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About william Nightmooncustom races:
Quillick This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills. Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children. They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick. Quillick live in freshwater, particularly large lakes where they can build their cities. Type:Aberration(aquatic)(3RP)
RP total:12 Chitian
Willowin
Sprizi
Traits
Dargrim
Half-drow/elf:
Abilities: Elven blood (0 RP): +2 to Dex, -2 to Con, and either a +2 to Int or to Cha. Type: Humanoid (0 RP), half-drow are humanoids with the Elf subtype size: medium (0 RP), no size modifyers speed: Normal speed (0 RP):30" languages: standard (0 RP):half drow begin knowing elven and either common or undercommon, those with high intelligence can learn Common, Undercommon, Orc, Dwarven, Drow sign language, Gnome, Celestial, or Infernal. Elven Immunities (2 RP):Prerequisite: Elf subtype; Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Keen Senses(2 RP): Half-drow gain a +2 racial bonus on Perception checks Weapon Familiarity(2 RP): Half-drow are proficient with longbows (including composite longbows), longswords, Shortswords, and Hand crossbows, and treat any weapon with the word "elven" in its name as a martial weapon. Spell-Like Abilities(4 RP): A half-drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level. Dark vision 60ft(2 RP):Members of this race can see in the dark up to 60 feet. Poison Use(1 RP): Drow are skilled in the use of poison and never risk accidentally poisoning themselves
Winged Elves:
the winged elves are said to once have been the cross breed between angels and Elves, some say they are birds who where polymorphed into elves, but kept many of their original traits.
type:Humanoid(elf) 0Rp
Elven Immunities (2 RP): Prerequisite: Elf subtype; Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Keen Sight(4RP): Winged Elves gain a +2 to perception checks like all elves, however this increases to +4 on sight based checks during the day or in well lit areas Natural Flyer(2RP): winged elves gain a +2 to fly checks and Fly is always a class skill for them. Weapon Familiarity:(2RP) winged elves begin with proficiency with longswords, bows, Bolas, and treat weapons of the Elf group as martial weapons. low light vision(1RP): winged elves can see twice as far as other races in dim light.
Siftsa(small catfolk):
Siftsa are an offshoot of catfolk native to an island. They are commonly mistaken for catfolk children outside of their homeland. Type:Humanoid(catfolk)
Ability modifier:+2dex,+2Cha,-2Str Lesser Serpentfolk:
this is an adaptation for a low power serpentfolk without the hitdie or high creature rank.
Monstrous Humanoid(Serpentfolk) (3RP)
Legless:Serpentfolk are legless and can't be tripped (4RP) Poison Resistance (3 RP): Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. Lesser, spell-like ability: 1/day-Disguise self (humanoids only), Ventriloquism(2RP) Bite(2RP): 1d4, primary attack Venomous:(based off toxic)Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.(saliva, and can instead apply it to a bite attack as a free action)(2RP)
Lapin(Rabbitmen):
A History: Lapin are a young race, still in the tribal era of their culture. However they show great promise. Although they are not very smart, they are inventive. They are often found wielding exotic weapons, or blowguns. They often use various poisons, but haven't to develop a good knack quite yet. Culture: Lapin live in hilled plains and warm forests. They build underground borrows in which they spend most of their time building and scavaging. Most learn to farm at a young age, and almost all are trained with their standard weapons (boomerang and Kukri), although they do worship gods, mostly nature gods.
Relations: Lapin get along best with Halflings and Gnomes, the small humanoids easily fitting right in with them. They are often found near halfling settlements, making trade with the kind homely folk. Unlike halflings, Lapin tend to not travel around alot, and so many halfling settlements merge with them until the halfling move on.
