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In honor of Dave Hargrave, and the whole notion of 'Taking a Troll to Lunch', here is a version of the infamous kobbit!
Kobbits (half kobold, half halfling)

How a race of cross breeded halfling-Kobolds developed is lost to the annals of time, but most kobbits breed true with one another and with both kobolds and Halflings, so that might explain some of it. Kobbits are cunning and devious, but tend towards a sort of philosophical bitterness to the world, and cruelness, especially towards fools.

Kobbits are small bald humanoids with pointed ears, sharp teeth, dog like noses, and hairy feet. They have tough knobby skin that tends towards shades of grey and brown.

Kobbits train from an early age in the use of poisons, and their tribes hunt with them regularly. They can even poison sling bullets.

Racial Type Humanoid (0 RP)
Racial Size: Small (0 RP)
Base Speed: Normal (0 RP)
Ability Scores: Greater Paragon Modifiers (-1 RP) +4 Dex, -2 Str, -2 Char
Languages: Standard Array (1 RP)
Natural Armor (1 RP): +1 Natural Armor Bonus
Poison Use (1 RP)
Darkvision (2 RP)
Halfling Luck (2 RP)
Skill Bonus Perception +2 (2 RP)
Skill Bonus Acrobatics +2 (2 RP)

Total: 10 RP


Ravingdork wrote:

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

Love it very good build.


Witchy Little Bastards
an attempt at seeing how bad this can get w/o cheese, these are semi-optimized wizard/witch critters

+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
----- RP, +1 AC
----- RP, +1 To hit
----- RP, +4 Stealth
----- RP, -1 CMD
----- RP, -1 CMB
-01 RP, slow speed
-01 RP, greater paragon modifiers (-2 Str, -2 Wis, +4 Int)
+00 RP, xenophobic array (Treant; Common, Sylvan, Elven, Halfling)
+03 RP, Greater Spell Resistance
+01 RP, Hardy

=10 RP, STANDARD RACE

I'm thinking the rules are pretty busted. a +4 int is nasty, and a pile of immunities, hardy and greater SR as well makes for a hard to kill critter. Small for the bonus AC just makes it worse...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
pad300 wrote:

Witchy Little Bastards

an attempt at seeing how bad this can get w/o cheese, these are semi-optimized wizard/witch critters

+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
----- RP, +1 AC
----- RP, +1 To hit
----- RP, +4 Stealth
----- RP, -1 CMD
----- RP, -1 CMB
-01 RP, slow speed
-01 RP, greater paragon modifiers (-2 Str, -2 Wis, +4 Int)
+00 RP, xenophobic array (Treant; Common, Sylvan, Elven, Halfling)
+03 RP, Greater Spell Resistance
+01 RP, Hardy

=10 RP, STANDARD RACE

I'm thinking the rules are pretty busted. a +4 int is nasty, and a pile of immunities, hardy and greater SR as well makes for a hard to kill critter. Small for the bonus AC just makes it worse...

You can't take hardy as you don't have a +2 racial bonus t Constitution.


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From Magi-Nation Duel (pre-Cookie Jar Ent. license), these are just a few magi "races" I threw together as an exercise to familiarize myself. Overall, I like the system, but I think other threads address the flaws already. These are magi of the CCG's core set regions, plus the Weave (a roomie's favorite region).

Weave Magi:
Weavers - Standard
Humanoid (Eliwan) (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (0 RP) [+2 Dex, +2 Wis, -2 Str]
Xenophobic (0 RP)
Evade [Cat's Luck] (1 RP)
Greater Defensive Training (3 RP)
Fearless (1 RP)
Animal Trance x2 (4 RP)
Sprinter (1 RP)
10 RP

Arderial Magi:
Arderians - Advanced
Humanoid (Eliwan) (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (0 RP) [+2 Dex, +2 Cha, -2 Con]
Standard Array (1 RP)
Greater Spell Resistance (3 RP)
Flight (4 RP)
Lightbringer (2 RP)
10 RP

Arderians are possibly the only 'race' that would require the advanced label, only because they fly and live in cloud cities.

Underneath Magi:
Underlings - Standard
Humanoid (Eliwan) (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (0 RP) [+2 Con, +2 Int, -2 Cha]
Standard Array (1 RP)
Fearless (1 RP)
Hardy (1 RP)
Shadow Resistance (2 RP)
Gnome Magic (2 RP)
Cave Dweller (2 RP)
Stonecunning (1 RP)
RP 10

Orothe Magi:
Orothean - Standard
Humanoid (Eliwan) (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (0 RP) [+2 Dex, +2 Int, -2 Str]
Standard Array (1 RP)
Illusion Resistance (1 RP)
Lesser Spell Resistance (2 RP)
Swim (1 RP)
Craftsman (1 RP)
Master Tinker (2 RP)
Amphibious (2 RP)
10 RP

Cald Magi:
Calderan - Standard
Humanoid (Eliwan) (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (0 RP) [+2 Str, +2 Cha, -2 Wis]
Standard Array (1 RP)
Elemental Resistance [Fire] (1 RP)
Pyromaniac (2 RP)
Pyrotechnics x2 (4 RP)
Elemental Assault [Fire] (1 RP)
Relentless (1 RP)
10 RP

Naroom Magi:
Naroomian - Standard
Humanoid (Eliwan) (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (0 RP) [+2 Dex, +2 Wis, -2 Str]
Standard Array (1 RP)
Eternal Hope (2 RP)
Climb (1 RP)
Sociable (1 RP)
Goodberry x2 (2 RP)
Cure Light Wounds (1 RP)
Skill Bonus: Heal [+2] (2 RP)
RP 10


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
see wrote:

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?

I probably wouldn't.


I figure I might as well try to measure up one of my homebrew races from my current campaign converted into the Golarion Setting.

Veila:

Veila
Veila are a wandering people whom have ears and tails that resemble that of a fox. Common lore labels them as tricksters, leaving few to trust them. Their lore says that Veila were born of magic, as they grow in power their tails multiply. Most commonly they can be found travelling in a caravans around Kalm going from town to town, performing and providing fortunes.
Type
Humanoid (Veila) : 0 RP
Size
Medium : 0 RP
Speed
Normal : 0 RP
Ability Modifiers
Standard (Dex +2; Int +2; Con -2) : 0 RP
Languages
Standard Array : 1 RP
Common
Celestial, Draconic, Gnome, Gnoll, Halfling, Elven, Sylvan
Note: In my home campaign, these languages don't exist, there's no Common, and starting languages are appropriated by region and background not race.
I would not make languages cost anything.

Racial Abilities
Low-Light Vision : 1 RP
Skill Bonus (Acrobatics) : 2 RP
Skill Bonus (Perception) : 2 RP
2 RP for a skill bonuses should only cost 1 RP in my opinion
Charming - +1 Bonus to Charm Spells: 1RP?
It's much less powerful than gnome magic, but it's gotta be at least worth 1 RP
Spell-Like Ability - Charm Person : 1 RP
I could shove Charming and Charm Person into a single ability and call it Veila Magic maybe and it'd still be less than gnome magic in effectiveness; worth 2RP still in my opinion
Trickster Sense - +2 Will Saves against Charms and Illusions: 2RP?
Again, I'm guessing the cost; It's a little more than the gnome's Illusion resistance so I figure it's probably worth 2RP

Total: 10 RP; Woo Standard Race of Homebrew Kitsunemimi


While not a perfect 1 on 1 fit, I tried making some of my Hombrew races

Vareen:

Vareen
Once humans, fleeing from the dying lands in the age of death. The tribes who would become the Vareen Inter breed with the the children of the Forest lords and the fey of the great wood. Over time becoming more then Just human.

