Fan made races


Homebrew and House Rules


Nekomimi
-medium humaniod(nekomimi)
-stats +2dex +2cha -2int
-2 claws 1d4
-low-light vision
-+4 acrobatics, climb, perception, stealth
-immune: lycanthropy
-speed 40ft
-scent
-water weakness(-1 morale to attack rolls,saves, and skill checks when in water or drenched)
-automatic lanuages:common,nekomimi

Kitsune(I know there will be an official version)
-medium humaniod(shapechanger)
-stats +2int +2cha -2wis
-changeshape- into a fox(beastshape II)
-low-light vision
-bite 1d4
-+2 bluff esape artist
-automatic languages:common,kitsune

Giant-kin
-medium humaniod(giant)
-stats +2str +2con +2wis -2dex -2cha
-+1 natural armor
-+1 thrown weapons
-snatch arrows bonus feat
-low light vision
-racial weapons-prof. great club, warhammer, battle axe
-+4 intimidate
-automatic languages:common,giant

Fey touched
-medium fey
-+2dex +2int +2cha -2str
-low light vision
-DR 2/cold iron
-spell powers at will prestidgitation 1/day silent image, reduce person,invisibility(self only)
-+2 save vs magic
-+2 diplomacy, bluff, handle animal, perception
-automatic languages:common, sylvan

RPG Superstar 2013 Top 8

Dragon78 wrote:

Nekomimi

-medium humaniod(nekomimi)
-stats +2dex +2cha -2int
-2 claws 1d4
-low-light vision
-+4 acrobatics, climb, perception, stealth
-immune: lycanthropy
-speed 40ft
-scent
-water weakness(-1 morale to attack rolls,saves, and skill checks when in water or drenched)
-automatic lanuages:common,nekomimi

Shouldn't nekomimi be a cursed headband? ;)


Can't wait to see Kitsune official version. For now you appear to have it down to a T as they are a sly species that in every myth have been able to lure and sleep with men by speaking honeyed words, like succubi however I'd suggest it's subtype also had fey in it and Sylvan instead of Kitsune as one of the starting languages.

Hmm...never heard of a Kitsune biting someone in myth but I have heard of a evil one that took over a girl's body and at night snuck out to the farm she lived on, used her claws to dig into one of the creatures and then remove it's liver which it devoured.

Depending on where the myth comes from they change from being honorable and kind creatures to being creatures of devious and evil fashions to kill or just cause chaos for the fun of it. Will be interesting to see the so offical version and see what alignment they give it.


Dragon78, can I ask what method you have used to balance these races against the other core races and/or against each other?

There is a player create guide somewhere on this forum that tries to explain the balance behind the core races.

Based on what I remember from that guide, I don't think your races are balanced against the other core races.
So I though I might be missing something.


Originally I had the kitsune as a Fey not humaniod and yes sylvan would be better.

They are not "balanced", there closer to aasimar and tiefling, they are just ideas and not the only versions I have had for these races.


here was my take on the Nekomimi inspired by a series of freeform characters of mine (toned down in comparison to them) who were descended from the god of all things feline. i tried to balance these guys against planetouched. specifically the Ifrit and the Suli

NEKOGAMI RACIAL TRAITS::

+2 Dexterity, +2 wisdom, Nekogami are nimble and tend to have keen senses.

Outsider (Native) (Yokai) a Nekogami is an outsider native to the material plane, they are not affected by spells that specifically target humanoids, whether they be harmful or beneficial. In addition, they have the Yokai subtype.

medium size, no bonuses or penalties due to size

Darkvision 60 feet, this works exactly like the dwarf/half orc ability by the same name

Observant; Nekogami receive +2 on Perception and Sense Motive checks, in addition, a Nekogami may make an additional active perception or sense motive check once per round as a swift action.

Mobile; Nekogami Receive a +2 on Acrobatics and Escape artist checks, in addition, a Nekogami's base land speed is 40 feet. which is faster than normal for her size category.

Nekogami Weapon familiarity; being an outsider, a Nekogami is proficient with all simple and martial weapons, additionally, they may choose a single exotic weapon appropriate to their home region and consider themselves proficient with that weapon. or In place of an exotic weapon, they can instead choose to have a pair of claw attacks that deal 1d6 points of slashing damage each as primary natural weapons

Eternal Youth; a Nekogami permanently stops aging upon adulthood. She has no age categories and cannot die from age, she is also immune to aging effects. Different Nekogami specimens may appear to be of different age categories, but this has no effect upon their statistics. some could appear to be old wise men, or others could appear to be young prepubescent girls, this is purely cosmetic and has no impact upon their statistics.

