Your homebrew race


Homebrew and House Rules


During a boring day of work where I spent my breaks getting involved in heated discussions around here, I randomly got an idea for a thread of my own. Now, I am pretty sure that at least some of you are like me and have created your own homebrew races with both stats and fluff ready for them.

So, showcase your own homebrew races here, be they sub-races of existing races or completely original creations!!


Why do I need to bump a thread like this? Am I REALLY the only one around this entire place who makes homebrew stuff and isn't afraid to show it off?


I already posted these in the homebrew campaign i'm running, but have no problem letting you see them, they suck anyway :)

Elder Scrolls races:

Argonian 10rp
Monstrous humanoid (aquatic subtype) 2rp
Normal speed 0rp
Greater paragon mod (+4dex -2con -2cha) -1rp
Darkvision 60ft free with race
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Poison resistance 1rp (save bonus against poisons = hit dice)
Amphibious 2rp (breath both water and air)
Water child 2rp (+4 race bonus swim,Aquan as bonus lang, can always take 10 while swim)
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)

Breton 10rp
Humanoid (human)
Normal speed 0rp
Flexible mod (+2int +2wis) 2rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Spell resistance lesser 2rp (SR 6+ level)
Illusion resistance 1rp (+2 race bonus against illusion spells or effects)
Skill bonus 2rp (+2 spellcraft)
Spell like ability – Shield- 1/day 1rp

Bosmer (Wood elf) 10rp
Humanoid (elf subtype)
Normal speed 0rp
Standard mod (+2dex +2int -2str) 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Stalker 1rp (Perception and Stealth are always class skills)
Skill bonus 2rp (+2 stealth)
Weapon familiarity 1rp (proficiency in shortswords and longbows)
Climb 1rp (climb speed 20ft +8 race bonus to climb checks)
Fast 1rp (+10ft base speed)

Dunmer (Dark elf) 10rp
Humanoid (elf subtype)
Normal speed 0rp
Standard mod (+2str +2int -2cha) 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Elven magic 2rp (+2 CL to overcome SR +2 spellcraft identify magic items)
Pyromaniac 2rp (members are treated as 1lvl higher when casting fire spells)
Elemental resistance -Fire- 1rp (resist 5)
Improved elemental resistance -Fire- 1rp (resist +5)
Spell like ability – Command Undead- 1/day 2rp

Altmer (High elf) 10rp
Humanoid (elf subtype)
Normal speed 0rp
Standard mod (+2dex +2int -2str) 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Elven magic 2rp (+2 CL to overcome SR +2 spellcraft identify magic items)
Pyromaniac 2rp (members are treated as 1lvl higher when casting fire spells)
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Magical linguistic 2rp (+1 DC lang. dependant spells.+2 save against lang.dependant spells)
Elemental vulnerability -6rp (fire,electricity,cold vulnerability)
Bonus feat -Metamagic only- 4rp
Skill bonus 2rp (+2 spellcraft)

Imperial 10rp
Humanoid (human)
Normal speed 0rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Flexible mod (+2int +2cha) 2rp
Spell like ability -Resist Energy- 1/day 2rp
Spell like ability -Charme Person- 1/day 1rp
Sociable 1rp (repeat Diplomacy attemps before 24 hours)
Skill bonus 2rp (+2 diplomacy)

Khajiit 10rp
Monstrous humanoid (feline subtype) 2rp
Darkvision 60ft free with race
Normal speed 0rp
Greater paragon mod (+4dex -2con -2wis) -1rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Fast 1rp (+10ft base speed)
Spell like ability -Cause Fear- 1/day 1rp
Cat's luck 1rp (1/day may roll twice for a reflex save and use best result.Must declare before)
Bite 1rp (damage 1d6,secondary attack if using hand held weapons)
Claws 2rp (damage 1d4,secondary attack if using hand held weapons)
Climb 1rp (climb speed 20ft +8 race bonus to climb checks)

Nord 10rp
Humanoid (human)
Normal speed 0rp
Paragon mod (+4str -2int -2wis -2cha) -2rp
Advanced constitution (+2 constitution) 4rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Spell like ability -Chilling Touch- 1/day 1rp (this version inflicts cold damage on a successful melee touch attack;CL 1)
Spell like ability -Shield- 1/day 1rp
Elemental resistance -Cold- 1rp (resist 5)
Improved elemental resistance -Cold- 1rp (resist +5)
Skill bonus 2rp (+2 metal working)