Description : The Vareen, look much like humans of a olive skin tone, with hair of red or ash blond and honeyed brown. They have eyes of Green, brown and black, but the most striking feature are the small horns protruding from their foreheads.

Type
Fey: 1 RP
Size
Medium: 0 RP
Speed
Normal: 0 RP 40 base really needs to be listed here
Ability Modifiers
Human Heritage : 0 RP
Languages
Standard Array : 1 RP
I use a different set then whats listed, and no common, also I find 1 RP for standard to much, I would set it to 0 Rp

Racial Abilities
Low light: Free from Fey
Elven Immunities: 2 RP This needs a diff name and kill the elf subtype only
Fast: 1 RP I really dislike the breaking up of abilities into useless categories
Fey magic : 1 RP More or less Gnome magic with more druid spells
Skilled: 4 RP seems over priced
Resistant: ( +2 vs poison and diseases) 3 RP No where near as good as hardy, but on pare with Poison res ( also far to cheap) and plague born

Total: 13 RP

This one was much harder

Karnar:

Karnar
The Karnari are a dead people, or a people who have been born from death. They do not procreate in the manor of most races, but rather from the dead remains of other races. The ritual that transforms the lifeless corpse into a Kanar, takes away most of its memories of the life it once had, but traces remain, making up the core of the now born Kanar. They are not undead, yet nore are they living like other races, but reanimated and rebuilt corpse, things of magic. An Ageless undying people, feared and distrusted by most.

Description: The Karnar, look little as they did in their former life, although the faces always bare a resemblance. They have a hairless body, with a elongated and narrow skull, likewise their limbs are often long and narrow. They average around 6 foot in height, but despite the thin form they are very dense and tend to be heavier then their frame implies. They have skin tones ranging from deep greys to earthy browns with black, silver or gold spots running down the back of their arms, legs, back and neck. Each Karnar has a crystal of the palest blue embedded within their chest.

Type
Reborn 7 Rp This one was hard They have low light, a +2 on fort based saves and are immune to death effects.They also can not be raised or resurrected by normal means. 7 Seemed fairish
Size
Medium: 0 RP
Speed
Normal: 0 RP
Ability Modifiers
Standard: 0 RP +2 con,+2 Int,-2 cha
Languages
Linguist Array : 2 RP
I use a different set then whats listed, and no common, also I find 2 RP for this to much, I would set it to 1 Rp

Racial Abilities
Low light: Free from Reborn type
Unageing: 0 rp Yeah I made it up, but they do not age, I can't see why it would cost anything
Adaptability : 1 Rp Again I ignore the silly subtype requirement
Craftsmen: 1 RP
Skill Bonus x2 : 4 Rp These seem to high, I would go 1 RP

Total 15 RP


Pixie-Kin

A race actually being used by a player in our local campaign, now built with this system:

Type: Humanoid (0 RP) (We wanted to avoid type-related complications)
Size: Small (0 RP)
Speed: Slow (-1 RP)
Ability Modifiers: Greater Paragon (+4 Cha, -2 Con, -2 Str) (-1 RP)
Language: Standard (1 RP)
Advanced Abilities: Advanced Constitution (+4 RP)
Movement Abilities: Flight, 20' instead of 30' (+4? RP)

The character wound up with 3.5 "perfect" maneuverability rather than anything that would require more thought on the DM's part to adjudicate, and that range of action was kept after the conversion to Pathfinder. That works out to needing a total +20 Fly check in Pathfinder; call that the +2 from size small plus +8 by upgrading flight to 70'/perfect (+8 RP) plus +10 in skill bonus, (+20 RP by the prohibited method of stacking the skill bonus feature 10 times).

RP 37-ish.

Hmm.


I stated up my catfolk races that I use in my homebrew. Came out to be pretty much what I expected, every so slightly more powerful than core races, but weaker than most Bestiary 0HD races. Happy with it, and with the system (other than for a small annoyance, which I will deal with on the blog post).

Catfolk

Common :

30 Ft Base Movement :
Humanoid (Feline) :
Senses
Low-Light Vision : 1 rp
Ultrasonic Hearing : 0pts, no mechanical benefit
Scent : 4 rp
Claws (2x1d4) : 2 RP
Keen Senses : +2 Perception : 2 rp
Languages : Common & Catfolk, additional Dwarven, Elven, Halfling, Sylvan : 0 (Xenophobic)

Base : 9 RP

Beigra Clan : +6 RP
+2 to either Strength or Con : 0 pts (Treated like Human Heritage)
+2 Racial Bonus to Climb, Jump & Swim : 6 RP

Khava Clan : +4 RP
+2 Str, +2 Wis, -2 Dex : 0 RP (Standard)
+2 Racial Bonus Diplomacy & Intimidation : 4 RP

Gheira Clan : +4 RP
+2 Dex, +2 Int, -2 Wis : 0 RP (Standard)
+2 Racial Bonus on Knowledge (History) : 2 rp
Gifted Linguist : 2 rp

Sleeva Clan : +5 RP
+2 Dex : 0 RP (Treated like Human Heritage)
+2 Racial Bonus to Acrobatics & Stealth : 4 RP
+10 ft Movement : 1 RP (Fast)

Beigra : 15 RP
Khava : 13 RP
Gheira : 13 RP
Sleeva : 14 RP

They all end up being Advanced races (duh), but it's pretty good, and not too overpowered. I like it so far, but then again, it pretty much agreed with my balancing of powers/abilities. :)


My first Dungeons and Dragons guy was a Paladin Gold Dwarf, Reginald Whitebeard, with a Unicorn Friend, Francis of the Tarkenton Woods. It started a gimmick with me being HORRIBLE with the names.

Anyhow, my homage to my first time.

+2 Strength, +2 Charisma (Flexible) 2
Hatred of Aberrations (1 Point)
Stubborn, as befitting a noble man with a noble steed, 1 Point
Medium and Normal Speed, 0 points
Standard Languages, 1 point
Low Light and Darkvision (3 points)
Master Tinker (1 Point)
Sprinter (1 point)

Gold Dwarves are an off shoot of normal dwarves. They mine a lot and fight against Aberrations. They confuse others by not being gruff and rude, but as almost psychopathic in their egotism. Its okay though, chicks dig cocky guys.

They are stronger and faster than Dwarves, though they are not as resilient to magic, or able to take abuse as well, though they do dish out more. One thing that sets them apart from other Dwarves is that Gold Dwarves usually make their own weapons and armor, are likely to take Craft Magical Arms and Armor, and they show off and brag about their badass weapons and armor a lot.

They value Paladins, Oracles, and Bards to help against the fights of deep evil. Aberrations in particular incense them, they are ugly and evil and well, aberrational. Gold Dwarves fight against them constantly and they go off as mercenaries against evil Aberrations quite a bit.


Daredevils

These humanoids are obsessed with luck and have a culture built around it.