Pass for Human; A Nekogami counts as a human when a specific racial prerequisite is required for anything in particular, whether it be feats, magic items, a racial prestige class or whatever. In addition, they gain no penalty on disguise checks made to pass themselves off as a human. this does not allow them to be affected by spells that affect humans nor does it serve as a backdoor to human racial abilities such as skilled or the bonus feat. A Nekogami may (upon character creation) choose whether or not to have the ears of a feline creature. These ears are concealable at will (as a free action) and provide no real mechanical bonus or penalty.

Automatic Languages: Common, Feline, 1 regional human language of their choice; Bonus languages; Any (including secret languages such as Druidic or Thieves Cant)

many people believe this race was initially intended to minmax a rogue.

nope. it's initial 3.5 version was technically built to be an effective shadow hand swordsage. it also had free weapon finesse, the human's skilled racial ability (extra skill points) and slight build (reverse powerful build) for +1 ECL. in addition to the spoiler. and it was originally restricted to the wakazashi as it's exotic weapon choice. and was initially restricted to loli only. i have been working on opening doors with this race. to allow concepts that previously didn't work.


Shuriken Nekogami wrote:

+2 Dexterity, +2 wisdom, Nekogami are nimble and tend to have keen senses.

No negative stat? Sorry this alone is over powered by many standards, even if you give them some serious negatives.


There are Aasimars who have two + stats and no - stat.


Dragon78 wrote:

Nekomimi

-medium humaniod(nekomimi)
-stats +2dex +2cha -2int
-2 claws 1d4
-low-light vision
-+2 acrobatics and stealth
-Skill Focus: Perception and always class skill.
-immune: lycanthropy
-speed 40ft
-Dextrous Climber- Uses dexterity instead of Strength for climb skill if dex is higher.
-water weakness(-1 morale to attack rolls,saves, and skill checks when in water or drenched)
-automatic lanuages:common,nekomimi

There fixed it for yah ;)


Captain Sir Hexen Ineptus wrote:
Shuriken Nekogami wrote:

+2 Dexterity, +2 wisdom, Nekogami are nimble and tend to have keen senses.

No negative stat? Sorry this alone is over powered by many standards, even if you give them some serious negatives.

look at the Aasimaar and the Suli.

and most of the racial abilities are basically fluff?

eternal youth? big deal. you get neither the bonuses nor the penalties. you won't suck as a martial, and won't dominate as a caster either. a nekogami cleric will never have that 23 wisdom at 1st level.

martial weapons, does it really matter what weapon you pick? the best weapon option out there is the composite longbow. the exotic weapon or claws option is mostly there for additional customizable flavor.

2 positive stats and no negative stats, there is already precedence for it. plus, these are 2 stats that really don't mesh with the same class combinations. the closest you can get to an 'exploit' is a finesse monk.

yay, i can disguise myself as a human with no penalty. big deal, this ability will likely never come into play. and if it does, it will never be that important.

really fast movement. not as amazing as one would think, excessive speed makes it difficult for the party to catch up. which means more chance of seperation. most of the time, i will likely be either sneaking or tumbling.


Shuriken Nekogami wrote:
Captain Sir Hexen Ineptus wrote:
Shuriken Nekogami wrote:

+2 Dexterity, +2 wisdom, Nekogami are nimble and tend to have keen senses.

No negative stat? Sorry this alone is over powered by many standards, even if you give them some serious negatives.

look at the Aasimaar and the Suli.

and most of the racial abilities are basically fluff?

eternal youth? big deal. you get neither the bonuses nor the penalties. you won't suck as a martial, and won't dominate as a caster either. a nekogami cleric will never have that 23 wisdom at 1st level.

martial weapons, does it really matter what weapon you pick? the best weapon option out there is the composite longbow. the exotic weapon or claws option is mostly there for additional customizable flavor.

2 positive stats and no negative stats, there is already precedence for it. plus, these are 2 stats that really don't mesh with the same class combinations. the closest you can get to an 'exploit' is a finesse monk.

yay, i can disguise myself as a human with no penalty. big deal, this ability will likely never come into play. and if it does, it will never be that important.

really fast movement. not as amazing as one would think, excessive speed makes it difficult for the party to catch up. which means more chance of seperation. most of the time, i will likely be either sneaking or tumbling.

