence of eyes and eye sockets. They are immune to gaze attacks and visual effects. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) if they fall outside of the Grimlocks range of Blindsight.
Camouflage: Grimlocks gain a +4 racial bonus on Stealth checks while Underground or among Mountains.
Perceiving: Grimlocks gain a +2 racial bonus on Perception checks.
Scaled and Scarred: Grimlocks gain a +2 natural armor bonus to their Armor Class.
Scent: Grimlocks are able to detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights. Grimlocks can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a Grimlock detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. A Grimlock can take a move action to note the direction of the scent. When you are within 5 feet of the source, you can pinpoint the source’s location. Grimlocks can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Grimlocks tracking by scent ignore the effects of surface conditions and poor visibility.
Languages: Grimlocks begin play speaking Grimlock and Undercommon. Grimlocks with a high Intelligence scores can choose from the following: Abyssal, Aklo, Azlanti, Common, Dwarven, Elven, and Shadow tongue. -Grimfolk tongue: A mix of Aklo, Azlanti, and Undercommon.


Grimlock = 13 RP
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Greater Weakness (+2 Str, -2 Wis, -4 Cha) (-3 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Improved Natural Armor (1 RP)
Feat and Skill Racial Traits
Camouflage (Homebrew) (Mountain & Underground) (2 RP)
Skill Bonus (Perception) (2 RP)
Static Bonus Feat (Blind-Fight) (2 RP)
Offense Racial Traits
Weapon Familiarity (Battle Axe, Great Axe, Handaxe, and Pickaxe) (1 RP)
Senses Racial Traits
Blindsight (Homebrew 40 ft) (4 RP)
Darkvision (-2 RP)
Scent (4 RP)
Weakness Racial Traits
Blind (Homebrew) (-3 RP)


Minotaur (13 RP)
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized (+2 Con, +2 Int, -2 Cha) (1 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Natural Cunning (4 RP) (Homebrew)
Offensive Racial Traits
Natural Attack (1 RP)
Powerful Charge (2 RP) (Homebrew)
Senses Racial Traits
Darkvision (- RP)

Minotaurs Racial Traits
+2 Constitution, +2 Intelligence, -2 Charisma: Minotaurs are physically tough with innate cunning, and stereotypical attitudes.
Medium: Minotaurs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Minotaurs have a base speed of 30 feet.
Darkvision: Minotaurs can see in the dark up to 60 feet.
Tough Hide: Minotaurs have tough hides which provides a +1 natural armor bonus.
Gore: Minotaurs may gore with their horns as a primary natural attack, inflicting 1d6 damage + strength bonus.
Powerful Charge: When a Minotaur charges, it deals twice the number of damage dice with its gore attack, plus 1-1/2 times its strength bonus.
Natural Cunning: Minotaurs are immune to magical confusion, including daze and the maze spell which prevents them from ever becoming lost.
Languages: Minotaurs begin play speaking Common and Giant. Minotaurs with high Intelligence can choose any of the following languages: Draconic, Dwarven, Gnoll, Goblin, and Orc.

Alternate Race Creation GM Rules:
Large Size: (7 RP) Due to their size, Minotaurs gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. Minotaurs also take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks to their CMD, and a -4 size penalty on Stealth checks. Minotaurs take up a space that is 10 feet by 10 feet and gains a reach of 10 feet. Gore is now increased to 1d8 damage based on Large size.
Powerful Build: (4 RP) The physical stature of Minotaurs lets them function in many ways as if they were one size category larger. Whenever a Minotaur is subject to a size modifier for an opposed check (such as during grapple check, bull rush attempts, and trip attempts), Minotaurs are treated as on size category larger if doing so is advantageous. Minotaurs are also considered to be one size larger when determining where a creature's special attacks based on size (such as grab or swallow whole) can affect him. Minotaurs can use weapons designed for a creature one size larger without penalty. However his space and reach remain those of a creature of his actual size. The benefits of the racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


I'm also working on other degenerate descendants such as the Morlock and Grimlock.


I'm making a few evolved Azlanti themed races for a Darklands setting. Similar to races presented in the Forgotten Realms Underdark source material. Inspired by the High Imaskari, I wanted to create an emerging race that is not as powerful as the +2 to every stat. Presented below is a draft version.