Creation Myth: The Gods started life as a game. Could it be anything other than a game and a joke? When the God 20-1 Against rolled a 20 and confirmed it to smite Fumbiculous The Botched, the resultant magical energy and gore from Fumbiculous' nearly fatal wound produced Daredevils.

Daredevils worship their own luck based pantheon of sorts, though they aren't too terribly religious. Many also worship Cayden.

Role in the universe: Carousers, gamblers, troublemakers, troubadours, sellswords, corsairs.

+2 Dexterity, +2 Charisma, -2 Wisdom
Low-Light Vision
Standard Languages
Medium and Normal movement
Fortunate, +2 to all saves, 4 points
Cat's Grace and Stubborn as "Never Tell Me The Odds" 2 points
Climb speed and Swim Speed. 2 points


Half-ogre

Type: Humanoid(giant) 0rp

Size; large 7 rp

Speed; normal 0 rp

Abilities; human heritage 0 rp

Language; standard array 1 rp

Racial abilities
Natural armor 2 rp

Skill bonus intimidate 2 rp

Dark vision 2 rp
Total 14

Dark Archive

Foghammer wrote:

From Magi-Nation Duel (pre-Cookie Jar Ent. license), these are just a few magi "races" I threw together as an exercise to familiarize myself. Overall, I like the system, but I think other threads address the flaws already. These are magi of the CCG's core set regions, plus the Weave (a roomie's favorite region).

Dude, I totally thought I was the only one who had considered doing this.

Liberty's Edge

Here is the information for as close as I can get to a couple of my races using the current rules.

Canidae (13 RP; Borderline Advanced)
Physical Description: Canidae are a humanoid canine race, with a distinctly wolf-like head, that stands nearly a foot taller than humans. Their fur coloring tends toward the darker end of the color spectrum resulting in colors ranging from dark brown to black. Both red and white are also somewhat common fur colors among Canidae which allows for the derivative hues that result from their introduction. Canidae have clawed hands, and pronounced canine teeth, but neither are enough to grant natural attacks.
Type: Humanoid (Canidae) [0 RP]
Size: Medium [0 RP]
Speed: 30 ft. [0 RP]
Ability Score Modifiers: Standard (+2 Str, +2 Wis, -2 Cha) [0 RP]
Languages: Standard Array (Common, Canidae; Abyssal, Celestial, Draconic, Dwarven) [1 RP]
Defense Racial Abilities: Thick Fur?? (Desert Runner [2 RP]) This should be the specific granted feat of Rugged Northerner from the ISWG, but this was as close as I could get.
Magical Racial Abilities: Ghost Walker (Pass without Trace 1/day) [1 RP]
Skill & Feat Abilities: Skill Bonus (Nature Walk (+2 Survival), Sharp Eyed (+2 Perception)) [4 RP]
Sense Abilities: Low-light Vision [1 RP], Scent [4 RP; Adv]

Faelyn (7 RP; Standard)
Physical Description: Halfling-sized Humanoid Felines with a never-ending variety, and pattern, of fur colors.
Type: Humanoid (Faelyn) [0 RP]
Size: Small [0 RP]
Speed: 30 ft. [0 RP]
Ability Score Modifiers: Standard (+2 Str, +2 Wis, -2 Cha) [0 RP]
Languages: Standard Array (Common, Faelyn; Elven, Gnome, Halfling, Sylvan) [1 RP]
Magical Racial Abilities: Feline Agility (Cat’s Grace 1/day) [1 RP]
Skill & Feat Abilities: Skill Bonus (Land on Your Feet (+2 Acrobatics), Easily Lost (+2 Stealth)) [4 RP]
Sense Abilities: Low-light Vision [1 RP]


Half-Giant: Standard Race

A race made from the magical meddling of human and giant blood, they were used as servants for menial labor until their masters vanished from the world. They remain today in small numbers and still retain some mental abilities from their odd genesis.

Half-Giant
Type
Humanoid (human, giant) 0 RP
Size
Medium 0 RP
Speed
Normal Speed 0 RP
Ability Score Modifiers
Advanced (+2 Str, -2 Dex, +2 Cha) 0 RP
Languages
Standard 1 RP
Racial Abilities
Dual-Minded 1 RP
Stability 1 RP
Spell-Like Abilities (detect thoughts 1/day, message 1/day) 3 RP
Relentless 1 RP
Skill Bonus (Sense Motive) 2 RP
Low-Light Vision 1 RP
Total RP: 10

Silver Crusade

First Draft

Not the most original but i thought i would give it a try

The Half Oni

A Half Oni is the result of a mating (willing or no) between an Oni and a human.

What does your race look like?

Half Oni vary widely in appearance. Sometimes they look monstrously like their Oni parent, with green to blue skin, horns on their head, perhaps an extra eye in the fore head, and sometimes they take after their human parent…. with barely a trace of their Oni Parent. Perhaps it is only a glint of light in their eyes, a bluish or greenish tint to their skin…each Half Oni is different and an individual.

Where does your race tend to live and why? -

Half Oni either live in the wilderness amongst their Oni sires and Bakemono if their mothers are captured and held as sex slaves for an Oni. Sometimes an Oni will desire a more intelligent and powerful “Lieutenant” to help him heard his Bakemono. Or they live on the outskirts of human communities, shunned.

Sometimes an Oni will develop a penchant for impregnating innocent virgin girls. He will appear as a “handsome” stranger, seduce the girl, then once she is pregnant, leave her for the next innocent and sully her virtue.

What kind of relationship does the race have with others?

Half Oni runs the range of human personalities good bad evil chaotic and anything in between. Amongst Oni and bakemono kind, if they are strong, quick, intelligent, they may be able to fight their way into a position of authority and usefulness, Otherwise they are devoured by their Oni parent, or Bakemono.

As for their relationship with humans, they are often shunned and despised. It is possible to earn some grudging respect and a place in the hierarchical feudal society, but they must be exceptional people to do so.

They tend to favor fighters, monks, magi, sorcerers, and oracles.

Type trait: Native Outsider 2 RP
Dark vision 60’
Native Outsiders eat breath and sleep.

Size Trait: Medium 0 RP

Base Speed trait: 30 Normal 0RP

Ability Score Modifier Trait: Standard Modifier 0 RP
+2 physical +2 mental -2 another trait
+2 Str -2 int +2 Cha

Language Trait: Standard Array 1 RP
Common, Infernal, +7 other languages it can learn.

Racial Abilities:

Spell Resistance Lesser 2 RP
Spell like ability: Darkness 3 RP
Spell like ability: Invisibility 2 RP
Spell Like ability: Charm Person 1 RP
Spell like ability: Sleep 1 RP
Spell like ability: burning hands (cold) 1 RP
Change Shape: 6 RP
Flight 4 RP

Total RP: 26

Well I think this first draft is far too powerful.

Type trait: Native Outsider 2 RP
Size Trait: Medium 0 RP
Base Speed trait: 30 Normal 0RP
Ability Score Modifier Trait: Standard Modifier 0 RP
+2 Str -2 int +2 Cha
Language Trait: Standard Array 1 RP
Common, Infernal, +7 other languages it can learn.

Racial Abilities
Dark vision 60’
Spell Resistance Lesser 2 RP
Spell like ability: Darkness 3 RP
Spell like ability: Invisibility 2 RP

Total: 10

A little better, but I still think powerful.

What do you think?

I will play test the race at my Saturday night game tomorrow, tweak it and try it again next Saturday night.


