Jeffrey Palmer |
Cactacae
Please note that this race is based on the race of the same name from the Bas-Lag books by China Miéville (Perdido Street Station, The Scar and Iron Council)
Humanoid cacti. The Cactacae are large and slow plant-like humanoids, often towering over the humans. Although their young grow out of the ground, they nurse them as mammals do. Cactacae have sap for blood. They are known for their strength, and are often employed as laborers and bodyguards. Cactacae bodies are fibrous, with wooden bones, making them notoriously difficult to kill or wound with normal weapons; bullets, arrows and bolts pass nigh-harmlessly through them.
Cactacae Racial Traits:
+4 Strength, -2 Dexterity, -2 to Intelligence: Cactacae are exceptionally strong, but bulky, slow moving and dull witted.
Plant subtype: As living sentient plants, the Cactacae fall under the plant subtype of being. This includes the following advantages:
-Low-light vision
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
-Plants breathe and eat, but do not sleep, unless they gain a benefit from the activity (i.e. regain spells, etc.)
Medium: Cactacae are Medium creatures and have no bonuses or penalties due to their size.
Speed: Cactacae have a base speed of 20 feet due to their bulk.
Natural armor: +1 to armor class: The Cactacae’s green flesh is thick and fibrous and serves as a natural barrier against minor injuries. The skin does thicken and scar when cut and many Cactacae youth deliberately make shallow cuts on themselves for the purpose of designing elaborate scar tattoos.
Damage Reduction: 5/slashing: Because of the nature of their bodies, Cactacae are extremely resistant to piercing and bludgeoning damage. When fighting each other, they tend to wield large clever-like axes in order to maximize damage on their kin.
Languages: Cactacae begin play speaking Common and Sylvan. Cactacae with a high intelligence can choose from the following bonus languages: Elven, Dwarven, Draconic, Gnoll, Gnome, Goblin or Orc.
Point breakdown:
Plant subtype (+8 RP)
Medium Size (0 RP)
Slow Speed (-1 RP)
Greater Paragon Modifiers (-1 RP)
Language, Standard Array (+1 RP)
Natural Armor (+2 RP)
Damage Reduction (+2 RP), modified from Skeleton Damage Reduction (Bludgeoning to Slashing damage)
TOTAL RP: 11
Notsonoble |
Nekogami (10 Race points total, standard race)
Type. Outsider (Native) (2 race points) (Darkvision comes free with package)
Size; Medium (0 race points)
+2 Strength +2 Dexterity (2 race points) (See Flexible ability score trait)
Fast Speed (1 race point) 40 feet total base land speed
Language (Xenophobic) (0 race points) Tien (racial language) Bonus Languages, Sylvan, Common, Elven, Aklo
Nekogami receive a bonus feat at first level for which they meet the prerequisites (4 race points)
Darkvision 60 feet (part of native outsider package)
Weapon Familiarity (1 race point) (Nekogami are proficient with the Katana and Wakizashi)
(snip)
i know fast speed is an advanced ability. but i'm sure it could slide in this case. it's nowhere near as power gamey as flight.
First, I like this race.
Second, I'm actually finding the ability groupings rather frustrating. There is a sub-type of human I've been trying to find a way to move from just roleplay to crunch so that I can hand it off in my games for years... I was hoping this build system would handle that, but at this point I'd have to build it as a 8-ish RP advanced race. I'll post it shortly.Set |
This is terrible. Most of the failure of the system here was that it has no sane way of creating a race with -2 to two ability scores and +2 to two others, as well as the hideousness that is skill bonuses.
I noticed that, too. If I wanted to make a race that had a +2 to Dexterity, or a +2 to Dexterity and -2 to Strength, there was no option for that.
Skill bonuses are way overvalued, IMO.
Notsonoble |
Type: Humanoid (Human, racially cursed) 0rp
Medium 0rp
Speed 30ft 0rp
Human Heritage Modifiers 0rp (the frustration with this is there's not a +2 physical and -2 mental option, and I'd want to do +2 Con -2Wis)
Xenophobic Language Array 0rp
Fast 1rp
Ferocity 4rp
Frenzy 2rp
Total:7rp
There are also racial penalties I have characters roleplay that I didn't see a good way to handle in this (short tempers, distinct markings(although that doesn't have to be a crunch thing), racial claustrophobia, and a higher metabolism (to the point that starvation is a much more dangerous issue)
That's technically an advanced race, it has two advanced abilities, but is only 7 points, and there are things that the system didn't cover...
It's also very easy to build a functional 0 point race... that seemed odd to me.
But this is just a first glance at the system, and I don't have all my rasaleth notes with me... it may build closer than I think.
lordzack |
Here are goblins, as they exist in my campaign of Monster Hill.
Goblin Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma: Goblins are tough, and cunning, but are not known for being friendly.
Medium: Goblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Goblins have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Gatecrasher: Goblins gain a +2 bonus on Strength checks to break objects and a +2 bonus on combat maneuverchecks to sunder.
Hatred: Goblins receive a +1 bonus on attack rolls against humanoid creatures of the dwarf and elf subtypes due to special training against these hated foes.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Plagueborn: Goblins gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Weapon Familiarity: Goblins are proficient with greataxes and falchions and treat any weapon with the word “goblin” or “orc” in its name as a martial weapon.
Languages: Goblins begin play speaking Common and Goblin. Goblins with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Jotun, Troll and Undercommon.
nighttree |
Half Blood Azlanti
Although the last of the full blood Azlanti has perished, on rare occasions those with strong Azlanti blood produce a child that retains a spark of that races greatness.
Humanoid (0 RP)
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Flexible Modifiers (2 RP): Azlanti Half-bloods gain a +2 bonus to Dexterity & Intelligence.
Standard Array (1 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose any of those languages as their bonus languages.
Spell Resistance, Greater (3 RP): Prerequisites: None; Benefit: Members of this race gains spell resistance equal to 11 + its level.
Magical Linguist (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They also gain a +2 racial saving throw bonus against such spells. If a member of this race has a Charisma of 11 or higher, they also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the user’s character level.
Bonus Feat (4 RP): Prerequisites: Human subtype; Benefit: Members of this race select one extra feat at 1st level.
Total: 12 RP
RJGrady |
CHERUBIM
Brutish but resolute warriors of heaven.
Outsider (native) (2 RP)
Ability Modifiers: +4 Str, -2 Int, -2 Wis, -2 Cha (-2 RP)
Languages: Xenophobic (0 RP)
Celestial Resistance (2 RP)
Natural armor (2 RP)
Flight, 40 ft., average (8 RP)
Natural Attack: four wings (4 RP)
Advanced Strength (4 RP)
Total: 20 RP
Artanthos |
That's off. Large is 7 points, how come you get +2 Initiative? And it -2 Cha, not +2.
The +2 initive is from from a trait, not a racial bonus. I am, after all, 1/2 elf. I just don't have human as my other half.