Pureblood Azlanti (15 RP)
Type
Humanoid (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Flexible Human Heritage (Homebrew) (+2 to any 2 Ability Scores) (2 RP)
Languages
Linguist (1 RP)
Racial Traits
Feat and Skill Racial Traits
Flexible Bonus Feat (4 RP)
Skilled (4 RP)
Skill Training (1 RP) (Spellcraft & Use Magic Device)
Magical Racial Traits
Magical Linguist (2 RP)
Senses Racial Traits
Darkvision (2 RP)
Weakness Racial Traits
Light Sensitivity (-1 RP)

Alternate Racial Traits
Recall (4 RP)

Recall: Drawing upon the ambient flows of magic, 1/day recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.This racial trait replaces the Flexible Bonus Feat.


Dark Folk = 13 RP
Type
Humanoid (dark folk) (0 RP)
Size
Small (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Specialized (+2 Dex, +2 Con, -2 Cha) (1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Underground Sneak (5 RP)
Magical Racial Traits
Constant Spell-Like Divination (Detect Magic) (3 RP)
Spell-Like Ability, Lesser (Darkness) (2 RP)
Offense Racial Traits
Poison Use (1 RP)
Other Racial Traits
Death Throes (-1 RP)
Senses Racial Traits
See In Darkness (4 RP)
Weakness Racial Traits
Light Blindness (-2 RP)

Alternate Racial Traits
Medium (0 RP)
Soul Harvest (5 RP)

Dark Folk
+2 Dexterity, +2 Constitution, –2 Charisma: Dark folk are quick and forceful, but tend to be set in their ways and slow to accept new ideas and innovations.
Small: Dark folk 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.
Normal Speed: Dark folk have a base speed of 30 feet.
See in Darkness: Dark folk can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Dark Folk Magic: Dark Folk can use Detect Magic as a constant spell-like ability. Dark folk can cast Darkness as a spell-like ability once per day. The caster level of the spells is equal to the user’s character level.
Light Blindness: Abrupt exposure to bright light blinds dark folk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Underground Sneak: Dark folk gain a +2 racial bonus on Craft (Alchemy), Perception, and Stealth checks.This bonus increases to a +4 bonus while underground.
Poison Use: Dark Folk are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Death Throes: When a dark folk is slain, it's body erupts in a release of energy, it's gear and treasure are unaffected by this effect.
Languages: Dark folk begin play speaking Dark folk and Undercommon. Dark folk with a high Intelligence scores can choose from the following: Abyssal, Aklo, Azlanti, Common, Dwarven, Elven, and Shadow tongue. -Dark folk tongue: A mix of Aklo, Azlanti, and Undercommon.

Alternate Racial Traits
Medium: Some Dark Folk are taller than their kin. This racial trait replaces small.
Soul Harvest (Su): When a dark folk damages a flat-footed foe or a foe it is flanking with a melee touch spell or spell-like ability that deals hit point damage, the spell does an additional 1d6 points of damage and the dark folk gains an equal amount of temporary hit points. These temporary hit points last for a maximum of 1 hour. This racial trait replaces Dark Folk Magic.


You should be fine. I have seen people add 1d6 every odd level and +1 every even level. I had the PCs use the NPCs alongside caravan combat. Caravan fights caravan monster stat, while NPCs fight caravan monster but using the bestiary stats. Caravan combat ends when the NPCs win or caravan wins, whichever comes first.

I have the party level up the npcs usually staying within the character concept and theme. That stops any grumbling that the PCs are babysitting the caravan and NPCs. Then you save yourself from leveling NPCs for a specific scenario or side quests.


If the party defeated Akinosa already. This could be a good option.

Spirit of Akinosa:

Akinosa, The Ever-Seeking Dreamer CR 11
XP 12,800
NE male aranea spirit
Notice Perception DC 25 (the smell of intoxicating flowers and clicking mandibles)
hp 65
Will Save DC 22

Ongoing Effect
You desire a drug induced torpor. Seeking unawareness of reality and dream, if opium is not available then you search for the indulgence of any alcohol to dull your senses. What better than to forcibly take the endless supply of sake provided by the flask. During this period, you take on an interesting trait and skill set of Araneas.

Bane
Just like drugs, alcohol can be abused and have significant negative effects. In general, you can consume a number of alcoholic beverages equal to 1 plus double your Constitution modifier before being sickened for 1 hour equal to the number of drinks above the maximum. When resolved to drink from the flask of sake upon the first time, make a Fortitude save DC 20 to avoid becoming addicted. You must drink sake every day, or refuse any potion and non-alcoholic drink offered to you.
If or when opium first becomes available, make a Fortitude save DC 20 to avoid becoming addicted. Like Akinosa, you crave opium, a highly addictive drug. While under the effects of opium, you gain +1d8 temporary hit points and a +2 alchemical bonus on Fortitude saves for 1 hour, but you are also fatigued during that time, and take 1d4 points of Constitution damage and 1d4 points of Wisdom damage. You must inhale opium every day, or take a –2 penalty to Dexterity, Constitution, Strength, and Wisdom scores and be unable to heal ability damage caused by the drug until you take another dose.
Rules for drugs and addiction can be found on pages 236–237 of the GameMastery Guide.