I'm meh on my first pass at writing this up, but it seemed "not completely awful" for an evening's work.

.
.
.
.
Calistria's divine heralds, the Menotherian, Velvet Wing, and succubus-like "vengeance demons" are personifications of the goddess' lustful, trickster, and vengeful triune nature. Able to take forms of perfect, seductive elves, these servitors often associate with Calistria's most favored mortal beings when not dispatched on heavenly missions. Occasionally, this friendly socializing leads to brief but intense affairs, and rarely a child is conceived. When born of a mortal elven woman (or an elven male temporally blessed with a female form), these not-quite-mortal children are known as vespidaens. While some are naturally drawn to roles within the Savored Sting's church, Calistria seems to take no special notice of vespidaens in general; a surprising majority live their entire mortal lives knowing they are exceptional, but unaware of their divine bloodline. Most vespidaens eventually follow their chaotic hearts, taking up a lifetime of adventuring in the dangerously exciting world.

(For more info on Menotherian, Velvet Wing, and Calistria's vengeance demons, see Pathfinder #17: Second Darkness Chapter 5: "A Memory of Darkness")

VESPIDAEN RACIAL QUALITIES

Bloodline: Vespidaens are outsiders with the elf, native, and shapechanger subtypes.

Spoiler:
[Type: Outsider (native), (2 RP)]

+4 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha: Vespidaens are mentally gifted and preternaturally adroit, but they retain some physical frailty from their elven heritage.

Spoiler:
[Ability Score Modifiers: Advanced Modifiers, (4 RP)]

Medium: Vespidaens are Medium creatures and have no racial bonuses or penalties due to their size.

Spoiler:
[Size: Medium, (0 RP)]

Normal Speed: Vespidaens have a racial base land speed of 30 feet.

Spoiler:
[Base Speed: Normal Speed, (0 RP)]

Low-Light Vision: Vespidaens can see twice as far as humans in conditions of dim light while retaining color perception.

Spoiler:
[Senses: Low-Light Vision, (1 RP)]

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

Spoiler:
[Senses: Darkvision 60 ft., (0 RP, included with outsider type)]

Spell Resistance: Vespidaens possess spell resistance equal to 6 plus their class levels.

Spoiler:
[Defense Racial Abilities: Spell Resistance, Lesser, (2 RP)]

Elven Magic: Vespidaens receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, vespidaens receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Spoiler:
[Magical Racial Abilities: Elven Magic (2 RP)

Keen Senses: Vespidaens receive a +2 racial bonus on Perception skill checks.

Spoiler:
[Skill and Feat Abilities: Skill Bonus, (2 RP)]

Natural Infiltrator: Vespidaens treat Bluff, Diplomacy, and Stealth as class skills.

Spoiler:
[Magical Racial Abilities: Natural Infiltrator {new} (2 RP)

Shapedancer: A vespidaen can assume the appearance of a humanoid of her natural size category as the alter self spell, but does not gain any additional senses, movement abilities, or a size bonus to attributes. A vespidaen can retain this form indefinitely, until using this ability to return her natural form or another new form, or until another magical effect changes her back.

Spoiler:
[Magical Racial Abilities: Change Shape, Limited {new} (4 RP)

Menotherian's Blood: Vespidaens have electricity resistance 5, fire resistance 5, and a +2 racial bonus on saving throws against poison. Vespidaens also receive a racial bonus on saving throws against disease (not including diseases with the curse type, like mummy rot) equal to their class levels.

Spoiler:
[Defense Racial Abilities: comparable to Celestial Resistance (2 RP) and Poison Resistance (1 RP)]

Venomous Kiss: A number of times per day equal to her Constitution modifier (minimum 1/day), a vespidaen can envenom a weapon as a swift action with toxic saliva from glands under her tongue.
Venom: Injury; save Fort DC 10 + 1/2 the vespidaen's class levels + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Spoiler:
[Offense Racial Abilities: comparable to Toxic (1 RP)]

Weapon Familiarity: Vespidaens are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Spoiler:
[Offense Racial Abilities: Weapon Familiarity, (1 RP)]

Languages: Vespidaens begin play speaking Common and Elven. Vespidaens with high Intelligence scores can also choose from the following bonus languages: Abyssal, Aklo, Celestial, Draconic, Gnome, Halfling, and Sylvan.

Spoiler:
[Languages: Standard Array, 1 RP]

Other design notes:
Total: 25 RP, compared to 23 RP for a Svirfneblin and 30 RP for a Centaur (excluding racial hit die).
With 1 character class level and using the Elite/Heroic attribute array, a vespidaen should be CR 1.

  • I skipped Elven Immunities due to the overlap with spell resistance and the native outsiders' innate immunity to humanoid-only enchantments.
  • I also skipped all of Menotherian's spell-like abilities. Most spell-like abilities are of limited use at middle and higher character levels, and vespidaens are most likely to be some form of spellcaster anyway.
  • Menotherian's Implant Swarm and Mind Control abilities don't seem appropriate for a 0-racial hit die being that, while most likely relegated to critter or NPC status, could end up in a player's hands with a GM's approval. And again, since they'll most likely be spellcasters anyway, they'll have plenty of nasty spells to throw.


ElyasRavenwood wrote:
Stuff

Interesting, though as you said not the most original. One quibble, probably only because I lived in Japan for awhile: bakemono means monster. Use the English word, because while a lot of people on these boards probably watch anime, a lot don't, and your half-oni are very confusing to someone who doesn't know what bakemono are.


Thnx for the link. Interesting that i see so many wolf-kin type races among a lot of custom elf races o_O almost crystal clear what the public want

EDITED for clarity

Shadow Lodge

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DEEP GOBLIN

The skittering sounds seem almost designed to inspire terror, and come from the deepest shadows around you. Crimson eyes gleam as black spidery goblins swarm forward from the walls and celing to slash and batter and pulp...

Type Humanoid (Goblinoid) [0 RP]
Goblinoid Subtype: Goblinoids are stealthy humanoids who live by hunting and raiding.
Size Small [0 RP]
Deep Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty
to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed Normal (30') [0 RP]
Ability Score Modifiers [-1 RP]
Greater paragon
(-2 STR, +4 DEX, -2 CHA)
Deep Goblins are fast, but weak and uncaring of social niceties.
Languages Xenophobic (Goblin) [0 RP]
Bonus languages: Undercommon, Aklo, Draconic, Dwarf
Racial Abilities
Climb [1 RP]
Deep Goblins have a climb speed of 20 ft, , and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
See in Darkness [4 RP]
Deep Goblins can see perfectly in darkness of any kind, including that created by deeper darkness.
Darkvision 120' [3 RP]
Underground Sneak [5 RP]
Deep Goblins gain a +2 racial bonus on Stealth checks; this increases to a +4 bonus underground. They also gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
Stalker [1 RP]
Perception and Stealth are always class skills for Deep Goblins.
Weakness Abilities
Light Sensitivity [-1 RP]
Deep Goblins are dazzled as long as they remain in an area of bright light.
Vulnerable to Sunlight [-2 RP]
Deep Goblins take 1 point of Constitution damage after every hour they are exposed to sunlight.

Total [10 pts.]

And I'd definitely give them the trait from Goblins of Golarion that causes them to have chameleon-like skin.