Orc 10rp
Humanoid (orc subtype)
Normal speed 0rp
Weakness mod (+2str +2wis -4cha) -1rp
Advanced constitution (+2 constitution) 4rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Frenzy 2rp (1/day on taking damage +2str +2con -2AC for 1 minute)
Spell resistance lesser 2rp (SR 6+ level)
Hardy 1rp (+2 save against poisons,spells and spell like abilities)

Redguard 10rp
Humanoid (human)
Normal speed 0rp
Paragon mod (+4str -2int -2wis -2cha) -2rp
Advanced constitution (+2 constitution) 4rp
Linguistic array 2rp (starts with Common and own lang.High int bonus for extra lang)
Plagueborn 2rp (+2save against ing.poisons,diseases,sickened condition)
Poison resistance 1rp (save bonus against poisons = hit dice)
Eternal hope 2rp (+2 save against fear/despair. 1/day may reroll a natural 1 on a d20)
Fearless 1rp (+2 bonus save against fear)


As with Gandal, I also already posted this in the Advanced Race Guide Forum. But here you go anyway.

Velmoru
A desert dwelling race from the Sea of Shifting Sands. These beings are a nomadic race that act as guides and protectors for the many caravans that pass through.

Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Modifiers: Standard +2 Wis, -2 Str, +2 Con (0 RP)
Language Array: Linguistics (2 RP)
Racial Abilities:
- Ancient Foe: Vermin (3 RP)
- Desert Runner: Hot (2 RP)
- Natural Armor (2 RP)
- Weapon Familiarity: Two-Bladed Sword and Khopesh (1 RP)

Total: 10 RP


Well, the thing is, I am quite sure there are people who didn't post only there, and I'm also as much interested in fluff as I am in stats.

Silver Crusade

Hardy Centaur like beings from the Baurave Islands, a small grouping of Islands to the far northwest.

Personality: Many races take the Bauravin's love of fighting to mean they are a crude and violent race. However they are not, they simply see the battlefield as a place to prove themselves amongst their peers and combat among their peers as a good way to pass the time. They make loyal friends to those who earn their friendship.

Physical Description: The Bauravin have the top half of a dwarf and the bottom half of a small shaggy pony. Their hair is often dense and curly, usually brown or black. However red hair is rather common as well. Blond is very rare, however is considered a great mark of beauty, especially when combined with Palomino coloration on the pony half. Eye colour ranges from normal humanoid, to very exotic in hue. Both males and females are very hairy.
Their ears are equine in nature, and highly mobile.

Relations: Despite their love of fighting, Bauravin are very easy to get along with. Battle for them is more of a proving ground, and can be made all the better by sharing an ale with your opponent afterwards.

Alignment and Religion: They can be of any Alingment, many of them are very fond of worshiping Kurgess. Aside from this they have a very animist and shamanistic religion, many of their people are druids.

Adventurers: Adventure means battle, and a proof of strength. Adventuring is a great way to show how strong you are, because of this many Bauravin adventure.

+4 Constitution, +4 Strength, -4 Wisdom: Small and sturdy, Bauravin are also exceedingly stubborn, and often lack any form of common sense.

Small Size: Bauravin are small creatures.

Very Fast Speed: Bauravin have a base land speed of 60 feet.

Hill Fighter: Bauravin may run or charge downhill on a steep slope (moving up to base speed) without making an Acrobatics check to avoid stumbling but if they travel farther than this distance, the normal rules for steep slopes apply.

Natural Weapons: Kick (hooves), cause one d6 damage.

Keen Senses: Bauravin gain a +2 competence bonus on Perception checks and gains low-light vision.

Weapon Proficiencies: Clubs, axes, bows, crossbow, warhammer, swords, daggers, glaive are considered racial weapons for Bauravin.

Own Mount: Bauravin, being four legged and horse like, have no need of a mount.

Sturdy: Bauravin can carry heavy loads without becoming encumbered.

Languages: Baurav, Common, Horse


I also posted these in another thread, but here you go...

Scion (Elan variant) Racial Qualities

Scions are defined by their class levels -- they do not possess racial Hit Dice. All scions have the following racial qualities.