Forgot about the Asimaar. I do think they are overly focused on casting. I would say they are over powered as a flat 0 CR increase race.


Kercpa(humaniod squirrel from at least 2nd edition d@d)
-small humaniod(kercpa)
-stats +2dex +2wis -2str
-speed 20ft climb 20ft
-low-light vision
-+2 Acrobatics(acrobatis is always a class skill), perception
-+8 climb skill
-nimble moves bonus feat
-automatic languages:comon, sylvan


This is my take on the Gatormen from Iron Kingdoms, I did change their name.

Crokalisks
+2 Constitution, +2 Wisdom, -2 Intelligence: Crokalisks are hearty and cunning, but not the sharpest tools in the shed.
Medium Size: Crokalisks are medium creatures.
Normal Speed: Crokalisks have a base land speed of 30 ft.
Darkvision: Crokalisks can see in the dark up to 60ft
Keen Senses: Crokalisks receive a +2 bonus on all Perception checks and receive scent as a bonus feat.
Intimidating: Crokalisks know how to intimidate others to get their way, +2 to Intimidate checks
Leathery Hide: Crokalisks have a natural +1 to their AC.
Aquatic: +2 to all swim checks and a Crokalisks can hold his breath for three times his Con score before drowning.
Languages: Crokalisks begin play speaking Common and Sylvan. Crokalisks with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, and Orc


Faerie
-tiny Fey
-stats +6dex +2int +4cha -6str -2con
-speed 20ft fly 60ft(good)
-DR 2/cold iron
-cold iron vulnerability- +1dmg from cold iron weapons
-spell powers- at will-prestidgitation, dancing lights, ghost sound 1/day speak with animals
-low-light vision
-limited invisibility(su) as invisibility spell for 1 min./level can be broken-up i min incriments.
-+2 perception
-automatic languages:common and sylvan


Shuriken Nekogami wrote:

and most of the racial abilities are basically fluff?

This race is friggin insane.

Shuriken Nekogami wrote:
eternal youth? big deal. you get neither the bonuses nor the penalties. you won't suck as a martial, and won't dominate as a caster either. a nekogami cleric will never have that 23 wisdom at 1st level.

Alchemists and wizards need to be at level 20 to gain eternal youth/immortality, and sacrifice either their capstone ability or arcane discovery to do so. So yes. It's a big deal.

Shuriken Nekogami wrote:
martial weapons, does it really matter what weapon you pick? the best weapon option out there is the composite longbow. the exotic weapon or claws option is mostly there for additional customizable flavor.

Yes, it does matter. Just because the composite longbow is the best weapon out there it doesn't mean that gaining access to EVERY martial weapon isn't a huge deal. Half-orcs gain access to two, and that's often reason enough to give them consideration. You also realize that this is giving every class access to composite longbows, the so called best weapon, right?

Shuriken Nekogami wrote:
2 positive stats and no negative stats, there is already precedence for it. plus, these are 2 stats that really don't mesh with the same class combinations. the closest you can get to an 'exploit' is a finesse monk.

Or a rogue. Or a caster druid. Or a cleric. Or a ranged inquisitor. Or a ranger. Just because it has a precedence, that doesn't mean that it's balanced. I'd never allow an Aasimar in my runs, personally.

Shuriken Nekogami wrote:
yay, i can disguise myself as a human with no penalty. big deal, this ability will likely never come into play. and if it does, it will never be that important.

You're right, this isn't too big of a deal.

Shuriken Nekogami wrote:
really fast movement. not as amazing as one would think, excessive speed makes it difficult for the party to catch up. which means more chance of seperation. most of the time, i will likely be either sneaking or tumbling.

It doesn't matter what you'll be doing most of the time, this is open for abuse. A barbarian of this race would start out with a 50 ft movement speed. Go on. Say "big deal".

This whole race just screams Mary Sue Special Snowflake, and that's a term I try to use as rarely as I possibly can.

RPG Superstar 2013 Top 8

Shuriken Nekogami wrote:

Original Nekogami:
+2 Dexterity, +2 wisdom, Nekogami are nimble and tend to have keen senses.

Outsider (Native) (Yokai) a Nekogami is an outsider native to the material plane, they are not affected by spells that specifically target humanoids, whether they be harmful or beneficial. In addition, they have the Yokai subtype.

medium size, no bonuses or penalties due to size

Darkvision 60 feet, this works exactly like the dwarf/half orc ability by the same name

Observant; Nekogami receive +2 on Perception and Sense Motive checks, in addition, a Nekogami may make an additional active perception or sense motive check once per round as a swift action.