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Grunge Elves

Grunge Elves are the hard core versions of so-called "High Elves." You know, the Elves that parade around in their man dresses and are called things like Alavandar the Munificent and cast Prestidigitation to remove dungeon grime from their man dresses. A Grunge Elf will get right in there and roll around in the muck like the dirty dog he is. Grunge Elves are at home in nasty woods and deep, dark and nasty dungeons. They revel in killing and boozing and boozing and then killing some more.

Humanoid (Elf)
Medium
Normal
Flexible (+2 Dexterity, +2 Strength)
Standard
Low Light Vision
Darkvision
Stubborn
Stalker
Weapon Familiarity: Longbow, bastard sword, greataxe, and anything with the word "Elven" in it is considered to be martial


A few more from the hombrew

Elves
Long lived, forest dwellers, the elves are a hidden people, who live with the land and worship the primal spirits.
Description/b]: Elves are slightly taller then human, with long pointed ears, deep earthy skin tons, black hair and pupil-less eyes of black or grey.
[b]Type

Humanoid: 0 RP
Size
Medium: 0 RP
Speed
Normal: 0 RP
Ability Modifiers
Standard +2 Dex,+2 Wis,-2 con: 0 RP
Languages
Standard Array : 1 RP

Racial Abilities
Low Light: 1 RP
Skill( perception): 2 RP
Elven Immunities: 2 RP
Skill(stealth): 2 RP
Camouflage : 2RP
Weapon Familiarity: Alta, elven spear, short bow, elven hand axe: 2 RP

Total: 12 RP

________________________________________________________________________

Dwarves
Fierce, study body, seafarers have lived upon the waves in clanships and sail cities since they time of the great death.
Description: Dwarves are shorter then humans, or any other race, but study and wide, often heavily muscled and tattooed. Most dwarves wear great braid beards, and earrings that seem to have something to do with rank. They often have deep tanned skin.

Type
Humanoid: 0 RP
Size
Medium: 0 RP
Speed
Normal: 0 RP
Ability Modifiers
Standard +2 Con,+2 Wis,-2 Cha: 0 RP
Languages
Standard Array : 1 RP

Racial Abilities
Defensive training( aquatic) : 2 RP
Merchantmen: 1 RP " Due to long association with cargo all dwarves learn the value of cargo. They gain a +2 to appraise checks"
Stability: 1 RP
Natural born sailors : 3 Rp "+2 sailor profession and +2 acrobatics while on board a ship I guessed at this one. Some skills are over priced for sure.
Water child; 2 Rp
Shiplore: 1 RP stoncutting more or less with ships and seaworthiness

Total: 11 RP

Throth
Troth are the tall muscular offspring of dwarves and humans. Often common among the docks and brothel districts. They are a common sight on the docks of the Known lands.

Description: Throth are as tall as humans, but far more muscle mass and much wider. They often have widely ranging skin tones, hair and eye color. Often taken from that of the mother.

Type
Humanoid: 0 RP
Size
Medium: 0 RP
Speed
Normal: 0 RP
Ability Modifiers
Not sure +2 str,+2 con, -2 wis,-2 cha : 1 RP Strong and tough, but rash and distant" I am gonna call this one a 1 RP to abuse heavy at no cost
Languages
Standard Array : 1 RP

Racial Abilities
Stability: 1 RP
Adaptability: 1 RP
Tireless worker: 2 RP More or less desert runner
Ferocity: 4 RP

Total Rp: 11


Nekogami 2.0:

Nekogami: (13 total Race points)

+2 Strength +2 Dexterity. Nekogami are strong and agile, despite what their slight frames would hint. (2RP)

Type. Outsider (Native) ; Nekogami are the mostly human blooded descandants of a minor goddess. (2RP) (includes darkvision in package)

Medium: 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. (0RP)

Darkvision 60 ft: Members of this race can see in the dark up to 60 feet. This works like the dwarf ability of the same name (Free part of native outsider package)

Fast Speed; a Nekogami has a base land speed of 40 feet. (1RP)

Divine Will, a Nekogami, due to their Divine Nature Recieves a +2 Racial bonus on will saving throws (1RP)

Human Adaptability; Nekogami receive a bonus feat at first level for which they meet the prerequisites. In addition, they count as a human for the purpose of racially specific prerequisites. Such as feats or traits that require one to be human (4RP)

Nekogami Weapon Familiarity: Nekogami are proficient in the Katana and Wakiazashi (1RP)

Slight Frame: a Nekogami takes no penalties for squeezing (1RP)

Language: Common, Tien, Bonus Languages, Sylvan, Elven, Aklo, Vudra, Kelish, Giant, Abyssal (1RP)

i upped the language array and added a reskinned dual minded alongside slight frame. i figured it still shouldn't be too bad.

flexible modifiers is overpriced compared to the paragon and greater paragon arrays. the human bonus feat is overpriced as well and slight frame isn't even worth the point since it's so situational.


Gummi Bears
-Humaniod(Gummi bear)
-small
-stats:-2str +2dex +2cha
-speed 30ft
-low-light vision(1)
-+2acrobatics(2)
-+2climb(2)
-+2 to any one craft, Perform, or profession skill(2)
-defensive training vs humaniod(giants)(1)
-low-light vision(1)
-Bite(1d2)(1)
-languages:standarg array(1)common and gummi bear
Total RP 10

Smurfs
-Fey(1)*
-tiny(4)
-stats:-4str +4dex +2cha
-speed 20ft
-low-light vision(*)
-+2 to any one skill(2)
-adaptability(1)
-Sociable(1)
-languages:standard array(1)common and smurf
Total RP 10


*looks at Dragon78's posts*

AHHHHHH! IT BURNS! SQUISHY DIRE GUMMI BEARS OF DOOM!


@Dragon78

i noticed that the smurfs seem to be a little excessively powerful for a sorcerer race. they get +4 AC over most sorcerers and +4 to hit alongside +2 to initiative, Reflex Saves, and many useful skills. a +10 to stealth that could effectively become +12 with the investment of a +2 to a skill of your choice. and being tiny provides all sorts of chances for cover. they may not have a massive charisma, they are defensively, much better off than a normal sorcerer. i would say they are more powerful than human sorcerers on the basis that the size of your spell list doesn't matter when you could die in a single round.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I would have built the hellbred from v3.5's Fiendish Codex II, but sadly, more arbitrary restrictions get in the way.

I can't get resurrection vulnerability unless they are undead or half-undead, which they clearly are not.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Mystiques (Yes another shifting attempt)

Mystiques are blue skinned humanoids, they walk among the other races, undetected.

Size: Medium (0RP)
Base Speed: Normal (0RP)
Ability Score Modifier: Human Heritage Modifier (0 RP) (I'm assuming you can't take this twice)
Language Trait: Standard Array (Common, Azlanti}, Elf, Orc, Goblin, Halfling, Dwarf, Undercommon, Gnoll (1 RP)
Change shape (6 rp)*
Integrated (1 RP)

*

Spoiler:
My only concern with this is noted in another thread. Though I'm all for a varient that doesn't affect the race's equipment, and it being 4 points.