Bloodline: Scions are humanoids with the Human and Fleshwoven subtypes, and count as both for any effect related to race.
Self-Determined Greatness: Scions designate two ability scores as paramount and one as sacrificial. Scions receive a +2 racial bonus to one physical and one mental ability score of their choice. They also receive a -2 racial penalty to one of their other two physical scores of their choice. Once made, these choices are immutable.
Medium: Scions are Medium creatures, and they have no bonuses or penalties due to their size.
Normal Speed: Scions have a base speed of 30 feet.
Low-Light Vision (ex): Scions can see twice as far as normal humans in conditions of dim light.
Body & Mind Unity (ex): A scion subconsciously directs the body's natural healing to greater effect. A scion receives a shi modifier, equal to the sum of its Constitution modifier (if positive) and the modifier (if positive) of its paramount mental score. When a scion heals naturally, it also heals its shi modifier in hit points. Unless engaged in disruptive activity (any physical activity exceeding a DC 10 + shi modifier Concentration check), the scion naturally heals at this rate. A scion also adds its shi modifier when healing naturally while undergoing complete bed rest for an entire day or while being tended successfully by someone with the Heal skill. When being healed by a magical or psionic effect, a scion does not add its shi modifier.
Enlightened Flesh: Scions receive a +2 racial bonus on saving throws against disease, infestations of the flesh (such as spore attacks and parasitic infestation), and becoming nauseated or sickened.
Preternatural Guard (ex): Scions subconsciously analyze their environment and physical condition for possible danger and calculate multiple scenarios for defense. As long as they are not mentally helpless, scions gain a +1 racial bonus on all saving throws.
Spell Resistance (su): Scions receive spell (and psionic power) resistance equal to 6 plus their total class levels.
Scion Magic (su?): Whenever casting a spell (or manifesting a psionic power) with the mind-affecting descriptor, scions receive a +2 racial bonus on caster level checks made to overcome spell (and psionic power) resistance. In addition, scions receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic (and psionic) items with the mind-affecting descriptor.
Keen Senses (ex): Scions receive a +2 racial bonus on Perception skill checks.
Aberrant Nature (ex): Although human in appearance, a scion's fleshwoven nature unconsciously provokes mild uneasiness and perplexion in those not of scion heredity. Except for Intimidation skill checks, scions receive a -1 racial penalty to Charisma-based skill checks when interacting with non-scion humanoids and natural animals.
Languages: Scions begin play speaking Common and Ashrata (the scion racial language). Scions with high Intelligence scores can choose from the following: Abyssal, Aklo, Celestial, Elven, Draconic, Dwarven, and Infernal.

ARG Playtest point breakdown:
  • Type: Humanoid (0 RP)
  • Size: Medium (0 RP)
  • Base Speed: Normal Speed (1 RP)
  • Ability Score Modifiers: based on Standard Modifiers (0 RP) but player chooses at begin of play, so (1 RP)
  • Language: Standard Array (1 RP)
  • Defense Racial Abilities: Body & Mind Unity, rewritten descripter, but mechanically equivalent to old Rapid Healing feat from the 3.5 SRD, so priced similar to Weapon Finesse (2 RP)
  • Defense Racial Abilities: Enlightened Flesh, modified version of half-orc Plagueborn (2 RP)
  • Defense Racial Abilities: Preternatural Guard, nearly identical to Halfling Luck (2 RP)
  • Defense Racial Abilities: Spell Resistance, as drow Spell Resistance, Lesser (2 RP)
  • Magical Racial Abilities: Scion Magic, as (Elven Magic 2 RP) but limited scope, so (1 RP)
  • Skill and Feat Abilities: Skill Bonus [Perception] (2 RP)
  • Senses Abilities: Low-Light Vision (1 RP)
  • Weakness Abilities: Aberrant Nature, roughly half the price of a -2 penalty to Charisma, so (-1 RP)
Total RPs: 14

Using the Elite/Heroic attribute array and 1 level of a PC class, the scion should be equivalent to a CR 1/2, like an aasimar or tiefling.


and here is the second one:

Exalt (Elan variant) Racial Qualities

Exalts are defined by their class levels -- they do not possess racial Hit Dice. All exalts have the following racial qualities.