Yes, Cha should have been -2 not +2, that was a typo, along with a couple I made on the sample character with to-hit and ac. (Forgot the -1 size modifier and my ability to edit timed out before I caught it.)
It's what I get for typing things up in a hurry late at night, while my wife is yelling at me to get off the computer and come to bed.)
David Fryer |
1 person marked this as a favorite. |
Eladrin
Type: Humanoid (elf)
Size: Medium
Base Speed: Normal
Ability Score Modifiers: Standard (+2 Dex, -2 Con, +2 Cha)
Language: Standard
Racial Abilities
Elf immunities
Fortunate
Illusion resistance
Low-light vision
Spell-like abilities (Blur, 1/day)
Total RP: 10
Sometimes known as fey elves, eladrin are the descendants of elves that mixed their seed with various fey. Although they have many of the same traits as their elven cousins, their fey blood also gives them some unique abilities as well.
Foghammer |
1 person marked this as a favorite. |
Original races only? 'Cause I converted Night Elves from WoW.
Night Elf (Standard Race)
Medium (0 RP)
Humanoid (elf) (0 RP)
Normal Speed (0 RP)
Standard Ability Scores (0 RP)
+2 Dex, +2 Wis, -2 Int (or Cha, depending on your version)
Xenophobic Array [Darnassian only. Questionable accuracy on my part here; I understand night elves to have been hidden away in Teldrassil for centuries, but the lore has changed, I think.] (0 RP)
Darkvision 60 ft. (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.
Defensive Training, Greater (3 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to Armor Class.
Shadow Blending (1 RP): Prerequisites: Shadow resistance racial ability; Benefit: Attacks made against members of this race while they are in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. This is a supernatural ability.
Shadow Resistance (2 RP): Prerequisites: None; Benefit: Members of this race gain cold resistance 5 and electricity resistance 5.
Camouflage (1 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.
Total: 10 RP
Heladriell |
1 person marked this as a favorite. |
True Elves
True elves are the long forgotten race of the original elves. They were born from the most ancient trees and walked peacefully on the earth long before their bond with nature weakened creating the modern elves.
True elves resemble beautiful humanoids with flowing hair mixed with leaves, vines and flowers that change with the seasons. They are fast and graceful, never sleeping or aging.
Racial Points:30
Type: Plant (8RP)
Size: Medium (0RP)
Modifiers: Advanced (+4Dex,+2Int,Wis,Cha,-2Con) (4RP)
Language: Xenophobic (Sylvan, Common, Gnome, Celestial)
Abilities:
Defensive training,Greater (3RP)
Desert runner (2RP)
Spell resistance, Greater (3RP)
Elven magic (2RP)
Fast (1RP)
Weapon familiarity (2RP)
Skill bonus: Perception (2RP)
Darkvision: 60ft (2RP)
Treespeech: (2RP)
This race is made to resemble the mythic idea of the elf. As a plant creature, it's immune to the things that elves are resistant to, and the connection with the natural world seems stronger.
A Man In Black RPG Superstar 2010 Top 32 |
Min-Maxers yes, but RP and balanced type players won't create that type of race.
So, how good of a race are "RPers and balanced-type players" allowed to make? Is it "not RP" to make a wizard race with +10 int? How about +8? How about +6? How about +4? How about +2? Is it cheesy to make elves with all of the magical traits, since they are even fluffed as specializing in magic?
It's bad design to make rules that allow choices that you're just going to disallow as "powergaming."
Heladriell |
Keepers
Keepers were untainted ancestors of the orcs. Created by the gods to protect the fragile humanoid races from the monsters that stalked the ancient world.
Keepers maintained a long martial tradition, always training to protect civilization from threats of the wild. Those ancient warriors look much like modern orcs, yet with noble features and a proud looks.
Type: Outsider(native, orc) (2RP)
Size: Medium (0RP)
Base Speed: Normal (0RP)
Ability modifiers: Advanced (+4Wis,+2Str,Dex,Con, -2int) (4RP)
Languages: Xenophobic: (Keeper, common,elven,Dwarven,Gnome) (0RP)
Abilities:
Darkvision (outsider)
Ferocity (4RP)
Weapon familiarity (1RP)
Defensive training, greater (3RP)
Fearless (1RP)
Hardy (1RP)
Natural armor (2RP)
Climb (1RP)
Bite (1RP)
Kazarath |
Dark Iron Dwarves from World of Warcraft
Type: Humanoid (Dwarf) 0 RP
Size: Medium 0 RP
Speed: Slow -1 RP
Ability Scores: Standard (+2 Dex, +2 Int, -2 Cha) 0 RP
Language: Xenophobic 0 RP
Traits:
Darkvision 60 ft. 2 RP
Hardy 1 RP
Stability 1 RP
Pyromaniac 2 RP
Hatred (Dwarf) 1 RP
Weapon Familiarity (Firearms and Dwarven Weapons) 1 RP
Craftsmen 1 RP
Greed 1 RP
Stonecunning 1 RP
Total: 10 Points
Blazej |
A few attempts to present the hound archon from the Bestiary.
An exemplar of justice across the planes. This humanoid creature combines aspects of man and hound.
Type
Outsider (native, heaven) 2 RP
Size
Medium 0 RP
Speed
Normal 0 RP
Ability Score Modifiers
Advanced (+4 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha) 4 RP
Languages
Linguist 2 RP
Racial Abilities
Darkvision 60 ft - RP
Advanced Dexterity (+2) 4 RP
Advanced Constitution (+2) 4 RP
Poison Resistance 1 RP
Spell Resistance, Greater 3 RP
Natural Armor 2 RP
Improved Natural Armor (+2) 1 RP
Damage Reduction (10/evil) 8 RP
Spell-Like Ability (detect evil, message, protection from evil) 3 RP
Fast 1 RP
Bite (1d4) 2 RP
Frightful Gaze 6 RP
Gift of Tongues 2 RP
Skill Bonus (Stealth) 2 RP
Skill Bonus (Survival) 2 RP
Low-Light Vision 1 RP
Scent 4 RP
Total RP: 54
Has pretty much every ability in this version but misses out on immunity to electricity (because it applies to more elemental outsiders), immunity to petrification, and most spell-like abilities. All the others are just reduced versions of this.