Draconian

Type: Monstrous (+2)
Size: Medium (+0)
Speed: Normal (+0)
Abilities: Human (Excluding Dex) (+0)
Languages: Standard Array +1
Racial Abilities:
Darkvision: +0 (free)
Claws: (+2)
Wings: (+4)
Elemental Resistance: (One of Choice) (+1)
Natural Armor: (+2)

(12 RP points total)

Silver Crusade

Melissa Litwin wrote:
ElyasRavenwood wrote:
Stuff
Interesting, though as you said not the most original. One quibble, probably only because I lived in Japan for awhile: bakemono means monster. Use the English word, because while a lot of people on these boards probably watch anime, a lot don't, and your half-oni are very confusing to someone who doesn't know what bakemono are.

Thank you for taking the time to look at my post. I wasn't really trying to re invent the wheel, more trying to get a feel for these new rules from which you can build a race.

my basic inspiration was that of the 1/2 orc at least for the background. Then I took a look at the Oni entry in the Bestiary and I tried to take some from that.

I Used Oni and Bakemono, really out of my own ignorance. I remember the Bakemono from the 1st edition Oriental Adventures D&D book as really being goblins. Thank you for pointing that out to me. I will include Monster with (Bakemono) in parenthesis afterwards in future refinements.

one small tweek i am thinking of is +2 STR +2 INT and -2 CHA, which was the modifiers for a Tiefling who was an "Oni Spawn" in the "Tieflings of Golaron" article in the "Bastards of Eberus" Pathfinder Issue. I am also thinking of narrowing there "favored class" down to Magi ( Magus) fighter mages. Im going to give this race for one of my players to use in the game I'm running this evening. We shall see how it works.

Again thank you.


Since I often associate dwarfs with paladins (they’re mostly lawful good after all!) I thought this would be a nice alternative to the normal dwarfs

RP (10)
Type: Humanoid (dwarf)
Size: Medium (0 RP)
Base speed: slow (-1 RP)
Ability score modifiers: Standard (+2 CON, +2 CHA, -2 WIS) (0 RP)
Languages: Standard (1 RP)
Racial abilities:
Darkvision 60ft (2 RP)
Defensive training: switched from giant subtype to evil subtype (1 RP)
Hatred: Switched from goblins and orc subtype to outsider(evil) (1 RP)
Hardy: Switched to spell resistance 6+level (2 RP)
-I noticed in the APG that switching hardy for spell resistance 5+level is an option and hardy is considered 1 RP while spell resistance is considered 2. Just an observation.
No greed (0 RP)
Stability: same as before (1 RP)
Stone cutting: same as before (1 RP)
Weapon familiarity: same as before (2 RP)

These dwarfs are better paladins than the others, but are poor clerics. The standard dwarf should be a cleric if any is chosen.

If the player wants they can change the hatred or defensive training to undead


Barag Dawi

An ancient and long forgotten group of dwarfs who live deep in the darklands. They no longer breed and so have taken to artificially extending and enhancing their lives with technology.

Type: Humanoid(Dwarf), Half Construct [7]
Size: Medium [0]
Speed: Slow [-1]
Ability Scores: Mixed Weakness
(+2 STR, -2 DEX, +2 INT, -4 CHA) [-2]
Langugaes: Xenophobic - Dwarven
(Undercommon, Terran, Goblin, Aklo) [0]
Racial Abilities
Darkvision (120 ft) [3]
Light Blindness [-2]
Spell Resistance (6 + LVL) [2]
Craftsman [1]
Master Tinker [2]

Total RP: 10


xorial wrote:

Yes I went and converted the Changeling from Eberron.

CHANGELING RACIAL TRAITS (PFRPG)
• Humanoid: (0 pts)
• Medium: (0 pts)
• Human Heritage: (0 pts)
• Standard Language Array: (1 pt)
• Dual minded: (1 pt)
• Change Shape: (6 pts)
• Gifted Linguist: (2 pts)
•total pts: 10

Anybody that knows the changeling write up[ will see I didn't convert the skill bonuses for Bluff, Intimidate, & Sense Motive. That would have been a 16 pt build. Anyway, I thought this would be the easiest to drop sense cross class skills are not as important as before.

I chose Gift of Tongues in place of Gifted Linguist. It seemed more thematically appropriate, and created that "discount" on Linguistics (getting a twofer for each rank) instead of a "freebe". Now if there were a lesser option to Change Shape (based on Disguise Self) then maybe we could get closer. As it stands though you trade +2 to 3 skills for a +10 to Disguise, an adjustable stat bump, and 4 different special options.

Same assumption that we are allowed to do Humanoid (Human, Shapeshifter) as subtypes to qualify for Dual Minded?


Quarterling

Most people know that Gnomes came from First World. Fewer people know that there are places where travel to and from First World is possible. Even fewer have actually done so.

Quarterlings are proof that halflings have traveled to First World and stayed long enough for the sylvan magic to effect them. Families started in First World soon found they were not growing as tall as they used too, and that they were much tougher than previous generations.

Type
Fey (Quarterling) 1 RP
Size
Tiny 4 RP
Base Speed
Slow -1 RP
Ability Score Modifiers
Standard (–4 Str, +4 Dex, +2 Cha) 0 RP
Languages
Standard 1 RP
Racial Abilities
Fearless 1 RP
Fortunate 4 RP
Skill bonus (Acrobatics) 2 RP
Skill bonus (Climb) 2 RP
Skill bonus (Perception) 2 RP
Fey Damage Resistance 3 RP
Stubborn 1 RP

Total RP: 20

EDIT: I realize that the Ability Score Modifiers don't match the Standard Array, but they are taking into account the size modifiers from being Tiny.


Couple of half elf varieties; I particularly enjoy half-drow.

Aquatic Half-Elf (human, elf)
Normal Speed
+2 to any stat
Adaptability
Elf Blood
Elven Immunity
Low-light Vision
Swim
Amphibious

Half-Drow
Normal Speed
+2 to any stat
Adaptability
Elf Blood
Elven Immunity
Darkvision 60 ft.
Spell Resistance, Lesser

And these are some ten point orcs, inspired by Eberron (if they have a strong druidic tradition, a Wisdom penalty makes less sense. Also, if half-orcs have a feat that can give them a bite attack, I think giving orcs one also makes sense.)

Playable Orcs
+4 Strength, -2 Dex, -2 Intelligence (Greater Paragaon Spread, -1)
Standard Language (Orc and Common, with Giant, Elven, Dwarven, Gnome, Draconic as bonus) (1 point)
Natural Armor +1 (2 points)
Sprinter (1 point)
Bite (1d4 - 2 points)
Orc Ferocity (2 points)
Darkvision 60 ft (2 points)
Weapon Familiarity: Greataxe and orc weapons (1 point)


Nekogami 2.5:

Nekogami: (11 total Race points)

+2 Strength, +2 Dexterity, -2 Charisma. Nekogami are strong and agile, despite what their slight frames would hint. But they tend to have a cold, calculative personality that makes them seem a little distant and arrogant towards others

Type. Outsider (Native); Nekogami are the mostly human blooded descendants of a minor goddess.

Medium: 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

Darkvision 60 ft: Members of this race can see in the dark up to 60 feet. This works like the dwarf ability of the same name

Fast Speed; a Nekogami has a base land speed of 40 feet.