Boon
Spinnerets (Ex): As a swift action, you can extrude 20-foot strands of organic cable from the pulse points in your wrists. You may extrude three cables per day. The strands are sticky, and can be used to make a ranged touch attack against a target, giving it the entangled condition for 1 minute per every 2 character levels you possess, on a failed Reflex save, DC 10 + ½ your character level. The stands may also be used as rope, and dissolve after 24 hours. You may also use your spinneret strands as retractable cables, effectively lifting you from the ground to an anchor up to 20 feet, or like a swinging rope to cross obstacles.

Spinneret Tactics
You remember the tactics the Araneas used against you within The House of Withered Blossoms, and turn those same maneuvers upon your enemies. Performing any of these requires the use of one free hand during any spinneret maneuver.
Web-Slinging: This favored tactic involves creating a web and then using that web as a swinging rope to fight from. Generally speaking, you are considered to be on higher ground for these attacks (+1 on melee attacks). To use this tactic, you must first throw a web to a nearby fixed point (usually a ceiling or beam, both of which are generally Large, with an AC of 9).
Angry Falling Leaves: In this attack, you use a web to break your fall and suddenly drop up to 20 feet downward into combat, treating yourself as a falling object, crashing into an opponent from above. This attack requires a melee touch attack, and deals 2d6 points of damage. You receive 1d6 points of damage if this attack is successful.
Attack of the Lotus Whirlwind: In this attack, put yourself into a spin as you descend from your web. If you descend 20 feet using this attack, the descent counts as a charge.
Graceful Descent of the Flying Blade: You can swing up to the web’s length (moving up to your speed) and make a single melee attack action without provoking an attack of opportunity, similar to the Spring Attack Feat. Doing so requires an Acrobatics check with a DC equal to the opponent’s CMD. You then release the web and drop to the ground.

Dismissal
Remove Disease dismisses Akinosa.
The unpleasant crave does not continue even after Akinosa is dismissed. Should you take a dose of opium or alcohol you became addicted to, you immediately relapse, causing the addiction DC to instantly return.


Mythic Akinosa:

Akinosa CR 11/MR 5
XP 25,600
Male aranea sorcerer 7 (Pathfinder RPG Bestiary 2 30)
NE Medium magical beast (shapechanger, mythic)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 31, touch 15, flat-footed 26 (+4 armor, +4 Dex, +1 dodge, +8 natural, +4 shield)
hp 125 (12 HD; 5d10+7d6+74)
Fort +13, Ref +14, Will +9, DR 10/Epic
Weaknesses opium addict
OFFENSE
Speed 50 ft., climb 30 ft., fly 60 ft. (good) (cannot run or charge)
Melee bite +12 (1d6–1 plus poison) or
dagger of venom +13/+8 (1d4/19–20)
Ranged mwk blowgun +13 (1d2 plus Medium spider venom)
Special Attacks long limbs (+5 ft.), poison (DC 15), web (+12 ranged, DC 15, 5 hp)
mythic power (5/day, surge +1d8, mirror dodge) competent caster (mythic), dual initiative (mythic), fortification (mythic), simple divine spellcasting (mythic), poisonous blood (mythic)
Bloodline Spell-Like Abilities (CL 12th; concentration +17)
8/day—acidic ray (1d6+3 acid)
Sorcerer Spells Known (CL 12th; concentration +17)
6th (3/day)—chain lightning (DC 23)
5th (6/day)—baleful polymorph (DC 22), interposing hand
4th (7/day)—dimension door, scrying (DC 21), stone shape
3rd (7/day)—fly, haste, lightning bolt (DC 20), slow (DC 20), tongues
2nd (7/day)—acid arrow, blur, false life, mirror image, scorching ray, see invisibility
1st (8/day)—burning hands (DC 18), charm person (DC 18), enlarge person, mage armor, magic missile, shield
0 (at will)—acid splash, detect magic, ghost sound (DC 17), mage hand, message, ray of frost, read magic, resistance, touch of fatigue (DC 17)
Divine Spell Known (all spells 1/day) (CL 12th)
6th Blade Barrier (DC 23), Heal
4th Cure Critical Wounds
3rd Cure Serious Wounds, Invisibility Purge (DC 20)
Bloodline Aberrant
STATISTICS
Str 8, Dex 18, Con 18, Int 12, Wis 14, Cha 25
Base Atk +8; CMB +7; CMD 22
Feats Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Improved Initiative, Improved Initiative (mythic), Lightning Reflexes, Lightning Reflexes (mythic), Toughness, Weapon Finesse, Weapon Finesse (mythic)
Skills Acrobatics +13, Climb +14, Escape Artist +8, Fly +12, Intimidate +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +5, Perception +10, Spellcraft +8, Stealth +9
Languages Common, Sylvan, Tien
SQ bloodline arcana (+50% duration on polymorphs), change shape (humanoid, alter self )
Combat Gear wand of lightning bolt (23 charges), Medium spider venom (4 doses); Other Gear dagger of venom, masterwork blowgun with 10 darts, cloak of resistance +2, flask of endless sake (see page 60), silver sake drinking bowl (worth 110 gp), magnificently carved hardwood ball medallion depicting the world being devoured by an imperial dragon (worth 50 gp), silver mirror worth 1,000 gp (focus for scrying spell), 2 doses of opium (worth 50 gp total), keys to all locks in the aboveground levels of the House of the Withered Blossoms