Type
Outsider (native, heaven) 2 RP
Size
Medium 0 RP
Speed
Normal Speed 0 RP
Ability Score Modifiers
Advanced (+4 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha) 4 RP
Languages
Linguist 2 RP
Racial Abilities
Darkvision 60 ft - RP
Advanced Constitution (+2) 4 RP
Poison Resistance 1 RP
Spell Resistance, Greater 3 RP
Damage Reduction (10/evil) 8 RP
Fast 1 RP
Bite (1d4) 2 RP
Frightful Gaze 6 RP
Gift of Tongues 2 RP
Low-Light Vision 1 RP
Scent 4 RP
Total RP: 40
Type
Outsider (native, heaven) 2 RP
Size
Medium 0 RP
Speed
Normal Speed 0 RP
Ability Score Modifiers
Advanced (+4 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha) 4 RP
Languages
Linguist 2 RP
Racial Abilities
Darkvision 60 ft - RP
Advanced Constitution (+2) 4 RP
Poison Resistance 1 RP
Damage Reduction (5/evil) 6 RP
Fast 1 RP
Bite (1d4) 2 RP
Frightful Gaze 6 RP
Gift of Tongues 2 RP
Total RP: 30
Type
Outsider (native, heaven) 2 RP
Size
Medium 0 RP
Speed
Normal Speed 0 RP
Ability Score Modifiers
Standard (+2 Str, -2 Dex, +2 Cha) 0 RP
Languages
Linguist 2 RP
Racial Abilities
Darkvision 60 ft - RP
Poison Resistance 1 RP
Fast 1 RP
Bite (1d4) 2 RP
Frightful Gaze 6 RP
Gift of Tongues 2 RP
Scent 4 RP
Total RP: 20
idilippy |
These rules, I swear. I figured +8 int was enough, but hey, you could go +10 if you want.
Sparkle Elves
A bunch of elves were sad at not being the bestest extra special best at magic ever. But when the Argocalypse struck, they were imbued with the power of arcane cheddicles, making them the extra specialest magic users ever!Slow Speed (-1 RP)
Ability Modifiers: +4 Int, -2 Cha, -2 Str (-1 RP)
Languages: Xenophobic (0 RP)
Elven Magic (2 RP)
Spell Resistance, Lesser (2 RP)
Advanced Intelligence x2 (8 RP)
Advanced Intelligence can't be taken to make Standard power level races, only for advanced or monstrous races.
Golden-Esque |
Racconan (based off of Tales of the Questor)
- +2 Constitution, +2 Intelligence: Racconan are extremely intelligent and, despite their small size, hardy.
- Small: Racconans are 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 bonus on Stealth checks.
- Fast Speed: Racconans have a base speed of 30 feet.
Therian: Racconans are humanoids with the therian subtype. Therian creatures are immune to lycanthropy.
- Low-Light Vision: Racconans can see twice as far as humans in conditions of dim light.
- Racconan Magic (Su): Racconan are naturally adept with magic and most possess some level magical training. Select 1st-level spell or cantrip from either the Cleric spell list or the Sorcerer/Wizard spell list. Once per day, the racconan can cast that spell as a spell-like ability. Once chosen, this spell-like ability cannot be changed.
- Racconan Spellsight (Su): A racconan has the natural ability to view magical currents and leylines. A racconan can cast detect magic as a spell-like ability once per day. A racconan with a Charisma score of 11 or more can use this ability up to three times each day.
- Houdini: Racconans gain a +2 racial bonus on Escape Artist checks.
- Languages: Racconans begin play speaking Racconan and Common. Racconans with high Intelligence scores can choose from the following: Dwarf, Draconic, Mephian, Sylvan, and Vulsune.
Alternate Racial Traits:
- Fire Rat: Racconans who devote themselves to the study and practice of wielding firearms are generally looked down upon by the rest of their society; firearms are seen as being inelegant and maddeningly dangerous compared to most types of weaponry and the time spent mastering such contraptions would have been better spent mastering one’s own abilities. Those that specialize with the weapons are given the slanderous nickname of ‘firerat,’ though their prowess with firearms is nothing to scoff at. A racconan with this racial trait is proficient with any two firearms, chosen from the list of early firearms. This trait replaces the racconan magic trait.
- Mageblind: Rare among the racconan are those who are completely cut off from the leylines of magic. Known as the mageblind, they naturally possess a powerful resistance to magic. A mageblind racconan gains spell resistance equal to 11 + their Hit Dice. In addition, mageblind racconan gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm)and enchantment (compulsion) subschools. In addition, if the racconan fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails. This trait replaces the racconan magic and racconan spellsight traits.
- Master Tinker (Ex): While racconans as a people are not known for any obsessions with the forge, those few racconan who pursue such interests are masters of their trade, devoting much of their time to such pursuits. A racconan with this trait gains a +1 bonus on Disable Device and Knowledge (engineering) checks. In addition, the racconan is treated as proficient with any weapon they have personally crafted. This trait replaces the houdini trait.
- Swamp Dweller (Ex): Some racconan live deep within the swampy parts of Guaxin, their home nation. Often treated as country bumpkins and rednecks, these racconan have adapted to the dangers the marsh can pose. Racconan with this trait can move through difficult terrain at their normal speed while within a swamp. Magically altered terrain affects them normally. In addition, they gain a +2 bonus on saving throws against poison, spells, and spell-like abilities. This trait replaces the houdini trait.
Breakdown:
Type (Humanoid; 0 rp)
Size (Small; 0 rp)
Speed (30 ft; 0 rp)
Ability Modifiers (Flexible Modifiers; 2 rp)
Language (Standard; 1 rp)
Vision (Low-Light; 1 rp)
Racconan Magic (1 use of a specific 1st level spell or cantrip; 1 rp)
Racconan Spellsight (3 uses of detect magic as a spell-like ability; 3 rp)
Houdini (+2 bonus to Escape Artist; 2 rp).
Total - 10 rp
Fire Rat (proficiency with two early firearms - 1 rp; traded for racconan magic)
Mageblind (Greater Spell Resistance [3 rp] and Stubborn [1 rp]; traded for racconan magic and racconan spellsight)
Master Tinker (2 rp; traded for skill bonus (Escape Artist))
Swamp Dweller (Swamp Stride [1 rp] and Hardy [1 rp]; traded for skill bonus (Escape Artist)
Kazarath |
A Conversion of Adeptus Mechanicus Tech Priests from Warhammer 40,000.
A reclusive order of Arcanists, Machine Priests believe that mortal flesh is weak, and that the machine is strong and pure. Thus they replace most of their own flesh with Arcane Machinery, often becoming more machine then man. Their entire lives revolve around the acquisition of esoteric knowledge and strict reverence to their enigmatic deity, the Omnissiah.
Machine Priests:
Type: Humanoid (Human, Half-Construct) 7 RP
Size: Medium 0 RP
Speed: Slow -1 RP
Ability Modifiers: Greater Paragon (+4 Int, -2 Dex, -2 Cha) -1 RP
Languages: Standard Array (Common and Machine-Speak) 1 RP
Traits:
Darkvision 60 ft. 2 RP
Master Tinker 2 RP
Prehensile Tail 2 RP (to represent the mechandrite tentacles all tech priests have)
Total: 12 RP
A Man In Black RPG Superstar 2010 Top 32 |
Advanced Intelligence can't be taken to make Standard power level races, only for advanced or monstrous races.
Huh. Makes sense, I suppose. This makes the system marginally less degenerate for Standard races, but +4 int-or-cha/-2 mental dump/-2 str and +2 str/+2 caster stat/-4 dump stat are still better than every alternative for caster classes, and come at a discount.