Mobile; Nekogami Receive a +2 on Acrobatics and Escape artist checks, in addition, a Nekogami's base land speed is 40 feet. which is faster than normal for her size category.

Nekogami Weapon familiarity; being an outsider, a Nekogami is proficient with all simple and martial weapons, additionally, they may choose a single exotic weapon appropriate to their home region and consider themselves proficient with that weapon. or In place of an exotic weapon, they can instead choose to have a pair of claw attacks that deal 1d6 points of slashing damage each as primary natural weapons

Eternal Youth; a Nekogami permanently stops aging upon adulthood. She has no age categories and cannot die from age, she is also immune to aging effects. Different Nekogami specimens may appear to be of different age categories, but this has no effect upon their statistics. some could appear to be old wise men, or others could appear to be young prepubescent girls, this is purely cosmetic and has no impact upon their statistics.

Pass for Human; A Nekogami counts as a human when a specific racial prerequisite is required for anything in particular, whether it be feats, magic items, a racial prestige class or whatever. In addition, they gain no penalty on disguise checks made to pass themselves off as a human. this does not allow them to be affected by spells that affect humans nor does it serve as a backdoor to human racial abilities such as skilled or the bonus feat. A Nekogami may (upon character creation) choose whether or not to have the ears of a feline creature. These ears are concealable at will (as a free action) and provide no real mechanical bonus or penalty.

Automatic Languages: Common, Feline, 1 regional human language of their choice; Bonus languages; Any (including secret languages such as Druidic or Thieves Cant)


Okay, bear with me, I'm going to try to balance this...

1. Type
Why do they need to be outsiders? It seems some of the insanity of this class could be mitigated by making them humanoids. Suddenly, they don't get automatic martial omniproficiency, immunity to humanoid-affecting spells, or darkvision. They're cat-like, so give them low-light vision to make up for the hit to senses--this also makes more sense, since cats can't actually see in total darkness.

2. Observant
Their being observant is dealt with sufficiently by the skill bonuses; the swift action is gratuitous. You can axe it and they still get most of a free feat (Alertness).

3. Mobility
Again, their being mobile is dealt with sufficiently by the skill bonuses. This is equivalent to another free feat, pretty much. Take out the extra 10' of speed. Also, yes it matters. Even ignoring the obvious advantage extra landspeed grants in combat situations, it's an extra bonus on your jump checks. Stick to the skill bonuses would be my advice.

4. Weapons
Make the claws option 1d3 (the only other race explicitly balanced with the core races to have a primary natural weapon is the tengu, and that's 1 x 1d3, so 2 x 1d6 seems silly). Make them treat an exotic weapon as a martial weapon, rather than gaining automatic proficiency with it. With these two adjustments, I'd probably make the claws automatic in addition to the treat-exotic-as-martial.

5. Pass for Human
If the feline ears can be hidden at will and have no mechanical bonus, just give them to every member of the race. Simplification FTW!

Anyway... the disguise fluff is fine. But getting access to all of a human's nice things (feats, traits)--really? REALLY? Not sure I'd ever play a human with this option available. So I'd say—get rid of the line about getting access to humanthings.

6. Eternal Youth
Split the eternal youth thing into 4 parts, because it's 4 abilities:
- looking any age
- not gaining penalties/bonuses from age categories
- resistance to age effects
- immortality

I'd suggest granting the first to the race automatically, and treating it as a disguise self spell-like ability, usable at will, with Wis-based save DC, caster level equal to HD, and indefinite duration.

The other three I would cut off from characters whose HD are defined purely by their class levels. Give players of the race the option to take neokgami HD rather than class levels (or a mixture thereof). This would work just like adding humanoid hit dice to the character, except at 1 racial HD, they'd get the first of the three abilities (no penalties/bonuses from age categories), at 3 racial HD, they'd get immunity to age effects, and at 6 racial HD they'd have full-blown eternal youth. Oh, and we could increase their claw strength as they gain racial HD if you like.

8. Ability Score Adjustments
Finally, I would give them a -2 to Charisma, since they're clearly so incredibly arrogant.

The end result...