SPECIAL ABILITIES
Opium Addict (Ex) Akinosa is addicted to opium (see the sidebar on page 29). While under the effects of the drug, he gains +1d8 temporary hit points and a +2 alchemical bonus on Fortitude saves for 1 hour, but he is also fatigued. In addition, he has taken 2 points of Constitution damage and 2 points of Wisdom damage from the drug (already reflected in the stat block).


Mythic Munasukaru:

Mythic Munasukaru, the Least CR 13 / MR 6
XP 76,800
Female ja noi fighter (polearm master) 8 (see page 90, Pathfinder RPG Advanced Player’s Guide 106)
LE Medium outsider (oni, goblinoid, native, shapechanger, mythic)
Init +9; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 35, touch 18, flat-footed 29 (+7 armor, +2 deflection, +5 Dex, +1 dodge, +10 natural)
hp 266 (14d10+129+60); regeneration 3 (acid or fire); DR 10/Epic
Fort +18, Ref +13, Will +8
Weaknesses negative level
OFFENSE
Speed 50 ft., fly 40 ft. (good)
Melee thundering blade +24/+19/+14 (1d8+15/19–20/×4)
Ranged mwk repeating heavy crossbow with screaming bolt +20/+15/+10 (1d10+3/19–20)
Special Attacks pole fighting* –3, polearm training* +1, steadfast pike* +2, mythic power (6/day, surge +1d8, backlash, impossible speed), backlash (mythic), clean blade (mythic), sweeping strike (mythic), impossible speed (mythic), block attacks (mythic), second save (mythic), fortification (mythic)
Spell-Like Abilities (CL 5th; concentration +6)
3/day—command (DC 12), doom (DC 12), fly, magic weapon
1/day—bull’s strength
* See the Advanced Player’s Guide.

STATISTICS
Str 26, Dex 20, Con 26, Int 12, Wis 16, Cha 12
Base Atk +14; CMB +21; CMD 39
Feats Combat Reflexes, Critical Focus, Deceitful, Dodge, Exotic Weapon Proficiency (repeating heavy crossbow), Improved Critical (naginata), Improved Initiative, Improved Initiative (mythic) Iron Will, Iron Will (mythic), Lightning Reflexes, Lightning Reflexes (mythic), Vital Strike, Weapon Focus (naginata), Weapon Specialization (naginata)
Skills Bluff +17, Disguise +12, Fly +14, Intimidate +17, Perception +19, Sense Motive +12, Stealth +10
Languages Common, Goblin, Tien
SQ change shape (Small or Medium humanoid, alter self ), serene fighter
Combat Gear screaming bolts (10); Other Gear, do-maru of broken flesh (+2 do-maru; see page 60), thundering blade of the House of Sugimatu (+1 thundering naginata; see page 61), masterwork repeating crossbow, flawed crystal ball (the subject of the scrying automatically notices the magical sensor created by the crystal ball), clear spindle ioun stone, ring of protection +2
SPECIAL ABILITIES
Negative Level Wielding the thundering blade of the House of Sugimatu gives Munasukaru a permanent negative level. This negative level remains as long Munasukaru wields the naginata.


I made a Mythic Munasukaru and Mythic Akinosa if you would like to use those to challenge the party.


Wow, just wow. Thank you! That's very helpful and I appreciate the different options you considered.


If you are familiar with Radovan and Jeggare from the many Pathfinder Novels detailing their adventures, particularly Master of Devils, how would you build the Shadowless Sword?

I'm thinking temple sword and true seeing ability. Any suggestions?