Melissa Litwin |
Eftling (Tiny humanoid (lizardfolk))
These tiny beings impress those few who know of them with their foolhardiness and shocking ability to survive the situations they get themselves into. Although naturally drab greens and browns in coloration, eftlings adorn themselves with flower petals, colorful paint, and tiny brightly-colored pebbles. They make their colonies next to forest ponds and gently flowing streams or in marshy areas, where their ability to dart in and out of the undergrowth allows them to disappear from threats.
+2 Int, -2 Str, -4 Wis: Eftlings are smart, but they are reckless to a fault. They prefer being lucky to being good and sometimes deliberately enter dangerous situations just to 'test their luck'.
Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races have 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 characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these character can fit into a single square. A Tiny race typically has 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 it has no natural reach, it does not threaten the squares around it. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures cannot typically flank an enemy.
Fast Speed: Eftlings have a base move speed of 30 ft.
Reckless Luck: Eftlings gain a +2 racial bonus on all saving throws.
Hasn't killed me yet!: Eftlings often try to eat everything around them at least once. Those who survive gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
It's my choice: Eftlings decide when to test their luck, which makes them resistant to others forcing them into bad situations. They gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an eftling fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails.
Swim: Eftlings have a swim speed of 30 ft. They gain a +8 racial bonus on Swim checks.
Camouflage: Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Languages: Eftlings begin play speaking Sylvan. Eftlings with a high Int modifier can choose from the following: Aquan, Common, Boggard.
RP: 10
Tiny size: 4 RP
Greater Weakness Modifier: -3 RP
Xenophobic Linguistics: 0 RP
Fortunate: 4 RP
Stubborn: 1 RP
Plagueborn: 2 RP
Camouflage: 1 RP
Swim speed: 1 RP
Mok |
Hulks
These incredibly muscular green skinned people are generally loud, brash, and when provoked will suddenly grow to the size of an ogre.
Type: Humanoid [+0]
Size: Medium [+0]
Speed: Normal [+0]
Abilities: Weakness Modifiers (+2 Str, +2 Wis, -4 Cha) [-1]
Languages: Standard Array [+1]
Racial Abilities:
Advanced Strength x 2 (+4 Strength) [+8]
Spell-Like Ability x 2 (Enlarge Person 2/day) [+2]
10 RP total
Shuriken Nekogami |
Hulks
These incredibly muscular green skinned people are generally loud, brash, and when provoked will suddenly grow to the size of an ogre.
Type: Humanoid [+0]
Size: Medium [+0]
Speed: Normal [+0]
Abilities: Weakness Modifiers (+2 Str, +2 Wis, -4 Cha) [-1]
Languages: Standard Array [+1]
Racial Abilities:
Advanced Strength x 2 (+4 Strength) [+8]
Spell-Like Ability x 2 (Enlarge Person 2/day) [+2]10 RP total
sorry, but Advanced strength is not available to standard races. and i beleive this is clearly an Attempt to maximize fighters.
spalding |
Kazians
Standard Race: 10 points
A fey creature of that has unnaturally good luck the Kazians tend to scorn worship of deities instead relying on fate and their luck. Kazians stand just taller than a halfling and barely shorter than a dwarf. Their slight bodies are much like coiled springs hiding surprising strength though making them feel much more comfortable with smaller weaponry.
Type: Fey (+1)
Size: Medium +0
Speed: Normal +0
Abilities: Standard (+2 Str -2 Wis +2 Cha)
Languages: Standard Array +1
Racial Abilities:
Eternal Hope (+2)
Fortunate (+4)
Timely Inspiration 3/day (+3)
Slight (-1 to CMD, counts as small for combat maneuvers and weapon usage, but fits in small quarters and can squeeze in tiny spaces) (+0)
Cold Iron Allergy (takes an extra point of damage from cold iron weapons) (-1)
Total RP: 10
Dwuman (Dwarf-Human Hybrid)
Standard Race: 10 points
Type: Humanoid(Human/Dwarf) (+0)
Size: Medium (+0)
Speed: Normal (+0)
Abilities: Mixed Weakness (+2 Str -2 Dex, +2 Wis, -4 Cha) (-2)
Languages: Standard Array +1
Racial Abilities:
Desert Runner (+2)
Natural Armor (+1)
Skilled (+4)
Skill Bonus(craft) (+2)
Total RP: 9
YawarFiesta |
2 people marked this as a favorite. |
From the Iron Pony Contest thread:
All ponies:
Language Trait:
Xenophobic* (0 RP) Equestrian (¿common?), bonus: Zebra, common, other, other.
*The one time another pony spoke in another language, Zecora, nobody understand it.
Racial abilities:
Cutie Mark: Adaptability x2 (2 RP), alternatively, under the GM, permision you may choose choose up too 2 RP worth of abilities pertinent to you special talent, elven magic if your special talent is magic for example.
Prehensile Tail (2 RP)
Hoofed (1 RP), this should really count as a penalty. Let's asume that this also gives them hoofes as a natural attack.
Non-dexterous (-2 RP): ponies may only grasp with their mouth one item at a time. They may wield two handed weapon, but suffer a -2 penalties on attack rolls with unmodified weapons (double base cost) and a -10 in any check involving hands.
Net: 3 RP[b]
[b]Unicorns:
Ability score modifiers trait:
Standar (0 RP): -2 STR +2 DEX +2 CHA
Racial abilities:
Spell-Like Ability (3 RP): Mage-hand at will
Mage hand Finnesse (2 RP): unicorns may treat a single object within reach as wielded they may not add their STR bonus to damage rolls with that item and use their dextery modifier and BAB for attack rolls.
Natural Attack (1 RP): Gore id6
Net: 7 + 3 = 10 RP
Pegasi:
Ability score modifiers trait:
Greater Weakness (-3 RP): -2 STR +2 DEX -4 CON*
*In the race episode thre pegasi are shown winded up, also fligth is hard to balance.
Racial abilities:
Fligth X3 (8 RP)
Cloud Smithing (2 RP): pegasi may treat clouds as solid objets and build structures from them as if they were made from rock, alternatively they can treat them as more comfy textures. A pegasus need to ramain 7 days a mmonth, not necessarily continous, to mantain such structures.
Net: 7 + 3 = 10 RP
Earth Ponies:
Ability score modifiers trait:
Human Heritage (0 RP):
Racial abilities:
Hardy (1 RP):
Fertile Hoove (1 RP): any area with an earth ponies living in their for a month is treated as the blessed crop version of the plant growth spell with a caster level equal to the earth pony level.
Bonus Feat (4 RP)
Relentless (1 RP): becuase I got 1 extra point
Net: 7 + 3 = 10 RP
Humbly,
Yawar
PSD: Sorry for the wall text, but some spoilers weren't showing.
