
Sphen86 |

Inspired by the Dragon Born thread, I was wondering if anybody else really wants Paizo to come out with some more playable races. I know that Super Genius has the Races of Hoof and Horn, and that there are some in the Beastiary that can be used as PC's. But I remember the 3.5 Monster Manual and that it had a ton of "as Player Character" races.
There are quite a few new classes being brought out, but comparatively few races. In fact, that is the only thing I found disappointing about the APG is that it didn't have even one in it.

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There's also this book by Alluria Publishing:
http://paizo.com/store/byCompany/a/alluriaPublishing/pathfinderRPG/v5748btp y8bk4
Also, most of the creatures from the Monster Manuals weren't really usable.

SmiloDan RPG Superstar 2012 Top 32 |

I was thinking of using the Beta Version of the Half-Orc as my next campaign's version of the orc.
+2 Str, +2 Wis, -2 Int. Orcs are ready for battle and betrayl, but they have a bestial cunning at best.
Medium Size
Normal Speed
Darkvision 60 feet
Orc Ferocity
Orc Weapons
+2 Intimidate
Languages: Orc and Common. Bonus: Abyssal, Draconic, Giant, Goblin, Undercommon.
And base their society of dark druidic cults dedicated to the Raven Goddess (a reason so many cultists have an eye plucked out).

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HELIOSPHINX
Heliosphinxes are small feline creatures with child-like faces.
+2 Dexterity, +2 Charisma, -2 Wisdom. Heliosphinxes are charming and graceful, but often act immature.
Small Sized: Heliosphinxes receive a +1 Size bonus to AC and Attack Rolls, and a +4 Size bonus to Stealth checks, but suffer a -1 Size penalty to CMB and CMD.
Fast Speed: Heliosphinxes have a base land speed of 40 feet.
Natural Weapons: Heliosphinxes have two primary claw attacks that do 1d4+their Strength modifier. When grappling, Heliosphinxes cause 1d8+1 ½ their Strength modifier.
Quadruped: Heliosphinxes walk on all four limbs. They receive a +4 bonus to CMD to resist bull rush and trip attempts. They lack primary hands, so they receive a -8 racial penalty on weapon attack rolls, Craft, Disable Device, Linguistics checks to create forged documents, Profession, and Sleight of Hand skill checks. Heliosphinxes must have any armor they wear altered as if it were barding.
Strangler: Heliosphinxes are expert grapplers. They treat their hit dice as their BAB when determining their CMB and CMD for grapple checks and get a +4 racial bonus on grapple checks.
Sunlight Eyes: Heliosphinxes have darkvision with a range of 60 feet and low-light vision. Heliosphinxes are immune to being dazzled. Heliosphinxes receive a +2 bonus on saving throws to avoid becoming blind.
Languages: Common and Sphinx. Heliosphinxes with above average Intelligence may choose Auran, Celestial, Draconic, Halfling, Ignan, or Sylvan.