More Reasonable Nekogami:

Nekogami
(minus fluff/flavor text)
Ability Scores +2 Dexterity, +2 Wisdom, -2 Charisma.
Medium Humanoid
Senses low-light vision.
Mobile +2 to Acrobatics and Escape Artist skill checks.
Observant +2 to Perception and Sense Motive skill checks.
Natural Weapons 2 claws which deal 1d3 slashing damage. These are primary attacks, or secondary attacks if the nekogami wields a manufactured weapon.
Exotic Weapon Familiarity Choose 1 exotic weapon. Treat it as a martial weapon.
Pass for Human Can hide/show feline ears at will as a free action. No penalty on disguise checks made to appear human.
Ageless Appearance Can cast disguise self at will as a spell-like ability, but may only use it to affect apparent age. Save DC is based on Wisdom. Caster level is equal to HD. Duration is indefinite.
Languages Begin play speaking Common and Feline and 1 regional human language of choice. Nekogami with high Intelligences scores can choose any language as a bonus language.

Racial Hit Dice
1 Nekogami with 1 racial hit die take no penalties or bonuses from age. If they had these penalties prior to gaining their racial hit die, those penalties and bonuses no longer affect them.
2 Claw damage increases one step.
3 Nekogami with 3 racial hit dice are immune to age effects, such as the corrupting touch attack of ghosts.
4 Claw damage increases one step.
5 Fast Movement? (see below)
6 Nekogami with 6 racial hit dice do not die of old age.

(I don't know if these racial HD bonuses are balanced or not. Could also potentially give a 10' speed bonus at some point? Like 5th HD? Maybe include a note that it's an enhancement bonus, so that it doesn't stack with monk/haste/etc.)

It's still probably strong relative core races, but it's much more reasonable, and the HD options let you get the strong racial abilities at the cost of class levels, which seems a fair trade.


Wulver(humaniod wolf)
-medium humaniod(wulver)
-stats +2str +2wis -2int
-speed 40ft
-bite 1d6
-low light vision
-+2 perception, intimidate
-automatic lanuages common and wulver

Nekomimi(version 2)
-medium humaniod(nekomimi)
-stats +2dex +2cha -2wis
-speed 40ft
-2claws 1d4
-lowlight vision
-+2 acrobatics, climb, perception, stealth
-automatic lanuages:common and nekomimi

Liberty's Edge

My group's using this in the Asian-inspired part of our world

Yet Another Nekojin (Humanoid [Nekojin])
+2 Dex and Cha, -2 Str: Nekojin are agile and possess eager, cheerful personalties. Their slim build detracts from their strength, however.
Medium: Nekojin are Medium size. They have no bonuses or penalties due to their size.
Fast: Nekojin are fast for their size, and have a base land speed of 40 feet (8 squares).
Low Light Vision: A nekojin can see twice as far as a human in low light, such as torchlight or by moonlight.
Lithe: Nekojin receive a +2 racial bonus to Acrobatics and Stealth checks, and +4 racial bonus to Climb checks.
Natural Weapon: Nekojin possess a natural claw attack that inflicts 1d4 slashing damage per hit. This is a primary attack, or a secondary if the nekojin wields a manufactured weapon. Either way, she must have her hand free to use her claws.
Slow Fall: A nekojin within arms' reach of a wall may use it to slow her descent. She treats all falling damage as if the fall were 10 feet shorter. This stacks with any other slow fall distance granted by a class (such as the monk.)
Nekojin speak Common and Neko.


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Ellington wrote:
Mary Sue Special Snowflake

This is Shuriken Nekogami we're talking about. Is it any surprise?


Here is my fan made races.. BBOR

well the start of them at least.


quintessence( or the aether)(positive energy planetouched race)
-medium outsider(native)
-stats +2con +2cha -2str
-speed 30ft
-fast healing 1
-+2 save vs death effects, energy drain, and negative energy effects
-planar acclamation: positive energy plane
-+2 diplomacy, handle animals
-automatic lanuages: common


even though the tengu do have only a single 1d3 natural weapon. that 1d3 bite attack doesn't take up a hand. meaning it can be combined with manufactured weapons more easily. especially with 2weapon rogues.

and the tengu get 5 of the 7 best weapons as free proficinecies regardless of class

they may not get the composite longbow or meteor hammer

but they get the falchion, the kukri, the scimitar, the elven curve blade and the falcata. 5 of the most frequently used weapons in the DPR olympics. and 5 of the top 7 weapons.

i think that if you are so worried about claws, that we can drop the nekogami's claws entirely and give them back that 40 foot base speed. thier primary selling feature was never thier claws, it was thier speed, agility, and mobility. i see ageless appearance as a fluff ability that will rarely come into play.