Kazarath |
Full racial stats for Machine Priests:
+4 Intelligence, -2 Dexterity, -2 Charisma; The knowledge contained within a machine priest's mind could fill entire libraries, but their bulky 'enhancements' hinder their speed and many beings find their appearance horrific.
-Type: Humanoid with the (Human) and (Half-Construct) Subtypes.
-Machine Priests receive a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
-Machine Priests cannot be raised or resurrected.
-Machine Priests do not breathe, eat or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a machine priest can drink potions and can sleep in order to regain spells, but neither is required to
survive or stay in good health.
-Size: Medium
-Speed: 20 ft. A machine priest's speed is never slowed due to armour or encumbrance.
-Darkvision 60 ft.
-Technical Knowledge: Machine Priests receive a +1 bonus on Disable Device and Knowledge (Engineering) checks. They are also proficient with any weapon they personally built.
-Mechandrites: All Machine Priests have a series of mechanical tentacles attached to their bodies, which they use to manipulate objects and perform technical tasks. They can use these mechandrites to carry and hold things, as well as retrieve small objects on their person as a swift action. A Machine Priest cannot wield weapons with a mechandrite.
-Languages: Machine Priests begin play speaking Common and Machine-Speak.
Thomas Writeworth |
Oubie
(Oou-Bye)
-------------------------------
With the grace of an Elf, and the curiosity of a Gnome, Oubie are an odd sort of Race. They are best known for their ability to adapt to their environment, which is normally very useful for them, due to their Journey lust. Most Oubie would be considered Nomadic, because its rare to see one stay in one place any more than a Month at a time. Normally seen traveling in large Families, they make no attempt to hide themselves, with their bright and colorful clothing, and loud marry making. If the Oubie are in town, Festivals are soon to follow.
Image: http://freds-world.deviantart.com/art/Oubie-New-Fantasy-Race-261938731
------------------------------
Type
Fey(Oubien) 1rp
Size
Medium 0rp
Speed
Normal 0rp
Modifiers
Flexible Modifier 2rp
+2 Dex, +2 Cha
Language
Linguist Array 2rp
Racial Abilities
Prehensile Tail 2rp
Low-Light Vision 0rp
Spell-Like Ability 1rp
-Endure Elements
Desert Runner 2rp
Total RP 10
Hai Yu |
LITTLES Advanced Race 20rp
These tiny humanoids have a huge love for community and make their homes just about anywhere. Being so tiny has made them particularly protective of their community and not as trusting of other races. Smaller races are befriended easier than larger races. If you see 1 Littles you can be sure that there are a few more just about anywhere around you. Typically 12 to 20 inches tall with a prehensile tail. Littles come in all sorts of colors as comes from their fey blood. A green and orange striped Littles could be born from an all black Littles and a blue faced Littles. The coloration of a Littles holds no bounds.
TYPE Fey 1rp
SIZE Tiny 4rp
+2 AC
+2 Attack rolls
-2 CMB/CMD
+8 Stealth
No Reach
take up 2.5ft so 4 can occupy 1 5ft square
SPEED Normal 30ft 0rp
MODIFIERS (including tiny) Advanced 4rp
-4 STR +6 DEX +2 INT +2 WIS +2 CHA
LANGUAGE Xenophobic 0rp
Sylvan (high INT = Common, Gnome, Halfling, Goblin)
RACIAL ABILITIES
Swarming 1rp = 2 share square and attack same creature get flanking
Stalker 1rp = Perception and Stealth always class skills
Quick Reactions 2rp = Improved Initiative as bonus feat
Prehensile Tail 2rp
Expert Climber (with climb) 5rp = climb speed 20ft, +16 racial bonus to climb (non magic spider climb)
EDIT - description of Littles added
Gallifrey |
Thought I would try adapting something from mythology. I decided to go with the Apsara. They were female spirits who could shapeshift and who ruled over luck. I had a hard time debating between fey or native outsider but eventually decided on fey due to their unearthly beauty and their natural luck
Apsara
Medium Fey
-2 Str, -2 Dex, -2 Con, +4 Cha. Apsara are of powerful spirits and stunning beauty. However they are not suited for mortal bodies, and tend to be physically weaker than most races.
Slow and Steady. Apsaras have a base move speed of 20. Apsara move at slower speed than most due in most part due to a vanity, they slower they move the more chance for others to view them. Apsaras move slow but gracefully and are never encumbered by armor or gear.
Favorable. Apsara gaina +2 to all saving throws. Apsara are attuned to the forces of chance, and luck seems to forever be on their side.
Change Shape. Members of this race gain the following supernatural ability: You can assume the appearance of a Small or Medium humanoid as the alter self spell. Apsaras are born female but can all shapechange, making gender largely irrelevant. Apsaras change skins like others change clothes, but are always beautiful. This is a simple fact of their ability, no matter what form they take, an Apsaras is always a radiant creature.
Sociable. When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Apsaras were not born for combat, their silver tongues however prove to be their most valuable and versatile weapon in their arsenal.
Languages. Apsaras begin play speaking Common and Sylvan. An Apsaras with a high intelligence may choose additional languages from the following list. Auren, Aquan, Celestial Elven, Gnome, Ignan, Terran.
RP
1 Fey
6 Change Shape
4 Favorable
-2 Paragon Modifiers
-1 Slow Speed
1 Standard Language Array
1 Sociable
__________________
10 Total
Mikaze |
Been banging away at my homebrew races. Only one is complete, and it was extremely easy and simple in comparison to the others which don't seem possible at all within the confines of the current options.
Orc
Medium Humanoid[
+2 STR, +2 Wis, -2 INT - Orcs are possessed of strength of both body and spirit, though they lack the intellectual prowess of most races.
Movement: 30 ft.
Darkvision 60 ft.
Ferocity
Weapon Familiarity - With "Orc" weapons.
Languages - Orc characters can know Orc and Common. Orcs with high Intelligence may choose from these additional languages: Abyssal, Celestial, Dwarven, Giant, Goblin, Ignan, and Sylvan.
RP breakdown:
0 Humaonoid
0 Medium Size
0 Normal Speed
0 Standard Modifiers
1 Standard Language Array
2 Darkvision 60 ft.
4 Ferocity
2 Weapon Familiarity
TOTAL RP: 9
I remember fretting about whether or not Ferocity needed to be toned down to the PF Half-orc version for balance's sake, but as the costs currently stand they get the go-ahead. Still not sure about that...
SwnyNerdgasm |
Been banging away at my homebrew races. Only one is complete, and it was extremely easy and simple in comparison to the others which don't seem possible at all within the confines of the current options.
Orc
Medium Humanoid[
+2 STR, +2 Wis, -2 INT - Orcs are possessed of strength of both body and spirit, though they lack the intellectual prowess of most races.
Movement: 30 ft.
Darkvision 60 ft.
Ferocity
Weapon Familiarity - With "Orc" weapons.Languages - Orc characters can know Orc and Common. Orcs with high Intelligence may choose from these additional languages: Abyssal, Celestial, Dwarven, Giant, Goblin, Ignan, and Sylvan.