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NEBICULE
Nebicules are small, eight-limbed aberrations with long necks, bald, rooster-like faces, and a wrinkly grayish purple hide. A large bulbous lump or hump hangs over the rear of the nebicule.
NEBICULE
Nebicules are small, eight-limbed aberrations with long necks, bald, rooster-like faces, and a wrinkly grayish purple hide. A large bulbous lump or hump hangs over the rear of the nebicule.
+2 Constitution, +2 Intelligence, -2 Charisma. Nebicules are smart and durable, but their alien psychologies can be off putting.
Small Size: Nebicules have a +1 size bonus to a Attack Rolls and Armor Class, a +4 size bonus to Stealth skill checks, and a -1 size penalty to CMB and CMD.
Aberrant Nature: Nebicules are aberrations, and are immune to effects that only affect humanoids. Nebicule sorcerers with the aberrant bloodline treat their Charisma score as if it were 2 points higher for the purposes of determining the highest level spell they can cast and when determining the Save DC of their spells.
Adaptable Speed (Ex): Nebicules have a speed of 5 feet for every limb they dedicate to movement. A limb dedicated to movement cannot hold any object.
Adaptable Limbs (Ex): Nebicules have eight tentacles. They can be used for locomotion or to manipulate objects with equal ease. A nebicule uses one limb to wield a light weapon, 2 limbs to wield a one-handed weapon, and 4 limbs to wield a two-handed weapon. Nebicules gain a +1 racial bonus per limb dedicated to movement to their CMD to resist being bull rushed and tripped.
Alien Nature: Nebicules have a +2 racial bonus on Escape Artist and Use Magic Device skill checks.
Athletic Tentacles: Nebicules have a +2 racial bonus on Climb and Swim skill checks.
Darkvision (Su): Nebicules can see 60 feet in the dark.
Nebula (Su): Nebicules can eject a cloud of ink once per hour as a swift action. It has a diameter of 25 feet and is centered on the nebicule. All non-nebicules within the cloud of ink must make a Fortitude save with a DC of 10 + ½ the nebicule’s HD + the nebicule’s Constitution modifier or become blind for 1d4 rounds. The cloud persists for 1d4 rounds and provides concealment to all within the cloud. The ink from the cloud covers all who enter it for 2d6 rounds; this ink reveals invisible creatures and objects.
Languages: Nebicules speak Common and Undercommon. Nebicules with above average Intelligence can choose to learn Abyssal, Aquan, Draconic, Goblin, Infernal, or Orc.
FAVORED CLASS OPTIONS:
Alchemist: Add a +½ to their class level when determining the duration of mutagens.
Fighter: The nebicule adds +1 to its CMD to resist disarm and grapple checks.
Monk: The nebicule adds +¼ to its ki pool.
Ranger: +¼ on attack rolls to confirm critical hits against favored enemies.
Rogue: +1 on Bluff skill checks to feint in combat.
Sorcerer: +¼ to caster level checks to overcome spell resistance.
Summoner: Add +¼ to the eidolon’s evolution pool.
Wizard: +¼ to caster level checks to overcome spell resistance.
Witch: Learn +¼ additional hex.
NEBICULE RACIAL TRAITS
Aberrant Climber: You gain a climb speed equal to his adaptable speed, as well as a +8 racial bonus to Climb skill checks.
Aberrant Form: You gain a +1 trait bonus to Escape Artist and Stealth skill checks, and one of these (your choice) is always a class skill for you.
Aberrant Reach: You may double the number of limbs you usually use to wield a weapon and increase its reach by 5 feet.
Aberrant Swimmer: You gain a swim speed equal to your adaptable speed, as well as a +8 racial bonus to Swim skill checks.
Aberrant Weapon: You may increase the number of limbs you usually use to wield a weapon by 1 and wield a Medium-sized weapon without penalty.
Conical Nebula: You may choose to change the shape of your nebula into a cone with a range of 30 feet.
Linear Nebula: You may choose to change the shape of your nebula into a line with a range of 60 feet.
Murky Nebula: You add +1 to the Save DC of your nebula ability, as well as increase its duration by 1 round.