Divine Will, a Nekogami, due to their Divine Nature Recieves a +2 Racial bonus on will saving throws

Human Adaptability; Nekogami receive a bonus feat at first level for which they meet the prerequisites. In addition, they count as a human for the purpose of racially specific prerequisites. Such as feats or traits that require one to be human

Nekogami Weapon Familiarity: Nekogami are proficient in the Katana and Wakiazashi

Slight Frame: a Nekogami takes no penalties for squeezing

Language: Common, Tien, Bonus Languages, Sylvan, Elven, Aklo, Vudra, Kelish, Giant, Abyssal

Purchase:

Racial Purchase

Standard Array (0 points)

Outsider (Native) (Human) Type (2 points) includes darkvision 60 feet in bundle

Medium Size (0 points)

Darkvision 60 feet (part of type package)

Fast Speed (1RP)

Dual Minded (1RP)

Bonus Feat (4RP)

Weapon Familiarity (1RP)

Slight Frame (1RP)

Language Array (Standard) (1RP)

i gave them a -2 to charisma. i know they get +2 to 2 physical stats, but i doubt there is a single martial class who focuses on both strength and dexterity outside of "maybe" switch hitters. and charisma was the only fitting penalty.

Dark Archive

Jotunn
Monstrous Race: 30 Points

The blend of an ancient race tied to the aspects of chaos in nature and of the brute strength of the Gods, the Jotunn’s origins are a mystery but believed to be originated in a land of blood and ice. These creatures are over 16 feet tall with pale to grey skin complexion and bright blue eyes with black hair. They can be born with runic markings on their skin in varying shades of blue and white with an array of patterns. The Jotunn are a disfigured and deformed race born with many deformities, each one hinting to a tainted and forgotten past that has been lost for centuries. Their hands have long black claws curving inward, giving them the ability to be able to rend a man in half. The Jotunn are a race of brutality and solitude, to cross their path is to invite death at your doorstep.

Type: Outside (native) (2)
Size: Large (7)
Speed: Normal
Abilities: Standard: +2 Wis, +2 Str, -2 Cha
Languages: Standard (1)
Racial Abilities:
Advanced Wisdom or Strength; +4 (4)
Spell-Like Ability: Disfiguring Touch (2)
Ancient Foe: Outsider; Vanir or Aesir (3)
Fearless (1)
Damage Reduction (4)
Claws (2)
Reach (1)
Powerful Charge (2)
Greed (1)

Total RP: 30

Insired by this

RPG Superstar 2015 Top 8

Attempt at sort of a generic psychic planeswalker sort of race. Not sold on the ability scores (concept might make cool sorcerers so maybe should dump something other than Cha):

Astralkin (Standard Race 10 pts)
Concept: Descended from planeswalkers who were lost for generations on the Astral Plane before they found a new home, Astralkin have a sometimes off-putting otherworldly demeanor, but they are capable of many unusual insights. The extraplanar influence on their blood has rendered them resistant to magical energy as well as more mundane environmental hazards. Astralkin resemble lithe humans with elongated limbs and fingers, no hair, and completely black eyes.

Racial Traits (THIS NEEDS A NEW NAME, btw, "Racial Traits" and "Traits" are entirely different mechanics introduced in the APG)

Type: Outsider (native) (2 rp)
Size: Medium (0 rp)
Base Speed: Normal (0 rp)
Ability Score Modifiers: Weakness (-1 rp) (+2 Dex, +2 Wis, -4 Cha)
Language: Standard (1 rp) (speak Common and Astralkin, plus, if Intelligence bonus, choose from celestial, abyssal, infernal, auran, terran, aquan, ignan)

Racial Abilities
Desert Runner (2 rp) (rename to "hardy traveler" or something like that)
Spell Resistance, Lesser (2 rp)
Spell-like Ability (2 rp) (Detect Thoughts)
Skill bonus (2 rp) (+2 to Knowledge (planes))
Senses: Darkvision 60 ft. (included in race type cost)


Somrael wrote:

Couple of half elf varieties; I particularly enjoy half-drow

Half-Drow
Normal Speed
+2 to any stat
Adaptability
Elf Blood
Elven Immunity
Darkvision 60 ft.
Spell Resistance, Lesser

I'd give them light sensitivity other than that I like it very much.

RPG Superstar 2015 Top 8

My apologies if this has been done:

Cookie Elves (Standard Race: 10 rp)
Concept: Cookie elves are diminutive elves which live in trees and bake delicious, delicious cookies.

Racial Traits
Type: Humanoid (0 rp) (Elf subtype)
Size: Small (0 rp)
Speed: Slow Speed (-1 rp)
Ability Score Modifiers: Weakness (-1) (+2 Dex, +2 Int, -4 Con)
Languages: Standard (1 rp) Common, elven, plus choice of sylvan, dwarven, gnomish, halfling, abyssal, infernal, and gingerbreadmen.

Racial Abilities
Elf Immunities (2 rp)
Eternal Hope (2 rp) (there's always hope when you have cookies)
Spell-like Ability (1 rp) (beguiling gift. Note: item offered must always be a cookie or something related to cookies.)
Swarming (1 rp)
Skill Bonus (2 rp) (+2 to Profession (baker). Which is of course the same as something like, say, +2 to Acrobatics, in every way. Because cookies are powerful.)
Skill Bonus (2 rp) (+2 to Climb)
Low-light Vision (1 rp)


Laikini - based on the Brownies from Willow 10RP

Laikini are tiny fey of the forest. They tend towards silliness, but think of themselves as fierce warriors. Their leaders tend to be gifted with sorcery. Occasionally, Laikini will help those lost within their forest realms as guides, particularly if they're offered a gift of milk or beer: of which they're equally fond of.

Type: Fey 1 RP
Size: Tiny (-2 Str, +2 Dex) 4 RP
Base Speed: Slow -1 RP
Ability: Standard Modifiers 0 RP
(+2 to Dexterity, -2 Wisdom, +2 Charisma)
Languages: Standard Array 1 RP
(Common, Sylvan, others)
Racial Abilities
Poison Use 1 RP
Skill Bonus Survival 2 RP
Swarming 1 RP
Weapon Familiarity 1 RP
(Longspears, Longbow)

And now for something completely ridiculous...

Un-possibles 10 RP

Un-possibles are a small race, possibly related to Dwarves, although dwarves have fervently denied the connection, and many a bar fight has started on this claim. Un-possibles stand shorter than dwarves, barely over three feet tall, but they share dwarven stoutness and are positively rippling with muscles. Un-possibles are usually identified by their colorful and individual masks they wear. It's an incredible disgrace for an Un-possible to be unmasked. Un-possibles travel in caravan groups, generally providing entertainment with wrestling matches.

Type: Humanoid 0 RP
Size: Small 0 RP
Base Speed: Slow -1 RP
Ability Score Modifiers
Paragon -2 RP
(+4 Strength, -2 Intelligence, Wisdom, Charisma)
Languages: Xenophobic Array 0 RP
(Pidgin, Common, Dwarven, Goblin)
Racial Abilities
Acrobatic Skill Bonus 2 RP
Cackle 2 RP
(Terrifying Croak ability)
Defensive Training, Greater 3 RP
Eternal Hope 2 RP
Low-light Vision 1 RP
Stability 1 RP
Swarming 1 RP
Wrestling Tradition* 1 RP
(+2 to CMB and CMD on Dirty Tricks & Grapple. *Modified from Relentless Ability)

RPG Superstar 2009 Top 16, 2012 Top 32

DeathQuaker wrote:
(THIS NEEDS A NEW NAME, btw, "Racial Traits" and "Traits" are entirely different mechanics introduced in the APG)

Actually, "racial traits" is a term used in the Races chapter of the CRB.