RP breakdown:
0 Humaonoid
0 Medium Size
0 Normal Speed
0 Standard Modifiers
1 Standard Language Array
2 Darkvision 60 ft.
4 Ferocity
2 Weapon FamiliarityTOTAL RP: 9
I remember fretting about whether or not Ferocity needed to be toned down to the PF Half-orc version for balance's sake, but as the costs currently stand they get the go-ahead. Still not sure about that...
If I may ask, what other weapons do you have that are "Orc Weapons" besides the double axe?
Lord Fyre RPG Superstar 2009 Top 32 |
Not sure that this counts as "simple" race, but ...
This young woman has a slender frame and a beautiful face, yet there’s something vaguely unnerving about her appearance. Her skin is unnaturally pale, her hair is dark, and each of her eyes is a different color.
This is a stab at rewriting the Changeling Race from pages 84-85 of Pathfinder #43: The Haunting of the Harrowstone. In the interest of Brevity, I am not going to repeat the entire description of the race provided there.
Changeling Characters
Changelings are defined by their class levels—they do not possess racial Hit Dice. All changelings have the following racial traits.
+2 Constitution, +2 Intelligence, -2 Wisdom: Changelings often appear frail, but are uncommonly tough and possess a sharp wit. They are strangely distracted at times, as if listening to something …
Gender: All Changelings are always female. It is not known if male changelings are ever born, or if they are immediately consumed by their mothers.
Unnatural Beauty: All changeling are very beautiful, and their odd appearance quirks only give them an exotic allure. She rapidly learns to exploit her good looks to get what she wants. A changeling receives a +2 racial bonus with Bluff and Diplomacy checks against anyone who might find her sexually attractive.
Monstrous Humanoid: Despite Appearances, Changelings are, like their Hag mothers, monstrous humanoids. This changes how some spells will affect her.
Darkvision: As Monstrous Humanoids, Changelings can see in the dark up to 60 feet.
The Monster Within: Once per day, whenever a Changeling takes damage, she flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC. There are unconfirmed reports that when in this rage, the color of her skin changes (to the color of her Hag Mother’s.)
Languages: A Changeling begin play speaking the primary language of her host society and Common. Changelings with high Intelligence scores can choose any languages she wants (except secret languages, such as Druidic).
Secondary Traits: Changelings figure their starting height, weight, and age as half-elves. If she somehow manages to avoid the “chrysalis” she also ages as a half-elf.
Changeling (PathfinderRPG)
Type
Monstrous Humanoid (2 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Standard (+2 Con, +2 Int, –2 Wis) (0 RP)
Languages
Linguist (2 RP)
Racial Abilities
Darkvision 60 ft. (from Monstrous Humanoid) (– RP)
Frenzy (2 RP)
Skill bonus (Bluff) (2 RP)
Skill bonus (Diplomacy) (2 RP)
Total RP: 10
Comments
I feel that this write-up better reflects the flavor text for the Changeling Race, then the abilities provided on p. 85 of Pathfinder #43.
And, I have already created a "Comentary" thread.
Gallifrey |
1 person marked this as a favorite. |
Okay, so I am totally getting addicted to this. This time I decided to tackle one of my favorite subtypes, the Dark Folk.
While known amongst their own as Shades, these creatures are more frequently known as Shifts. While arguably the most stealthy of the Dark Folk, these creatures are viewed almost as vermin, an unkind but surprisingly accurate observation. Shifts are notoriously hard to kill, with natural protection from spells and incredibly fast movements. Like all Dark Folk, Shifts completely cover their skin, however they tend to create outer shells of refuse. Similar to hermit crabs in this respect, they build upon their exoskeletons of garbage until they outgrow it or it becomes damaged, then they begin making a new one. While they generally travel in numbers of their own kind(a group of Shifts is called a "shadow" by their own or a "nuisance" by others). All shifts fear being alone, as they find themselves quite insignificant and the worst possible thing one can do to a shift is leave it alone to with its own thoughts. A lone shift who happens upon a group is quick to imprint itself upon the group, and will quickly try to prove it usefulness in order to satisfy its needs for companionship. Once a shift has bonded with a group, it views itself as them and them as itself, making them completely loyal albeit annoying additions to any party.
_________
Shift
Humanoid(Dark Folk)
+4 Dex, -2 Con, -2 Cha: Their small bodies are incredibly fast, but with small, weak bodies. Once they have formed into a community they view themselves as a single unit, as such they have little sense of self.
Small Sized
Normal Speed: The race has a base speed of 30 feet.
Greater Defensive Training: Members of this race gain a +2 dodge bonus to Armor Class.
Greater Spell Resistence: Members of this race gains spell resistance equal to 11 + its level.
Swarming: 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.
Poison Use: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Greed: Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Stalker: Perception and Stealth are always class skills for members of this race.
See in Darkness: You can see perfectly in darkness of any kind, including that created by deeper darkness.
Light Blindness: Abrupt exposure tobright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
0 RP Humanoid
0 RP Small Sized
0 RP Normal Speed
-1 RP Greater Paragon Statistics
0 RP Xenophobic Language Set
3 RP Greater Defensive Training
3 RP Swarming
1 RP Poison Use
1 RP Greed
1 RP Stalker
4 RP See In Darkness
-2 RP Light Blindness
________
10 RP Total
Tinalles |
Eveo
The Eveo, a race of small lemur- or monkey-like creatures, live in forested swamps or archipelagos, where they subsist on a diet of fish and fruit. They're primarily arboreal, and can swim well. They can walk on the ground, but are a bit slower and more awkward when doing so. They have brindled brown/gray fur, prehensile tails, and three eyes (the middle one sees in infrared and ultraviolet spectra, so they've got terrific vision). They're cheerful and dexterous, but not especially muscular. They have an ongoing feud with the Grippli, who occupy much the same biome.
Type: Monstrous Humanoid
Size: Small
Base Speed: 30 feet; Climb 20 feet
Abilities: -2 STR, +2 DEX, +2 CHA
Languages: Common, Eveo automatic; Elven, Sylvan, Aquan, Auran, Boggard or Grippli for bonus languages.
Defensive Training, Lesser: +4 dodge AC vs Humanoid (Grippli)
Stalker: Perception & Stealth are always class skills.
Silent Hunter: reduced penalties for moving stealthily.
Senses: Darkvision (from monstrous humanoid), Low Light Vision
Prehensile Tail
Light Sensitive: dazzled in areas of bright light.
Comments
I wanted to make them Slow but give them a Climb and Swim speed; but both Climb and Swim depend on Normal speed. Also, typo in the prehensile tail ability -- the second "cannot" should be "can".
Icyshadow |
Holstaur
The holstaurs are an odd race formed of both a blessing and a curse, their creation being born from an indirect clash between Lamashtu and Aroden, the latter of which once heard prayers and pleads from a group of repentant female Minotaurs who had wished to be turned into humans after finding an ancient tablet telling of their days as citizens of Azlant.