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THORANAGA
Thoranaga are small, serpentine folk with the heads and faces of humans and the bodies and tails of a snake.
THORANAGA
Thoranaga are small, serpentine folk with the heads and faces of humans and the bodies and tails of a snake.
+2 Constitution, +2 Charisma, -2 Dexterity: Thoranaga are durable and charming, but their unusual forms lack a certain grace.
Small Size: Thoranaga have a +1 size bonus to AC and attack rolls, a +4 size bonus to Stealth checks, but suffer a -1 size bonus to CMB and CMD.
Slow Speed: Thoranaga have a base land speed of 20 feet.
Aberrant Nature: Thoranaga are aberrations and are immune to any effect that specifically targets humanoids.
Bite: Thoranaga have a bite attack that causes 1d4 points of damage plus 1 ½ their Strength bonus.
Bonus Feat: Thoranaga may choose either Eschew Materials or Improved Natural Attack as a bonus feat at 1st level.
Darkvision: Thoranaga can see through 60 feet of darkness.
Gullet of Storing: Thoranaga have the supernatural ability to swallow an unattended item and store it in an non-dimensional space within their gullet. They can store an amount of items within their gullet equal to their Constitution bonus multiplied by 10 pounds. Storing or retrieving an item is a swift action.
Limbless Form: Thoranaga lack arms and legs, hands and feet, and therefore cannot use the following skills without the aid of magic, their mage hand ability, or some other means: Craft, Disable Device, Linguistics checks to create forged documents, Profession, and Sleight of Hand skill checks. Thoranaga cannot wield manufactured weapons. Thoranaga must have any armor they wear altered as if it were barding. Thoranaga cannot be tripped.
Mage Hand: Thoranaga can use mage hand at will as a spell-like ability. The Strength score of their mage hand is equal to their number of hit dice. Thoranaga can use their mage hand to use tools and wield weapons.
Natural Armor: Thoranaga have a natural armor bonus of +1.
Languages: Thoranaga speak Common and Draconic. Thoranaga of above average Intelligence can choose from the following: Abyssal, Aquan, Celestial, Giant, Infernal, Sylvan, Terran, or Undercommon.
FAVORED CLASS OPTIONS:
Bard: Add +1/6 to the Save DC of any spell with a verbal component the bard casts.
Cleric: Add +¼ to the Save DC of the cleric’s Channel Energy ability.
Fighter: Add +1 to the fighter’s CMD against bull rush and overrun attempts.
Monk: Add +½ to damage rolls when grappling.
Oracle: +¼ on caster levels to overcome spell resistance.
Rogue: +½ on initiative rolls.
Sorcerer: +¼ on caster levels to overcome spell resistance.
Summoner: +½ evolution points for the summoner’s serpentine eidolon.
RACIAL TRAITS
Aberrant Climber: You gain a climb speed equal to your land speed, as well as a +8 racial bonus to Climb skill checks.
Aberrant Form: You gain a +1 trait bonus to Escape Artist and Stealth skill checks, and one of these (your choice) is always a class skill for you.
Aberrant Swimmer: You gain a swim speed equal to your speed, as well as a +8 racial bonus to Swim skill checks.
Divine Sorcery: You choose a number of divine spells equal to your Wisdom bonus (minimum 1). You add these spells to the list of sorcerer spells that you may select from. You must still select the divine spell to add it to your list of known sorcerer spells. You must have a Wisdom score of at least 10 + the level of the selected spell. You may select this trait multiple times, selecting different spells each time you do so.
Enlarged Gullet: You double the weight limits you can hold in your Gullet of Storing.
Fearsome Gaze: You gain a gaze attack with a range of 30 feet. Those who see you, or who you target as a standard action, must succeed on a Will Save with a DC of 10 + ½ your hit dice + your Charisma modifier or become shaken for 1d4 rounds.
Guarded Thoughts: You have a +2 bonus on saving throws vs. charm and divination effects that attempt to read your mind.
Mage Hands: You can use a number of mage hands at once equal to your Intelligence bonus.
Penetrating Magic: You gain a +1 trait bonus on caster level checks to overcome spell resistance.
Stinger: You gain a secondary natural sting attack that causes 1d3 points of damage + ½ your Strength bonus.
Venomous Bite: Your bite is venomous. It causes 1d2 points of Constitution damage if the target fails a Fortitude Save with a DC of 10 + ½ your hit dice + your Constitution modifier. If you have a stinger, your sting attack is also venomous.

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To be honest, I've greatly enjoyed the human-centric nature of the PF campaign setting. The million and one different PC races/monster-as-PCs in 3.5 just seemed to interfere with the sense of fantasy & novelty of meeting new monsters and NPCs. They also contributed more than their fair share to the power creep that slowly unbalanced the whole system.
If Paizo does do a whole mess of playable monster races, I'd hope they'd do it as something specifically outside the campaign setting/PFS play.