RAKASTA

Rakasta are a reclusive antisocial cat-like race that once had a sprawling empire. After a terrible disaster, the kingdom was in ruins and the surviving Rakasta went into seclusion. Now they form nomadic bands and avoid most civilized areas.

Humanoid (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Modifiers (+2 dex, +2 wis, -2 cha) (0 RP)
Standard Array (Common, Rakasta) (1 RP)
Cat's Luck (1 RP)
Fortunate(4 RP)
Weapon Familiarity (war claws) (1 RP)
Stalker (1 RP)
Low-light vision (1 RP)
Climb (1 RP)

TOTAL 10 RP

NOTES: Rakasta is a major race is my Pathfinder campaign with lots of history. I swapped the usual Wis and Cha stats to reflect the skill bonuses that Wisdom usually brings, and the negative Cha represents their xenophobic nature. Strangely enough, this is ALMOST exactly how we're using them right now.


Etterlings (fluffy and ancient)

A combination of an arachnid and lizard, the etterling is a quadruped like creature with atrophied arms connecting to their chest and a chitin like skin. The face is almost reptilian except for the 4-6 spider like eyes and a insect like mandible. Despite their monstrous appearance the etterlings have an inclination towards mechanical advances especially to firearms and other complex mechinery.

The fluffy description for the race is an almost but not technically filling the description with the statistics of the creature to fit in the confines of the standard rule set. The ancient version is made with the monstrous rule set and is a technical representation.

"Fluffy" Etterling (standard)

Type trait: Monstrous humanoid (2 RP)
60 ft. darkvision racial ability
Size trait: Medium (0RP)
Base speed trait: Normal movement (0 RP)
Ability modifier trait: Standard modifier (0 RP)
+2 dex, +2 int, -2 str
Language trait: Standard array (1 RP)
Defensive trait: Stability (1 RP)
Representing four legs.
Movement abilities: Climb (1 RP)
Offensive abilities: Bite (1 RP)
Weapon familiarity: Pistol, Musket (1 RP)
Skill and Feat abilities: Craftsman (1 RP)
Skill bonus (knowledge engineering) (2 RP)

10 pts.

Ancient Etterling (Monstrous)
Type trait: Monstrous humanoid (2 RP)
60 ft. darkvision racial ability
Size trait: Large (7 RP)
Base speed trait: Normal movement (0 RP)
Ability modifier trait: Standard modifier (0 RP)
+2 dex, +2 int, -2 str
Language trait: Standard array (1 RP)
Abiliy Score modifier: Advanced dexterity (4 RP)
+2 dex
Defensive ability: Natural armor (2 RP)
Improved natural armor (1 RP)
Movement abilities: Climb (1 RP)
Expert Climber (4 RP)
Offensive abilities: Bite (1 RP)
Claw (2 RP)
Weapon familiarity: Pistol, Musket (1 RP)
Skill and Feat abilities: Craftsman (1 RP)
Skill bonus (knowledge engineering) (2 RP)
Weakness ability: Light sensitivity (-1 RP)
Other abilities: Quadruped (2 RP)

30 pts.


Thundershot wrote:

RAKASTA

NOTES: Rakasta is a major race is my Pathfinder campaign with lots of history. I swapped the usual Wis and Cha stats to reflect the skill bonuses that Wisdom usually brings, and the negative Cha represents their xenophobic nature. Strangely enough, this is ALMOST exactly how we're using them right now.

interesting, care to share more of the Fluff?


Name: Desert Lizardfolk

Power Level: Standard (10 RP)

Concept:
This reptilian humanoid has mottled sand colored scales with a row of fringed scales down the back of its head and neck, a short and wide snout, and a long prehensile tail. Desert Lizardfolk live in pueblos deep in the desert. Every community is built around a deep communal well. Desert Lizardfolk guard these wells and knowledge of their construction above all else. The remoteness of their homelands means they practice little trade and are unaccustomed to outsiders. However they are hospitable and generous with visitors that respect their traditions.

Type: Humanoid (reptilian) [0 RP]
Size: Medium [0 RP]
Speed: 30ft [0 RP]
Abilities: +2 Con and Wis, -2 Cha [0 RP]
Languages: Draconic, Common, 2 more… [0 RP]

Racial Abilities:
Camouflage (desert and sandy or rocky terrain) [1 RP]
Desert Runner [2 RP]
Lowlight Vision [1 RP]
Plague Born [2 RP]
Poison Use [1 RP]
Prehensile Tail [1 RP]
Sprinter [1 RP]
Toxic [1 RP]

RPG Superstar 2012 Top 32

Name: Orangnaga
Power Level: Standard (10 RP)
Concept:
This monstrous humanoid appears as a beautiful human from the waist up, and has a long serpentine tail of glittering scales from the waist down. They are the semi-divine descendants of humans and nagas. They typically live in steaming jungles and

Type: Monstrous Humanoid [2 RP]
Abilities: +2 Con and Cha, -2 Dex [0 RP]
Size: Medium [0 RP]
Speed: 30ft [0 RP]

Racial Abilities:
Darkvision 60 feet. [0 RP, from monstrous humanoid type]
Legless Slitherer. [0 RP, new racial ability]
Natural Armor +1 [2 RP]
Prehensile Tail [2 RP]
Stability [1 RP]
Stubborn [1 RP]
Water Child [2 RP]

Languages: Draconic, Bonus Languages: Abyssal, Aquan, Celestial, Common, Infernal [0 RP]

Legless Slitherer: 0 RP: Members of this race lack legs. They slither along on a long tail. They do not have a boots magic item slot.


Name: Gnome Tree

Power Level: Advanced (20 RP)

Concept:
The Bleaching comes upon all gnomes eventually. Its manifestation leads those most reverent of nature to spend their last days in solitude deep within an ancient forest or jungle. For a lucky few when the bleaching finally takes them, the dust of their fey bones nourishes a tree seedling. This seedling grows into a Gnome Tree allowing the gnome to experience more exciting adventures as a new race – a combination of gnome and tree.

The Gnome Tree is a roughly humanoid shaped tree of the species the seedling was before melding with the bleached gnome’s spirit. It has two arm-like branches ending in clawed hands and a knotted gnomish face surrounded by a manes of leaves. Gnome Trees retain sketchy memories from their former life but not their class levels or other skills.

Type: Plant [8 RP] & Humanoid (gnome) [0 RP]
Size: Medium [0 RP]
Speed: 20ft [-1 RP]
Abilities: +2 Cha & Con, -2 Dex [0 RP]
Languages: Common, Gnome, Sylvan ; linguist array [2 RP]

Racial Abilities:
Plant Racial Traits
Camouflage (forest or jungle) [1 RP]
Claws (branches) [2 RP]
Gnome Magic [1 RP]
Natural Armor & Improved Natural Armor [3 RP]
Stability [1 RP]
Swamp Stride (forest or jungle) [1 RP]
Tree Speech [2 RP]


1 person marked this as FAQ candidate.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GoldenOpal wrote:

Type: Plant [8 RP] & Humanoid (gnome) [0 RP]

I don't think a creature can have two types (subtypes, sure, but not main types).

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