Hearing their cries, the god of humanity decided to fulfill their wish, but his blessing was foiled by the very curse that Lamashtu had planted upon the minotaurs ages ago. The result was something unusual indeed; though they looked more human than their minotaur brethren, the women still had hooved feet and the horns and ears of a bovine, along with a newly grown tail. The curse also made them all but unable to give birth to males, leading every newborn child into being another one of them.
Realizing that this was all he could do for them, Aroden led the newly created holstaurs away from their former homes and away from Lamashtu before leaving them to fend for themselves. Though some have regressed to to going back to their labyrinthine homes and the savage ways of the minotaurs, most of the holstaurs have begun to move towards human and dwarf settlements with peaceful intentions.
(Special Note: The holstaurs are an all-female race like the changelings, and usually pick Human, Elf or Minotaur males as mates.)
Racial Traits:
Humanoid (Holstaur)
+2 Strength, +2 Wisdom, -2 Dexterity. While the holstaurs have inherited a part of the minotaur's strength and cunning, they also tend to be somewhat clumsy.
Medium: As medium creatures, cowgirls have no special bonuses or penalties due to their size.
Normal Speed: Holstaur base land speed is 30 feet.
Darkvision: Holstaurs can see in the dark up to 60 feet.
Natural weapon: Gore (1d6). While the horns of a holstaur aren't as dangerous as those of a minotaur, they can still be used as a last resort if the cowgirl is caught unarmed in battle.
Powerful Charge: If the holstaur charges, her gore attack deals 2d6 points of damage, plus 1½ times her Strength modifier. A holstaur can attack with a weapon at her normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).
Powerful Build (Ex): The physical stature of holstaurs lets them function in many ways as if they were one size category larger. Whenever a holstaur is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the holstaur is treated as one size larger if doing so is advantageous to her. A holstaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect her. A holstaur can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (This racial is taken from the Dreamscarred Press book Psionics Unleashed)
Consideration: +2 racial bonus on Diplomacy and Perception checks. Holstaurs are used to pleasing people and keeping up good relations for the purpose of winning men over to their side, and they also possess sharp senses that help them survive.
Scent (Ex): A holstaur can detect opponents by scent within 30 feet (as a Free Action). If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as 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 holstaur detects a scent, the exact location of the source is not revealed - only its presence somewhere within range.
Minotaur Cunning (Ex): Sharing the natural cunning of their minotaur cousins, a holstaur gains a +4 bonus on Intelligence checks to escape Maze spells as well as giving her the ability to detemine which way is north automatically.
Hoofed
Automatic Languages: Common, Giant. Bonus Languages: Abyssal, Dwarven, Gnoll, Goblin, Terran and Undercommon. Holstaurs are usually skilled only in speaking Common and Giant, but those who can either study languages linked to their history or those of their allies and enemies.
(Now to see the RP costs.
Darkvision as a Humanoid costs +2.
Natural Weapon costs +1.
Powerful Charge costs +2.
Powerful Build SHOULD cost +3 in my opinion, maybe +4. (It's weaker in Pathfinder than in regular 3.5)
Skills cost a ridiculous +4.
Scent is also over-priced, +4.
Minotaur Cunning isn't even listed, but I'd give it a +1.
Standard language array costs +1.
Being Hoofed, while being a disadvantage usually, costs +1.
So if my calculations are right, the total cost is 20 RP points)
Kobold Catgirl |
Kobolds:
Yes, there's already a kobold variant here, but that's more of a 'heroic' variant. These traits are based heavily off of the actual kobolds, and keep their physical failures, but I balanced out the fail with some other items. Namely, Underground Sneak and Cave Dweller. I considered one of the race-specific bonuses (the +4 dodge bonus, for instance)and the Swarming ability, but didn't want to directly affect kobolds' combat. They're wusses in a fight, and always should be.
10 RP
Type: Humanoid (0 RP)
Size: Small (0 RP)
Base Speed: Normal (0 RP)
Ability Score Modifiers: Greater weakness; –4 Str, +2 Dex, –2 Con (-3 RP)
Languages: Standard (1 RP)
Racial Abilities:
Crafty (4 RP)
Darkvision 60 ft. (2 RP)
Light sensitivity (-1 RP)
Underground Sneak (5 RP)
Cave Dweller (2 RP)
SPCDRI |
Well, there should be a version of the Aasimar, but evil. Not the Tiefling, Tieflings suck. :P
Cambion.
Cambions are the male and female offspring of Devils and Demons mating with humanoids. Particularly strong Cambions might be the children of Belial or other ascended demons and devils like Ardad Lili though most are the results of Incubus and Succubus activity.
Cambion:
Outsider Type (2 Points)
Flexible (2 points) (+2 Strength, +2 Charisma for males, +2 Dexterity, +2 Charisma for females)
Languages: Standard array, speak Abyssal or Infernal as well 1
Fiendish Resistance (2)
Darkvision and Low Light Vision (3 points)
Ravingdork |
1 person marked this as a favorite. |
Bark Troll (from the Never Ending Story universe)
Despite their name, bark trolls are not at all related to true trolls or their kin. The name stems primarily from their similar gangly appearance and green mottled bark skin.
+08 RP, Plant type
----- RP, low-light vision
----- RP, immunity to mind-affecting effects
----- RP, immunity to paralysis, poison, polymorph, sleep effects, and stunning.
----- RP, no need to sleep
-01 RP, slow speed
-02 RP, mixed weakness modifiers (-2 Dex, +2 Con, +2 Wis, -4 Cha)
+00 RP, xenophobic array (Treant; Common, Sylvan, Elven, Halfling)
+02 RP, natural armor
+01 RP, camouflage (standard bark troll), relentless (cacti-like bark troll), OR stability (especially thick bark troll)
+02 RP, gatecrasher (big bark troll) OR treespeech (other bark trolls)
=10 RP, STANDARD RACE
see |
1 person marked this as a favorite. |
Shambling Dead
Type: Undead (16 RP)
Size: Medium (0 RP)
Speed: Slow (-1 RP)
Ability Scores: -4 Int, -2 Wis, +2 Cha (-3 RP)
Language: Xenophobic Array (0 RP)
Weakness Ability: Light Sensitivity (–1 RP)
Weakness Ability: Resurrection Vulnerability (–1 RP)
Technically an advanced race because they're undead to start, the Shambling Dead clock in at a mere 10 RP anyway. So what exactly does that mean for encounter balancing? Should we treat as a 20 RP race anyway?
Icyshadow |
I think the Shambling Dead seems fine, though a little hard to implement to some campaigns. Anyway, any commentary on my Holstaurs, flavor-wise at the very least?