Adventurers Lapin often join Groups of adventurers because they themselves are curious. They fill the roll of Ranger or Rouge, however a Lapin Fighter or Even Socerer aren't often too rare. Traits
Size:Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Speed:Normal-30 feet Stats:Specialized-(1RP) +2 Dex, +2 Str, -2Int. Lapin are strong and fast despite their small frame, but they have smaller brains and can't comprehend complex things as well as other races, however they still manage to make excellent inovations. Languages:Common and lapin, Bonus languages: Gnome, Dwarven, Carfolk, Ratfolk, Aklo, Goblin, Sylvan, Undercommon, halfling, giant and teran. Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or Wood.- Lapin are excellent Crafters, and are known to make excellent throwing weapons. Poison Healers:(1RP) Lapin get a +2 bonus on heal checks to discern types of poison as well as to treat poisons. Prey species (based off stalker) (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.- as a more timid and jumpy race, the Lapin often have to be ready for attacks from predators. Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.- once more the need for survival depends on their instincts. Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.Can be replaced with Sprinter+Fast - Lapin have strong legs built for long bounds and quick getaways. Weapon Familiarity×2 (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.-(Boomerang, Bolas, Kukri, Lapin) Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Total RP:12 Weapon: Lapin combat spurs: (light Exotic) (small)1d3/(medium)1d4 S and P 19-20/x2 Distracting(attached) price:25. These small three pronged blades are attached to the wrists or ankles. Their forward cutting blades act as excellent weapons for bluffing. One can use weapons in the hand while having this equipped but incur a -2 to attack and CMB.
Uruk-Kai:
Type:Humanoid(Orc,Uruk-Kai) Size:Medium Speed:30Ft Stats:Greater Paragon+adv con.:(6RP)+4Str, +2 con,-2Dex,-2Wiz Languages:Xenophobic: Orcish, Bonus:Common, Elvish, Dwarven, Ancient foe vs. humans (3 RP): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to Sunder creatures of that type. Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race 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. Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). Light Sensitivity (–1 RP): Prerequisite: Darkvision; Weakness: Members of this race are dazzled as long as they remain in an area of bright light.
Free Homunculus:
Type: Construct (20RP) Jackalfolk:
Type:Humanoid(Jackalfolk) Size:Medium Speed:fast(1rp)40ft Ability Bonus: specialized(1rp), +2Str, +2Dex, -2Int Language:Standard-Begin with Common and Jackalfolk, bonus: Elven, Catfolk, Dwarven, Celestial, Aklo, Sylvan, Halfling, Orc, Goblinoid, Giant Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race 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. Team Fighting:(2RP) Jackalfolk begin play with a single Teamwork feat of their choice Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category Swarming (1 or 2 RP): Prerequisite: Medium or smaller size; Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP. Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Jackalfolk are proficient with khopesh and all bows. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability Members of this race can take this instead of Swarming
Goblin-Kin(Half-human/hobgoblin):
These half breeds are extremely rare, and are typically mistaken for Half-orc's when they are around, however these half-bloods are far more cunning and typically make better sneaks than half-orcs. Type:Humanoid(Human,Goblinoid) Size:Medium Ability Bonus:Human Decent (0Rp): Because of their human heritage Goblin-Kin are very versatile and can fit in a myriad of rolls. Languages:standard: Goblin-Kin start knowing Common and Goblinoid, those with high intelligence can learn Orc, Dwarven, Giant, Gnoll, Ignan, Gnome, Halfling, and Elven. Sneaky (5RP): Goblin-Kin share a skill with sneaking with their goblin parents, and have a +4 to stealth checks. Darkvision 60ft(2RP): Goblinkin have sharp eyes and can see in the dark up to 60ft. Multitalented(2Rp):At first level Goblin-kin can select two classes, and can gain the favored class bonus from both classes if they ever gain levels in those classes. Weapon familiarity:(1RP) their upbrimging has caused Goblin-kin to know the ins and outs of a slaver's weapons. Goblin kin are always proficient with Saps and Bolas, and treat Whips as Martial weapons. Alternative Traits Slave-born: These Goblin-Kin are the decended of slaves in the hobgoblin slave pits, and due to a live in slavery are more accustomed to that type of work. These Goblin-Kin get a +2 to Profession (Miner), and get a +2 to Fort saves to avoid Fatigue. This replaces weapon familiarity Flame Scarred: These Goblin-Kin share a similar fasination with fire as their goblin parent. They have scarred their bodies with the constant exposure to flame and have unfortunately marred their eyes. These goblin-kin get a +1 to Natural armor but are no-longer able to see in the dark. This replaces darkvision. Pit-fighter: These Goblin-Kin where put to work in the fighting pits at a young age, and are better at avoiding and maintaining Grapples. These goblin-kin get a +2 to all grapple checks, this replaces multitalented.
Half-orc/elf:
Type: Humanoid(Elf,Orc) Size: Medium Speed; Normal(30ft) Ability scores: (standard) +2 Str, +2Int, -2 Cha: half-elf/orcs inherit the intelligence of their elven kin, as well as the strength of their Orcish breathren. However their orc blood often causes them to lack social ability Mantis:
Manits appear as an upright Praying mantis Type: Abberation(3rp)
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