modifed reasonable nekogami:

Nekogami (minus fluff/flavor text)
Ability Scores +2 Dexterity, +2 Wisdom, -2 Charisma.
Medium Humanoid (Yokai)
Senses low-light vision.
Mobile +2 to Acrobatics and Escape Artist skill checks.
Observant +2 to Perception and Sense Motive skill checks.
Fast Speed a Nekogami's base land speed is 40 feet. (8 squares)
Exotic Weapon Familiarity Choose 1 exotic weapon. Treat it as a martial weapon.
Pass for Human Can hide/show feline ears at will as a free action. No penalty on disguise checks made to appear human.
Ageless Appearance Can cast disguise self at will as a spell-like ability, but may only use it to affect thier own apparent age. Save DC is based on Wisdom. Caster level is equal to HD. Duration is indefinite.
Languages Begin play speaking Common and Feline and 1 regional human language of choice. Nekogami with high Intelligences scores can choose any language as a bonus language

RPG Superstar 2013 Top 8

I think the speed's way better than the claws. But I never said I was worried about the claws. (Just that they were powerful.) I find it funny that you latched onto that in your response—no comment on any of the other changes I suggested?


Flak wrote:
I think the speed's way better than the claws. But I never said I was worried about the claws. (Just that they were powerful.) I find it funny that you latched onto that in your response—no comment on any of the other changes I suggested?

i'm fine with the rest of the changes. but the core feature of the race, ever since it's original draft was the 40 foot (8 square) base land speed. it was the main feature that stuck in every draft of it i wrote. like a sacred cow.

it just wouldn't feel like a Nekogami if it didn't have the 40 foot base land speed listed in it's racial abilities.

adding the charisma penalty is fine. these are more of the 'i blend into the crowd' type than they are the 'i stand out' type. a charisma penalty kind of fits that. they are meant to be anonymous and blend into whatever human enviroment they were raised in. it also fits some of the iconic freeform characters they were loosely based off of.

if players want claws, i can make that into a trait. this way it's still optional. they were meant to be somewhat more 'human' than most 'nekomimi'.


for my cat-people race, I did +dex +int -wis due to a cats curiosity.

RPG Superstar 2013 Top 8

@Shuriken Nekogami: got it! Glad the changes sit well with you :) Claws as an alternate trait sounds nice.

@Aevux: Your cat-people are more cat, I feel, than these. My sense with Shuriken Nekogami's creation is that it's meant to be a more timeless, contemplative people.


Nekogami are intended to be ageless and contemplative. they have the ears of a cat, and they are agile. but that's the closest they were intended to going feline. which was the reason they initially had eternal youth. eternal youth is the best way to represent timelessness. Nekogami weren't intended to be anthropomorphic cats. and thus they have differences. i think i might give them back a toned back version of eternal youth in place of ageless appearance. they never could actually change thier appearance. they just appeared to be a given age category. i think restricting it to young adult is fine.

the original freeform characters that inspired the nekogami were 50 timeless godling sisters in a perpetual sibling rivalry. descended from the god of all things feline, who wasn't that feline himself. they were all contemplative, but the youngest usurped her father's position, slew the other 49 and created the race in her image. she was this aliases namesake. the RP was like something out of a bad shonen anime.

Liberty's Edge

Anurai-

Born from the Bizarre union between humans and the Gripplis (or other Frogman species), the Anurai are a race of amphibious humanoids with many traits similar to their frog-like forbears, with a water proof skin, a long tongue, a phenomenal skill in manoeuvring through swamps and keen, powerful eyesight. They however lack the strange frog-like features of their other kin species, appearing closer to humans than their joint origins might have you perceive.

Type-Humanoid (Anurai)- 0rp
Size-Medium- 0rp
Base speed- Normal- 0rp
Ability Score modifiers- Standard (+2 Dex,+2 wis,-2 int)- 0rp
Languages-Standard- 0rp

Racial traits-
(Standard)
Camouflage- 1rp
Jumper- 2 rp
Swim- 2rp
Sticky tongue- 2rp
Terrain Stride(swamp)- 1rp
Amphibious- 2rp
Dark vision (60ft)- 2rp
Stalker- 1rp
Weapon Familiarity-1rp
(Advanced)
Nimble Attacks- 2rp


Holy necromancy, batman. You know this thread is 4 years old, yes?


Yes, I had forgotten about this one, but is nice to go done memory lane every once in a while.

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