( I forgot to detail their appearance, but I am sure the things I said are enough...just think tall, strong women with some bovine traits...lol)
Kobold Catgirl |
I think the Shambling Dead seems fine, though a little hard to implement to some campaigns. Anyway, any commentary on my Holstaurs, flavor-wise at the very least?
( I forgot to detail their appearance, but I am sure the things I said are enough...just think tall, strong women with some bovine traits...lol)
I don't think we're supposed to post comments on the thread, but the Shambling Dead seem fine to me. I don't know of any actual rule against undead races.
Ravingdork |
3 people marked this as a favorite. |
Mycanid (from old D&D)
Myconids are race of humanoid fungus who hail from the most remote of underground caverns. As a society, they are reclusive and extremely cautious in their dealings with other races, and as such are rarely seen by any other than their neighbors. Most individual myconids are diligent workers that singlemindedly spend their entire lives working for the colony, but they do have a sense of individualism - no matter how small - and occasionally decide to become adventurers.
Play a myconid if you want...
- To play a race with an unconventional method of communication.
- To play as a creature from a subterranean background.
- To be a member of a race that favors the cleric, druid, and monk classes.
Physical Qualities
Myconids are stocky humanoids with bloated, spongy flesh. Their skin tones tend towards shades of grey and tan, but occasionally include dull shades of red and purple. Their heads are topped with a fungal cap, which is usually a darker shade of the same colour as the rest of their skin. Their heads are barely separate from their body, and their faces are only distinguishable as such by a pair of large eyes. Myconids have no mouths and no visible ears. They eat by standing on their food, usually while they sleep, and prefer their food slightly rotten.
Young myconids are immobile and mature rapidly, reaching their equivalent of adolescence within a year. Once they reach this point they begin to move about and work for the colony, and slowly grow to full size in the next four or five years. After this point, their aging is unpredictable: they grow as needed to fill roles missing in their colony. Myconids typically live about forty years before showing any signs of age. At this point their movement begins to slow and within five years they become immobile and begin to decay. A decaying myconid releases spores that grow into new myconids.
Playing a Myconid
Myconids are quick to listen, slow to talk, and even slower to act. Although they are willing to act without planing, they are much less willing to act without a firm grasp of their surroundings and situation. Recklessness is unknown to them. Those who have adventured for some length of time will learn to act with less information if the situation forces them to, but a myconid straight from the colony is likely to be cautious to a fault.
Myconids, especially those removed from their colony, are hard workers, and prefer to finish an entire day's work in one continuous action. When the day's work is done their preferred form of recreation is a type of telepathically shared hallucination, but without other myconids to share the experience with they are likely to attempt to join in whatever form of recreation is common among those hosting them.
Myconids consider most people to be their friends, and enjoy large gatherings. Though loyal, they will not fight to help a friend unless to defend that friend. An enemy of a friend is not an enemy to a myconid, but someone who attacks that friend is.
Myconid Characteristics: Cautious, diligent, pacifistic, reclusive, calm, fatalistic
Names: Myconids have no language of their own, and thus have no name in the conventional sense. Adventuring myconids typically choose a name from the first culture they visit.
Myconid Adventurers
Most myconids never leave their colony, but instead spend their life working. However, though most never visit the outside world, they still prefer to keep track of events outside the colony. Colonies occasionally send scouts to explore the world and come back with stories; these scouts often join groups adventurers and spend most of their lives abroad before returning with what they know. Not all myconid adventurers are scouts - myconids have free will independent of their colony and on occasion get wanderlust. These individuals typically stay with their colony until a season where they are not needed, then strike off on their own.
Breakdown
+08 RP, Plant type
----- RP, low-light vision
----- RP, immunity to mind-affecting effects
----- RP, immunity to paralysis, poison, polymorph, sleep effects, and stunning
----- RP, no need to sleep
+00 RP, small size
-01 RP, slow speed
-02 RP, mixed weakness modifiers (-2 Dex, +2 Con, +2 Wis, -4 Cha)
+00 RP, xenophobic array (Sporespeech*; Common, Sylvan, Treant, Undercommon)
+01 RP, spore cloud (as 1/day obscuring mist spell-like ability)
+02 RP, cave dweller
+02 RP, darkvision 60 ft.
=10 RP, STANDARD RACE
* Sporespeech: Myconids are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called "sporespeech." Mycanids may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a mycanoid can choose who "hears" their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one's voice). Sporespeech can be "overheard" with a Perception check just as easily as a normal voice can. Mycanoids who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A mycanoid may still use Silent Spell to cast spells while so bound, or without anyone "hearing" the verbal component of their spells.
Vital Statistics
Myconid Random Starting Ages
Adulthood; Simple; Moderate; Complex
8 years; +1d4; +1d6; +2d6
Myconid Aging Effects
Middle Age; Old; Venerable; Maximum Age
10 years; 18 years; 24 years; +2d6 years
Myconid Random Height and Weight
Gender; Base Height; Height Modifier; Base Weight; Weight Modifier
Male; 2' 8"; +2d4; 30 lb.; × (1) lb.
Female; 2' 8"; +2d4; 30 lb.; × (1) lb.
EDIT: I'm thinking I'm going to really like this new races subsystem. :D
SPCDRI |
Okay, here is my try...
I want to use All Around Vision at Standard level and create a vision and perception and truth obsessed race called Eyemen.
Eyeman:
These guys are the logical conclusion of a world in which almost nothing is at it seems and everyone is trying to pull a fast one. They don't get snuck up on, they don't get tricked.
They've got eyestalks and long heads that have oval shaped brains rather than round ones. Their paranoia is pretty much legendary. They worship Gods of truth as well as Gods of deception, and pulling a fast one on another Eyeman in the Eyeman culture is seen as a big time point of distinction.
Here we go...
Flexible, because of the eyestalks, duh.
+2 Dexterity, +2 Wisdom
All Around Vision
Low-light Vision and Darkvision
Eyes in the Back of My Head (Serial number sawed off/reskinned Cat's Grace)
Typically rangers, Trickster and Truthster clerics, and rogues.
Ravingdork |
Okay, here is my try...
I want to use All Around Vision at Standard level and create a vision and perception and truth obsessed race called Eyemen.
Eyeman:
These guys are the logical conclusion of a world in which almost nothing is at it seems and everyone is trying to pull a fast one. They don't get snuck up on, they don't get tricked.They've got eyestalks and long heads that have oval shaped brains rather than round ones. Their paranoia is pretty much legendary. They worship Gods of truth as well as Gods of deception, and pulling a fast one on another Eyeman in the Eyeman culture is seen as a big time point of distinction.
Here we go...
Flexible, because of the eyestalks, duh.
+2 Dexterity, +2 Wisdom
All Around Vision
Low-light Vision and Darkvision
Eyes in the Back of My Head (Serial number sawed off/reskinned Cat's Grace)Typically rangers, Trickster and Truthster clerics, and rogues.
Because all-around vision is a Monstrous level ability you can't put it on a Standard monster and have it still be a Standard level monster.