Bloodline: Exalts are humanoids with the Human and Fleshwoven subtypes, and count as both for any effect related to race.
One of the Elite: Exalts designate an ability score of their choice as paramount and receive a +2 bonus to it at creation. Once made, this choice is immutable.
Medium: Exalts are Medium creatures, and they have no bonuses or penalties due to their size.
Normal Speed: Exalts have a base speed of 30 feet.
Low-Light Vision (ex): Exalts can see twice as far as normal humans in conditions of dim light.
Body & Mind Unity (ex): An exalt subconsciously directs the body's natural healing to greater effect. An exalt receives a shi modifier, equal to the sum of its Constitution modifier (if positive) and the modifier (if positive) of its paramount score. When an exalt heals naturally, it also heals its shi modifier in hit points. Unless engaged in disruptive activity (any physical activity exceeding a DC 10 + shi modifier Concentration check), the exalt naturally heals at this rate. An exalt also adds its shi modifier when healing naturally while undergoing complete bed rest for an entire day or while being tended successfully by someone with the Heal skill. When being healed by a magical or psionic effect, an exalt does not add its shi modifier.
(Lesser) Enlightened Flesh (ex): Exalts receive a +1 racial bonus on saving throws against disease, infestations of the flesh (such as spore attacks and parasitic infestation), and becoming nauseated or sickened.
Preternatural Guard (ex): Exalts subconsciously analyze their environment for possible danger and calculate multiple scenarios for defense. As long as they are not mentally helpless, exalts receive a +1 racial bonus on all saving throws.
Soldier's Training (ex): Exalts receive a +1 racial bonus on Perception and Intimidate skill checks, and always treat both as class skills.
Well-honed Reflexes (ex): Exalts receive a +2 racial bonus to Initiative checks.
Aberrant Nature (ex): Although human in appearance, an exalts's fleshwoven nature unconsciously provokes mild uneasiness and perplexion in those not of scion heredity. Except for Intimidation skill checks, exalts receive a -1 racial penalty to Charisma-based skill checks when interacting with non-scion humanoids and natural animals.
Languages: Exalts begin play speaking Ashrata (the scion racial language). Exalts with high Intelligence scores can choose from the following: Abyssal, Aklo, Common, and Infernal.

ARG Playtest point breakdown:
  • Type: Humanoid (0 RP)
  • Size: Medium (0 RP)
  • Base Speed: Normal Speed (1 RP)
  • Ability Score Modifiers: Human Heritage Modifier (0 RP)
  • Language: Xenophobic Array (0 RP)
  • Defense Racial Abilities: Body & Mind Unity (2 RP), rewritten descripter, but mechanically equivalent to old Rapid Healing feat from the 3.5 SRD, so priced similar to Weapon Finesse
  • Defense Racial Abilities: Enlightened Flesh, Lesser (1 RP), modified version of 1/2 strength Plagueborn
  • Defense Racial Abilities: Preternatural Guard (2 RP), nearly identical to Halfling Luck
  • Skill and Feat Abilities: Soldier's Training (3 RP), as combined Skill Bonus (2 RP) and Stalker (1 RP)
  • Skill and Feat Abilities: Well-honed Reflexes (1 RP), as 1/2 strength Improved Initiative
  • Senses Abilities: Low-Light Vision (1 RP)
  • Weakness Abilities: Aberrant Nature (-1 RP), roughly half the price of a -2 penalty to Charisma
Total RPs: 10
Using the Elite/Heroic attribute array and 1 level of a PC class, the scion should be equivalent to a CR 1/3, like a standard human or any of the other core races.


Fleshwoven? did I miss something?


After their disastrous uprising against the very Gods who created them over the introduction of the Human Race, the Elves of Talora retreated to the Sundered lands with their Thanatonic Titan allies to plot their revenge.

Elf, Taloran
Type: Fey - 1 Race Point
Size: Medium - 0 Race Points
Speed: Normal - 0 Race Points
Abilities: Advanced Modifiers(+2 Physical, +4 CHA, -2 WIS) - 4 Race Points
Languages: Linguist Array(Elven and Sylvan) - 2 Race Points
Racial Abilities:
Ancient Foe(Human) - 3 Race Points
Fey Damage Resistance - 3 Race Points
Spell-Like Ability(Vanish 1/day) - 1 Race Point
Fast - 1 Race Point
Weapon Familiarity(Bows and Elven Curved Blade) - 1 Race Point
Quick Reactions - 2 Race Points
Weaknesses: Vulnerable to Sunlight - Minus 1 Race Point

I don't have my file on the Elves of my campaign setting here at work, so I just copy and pasted my original post from the playtest thread, anything you want to know about the elves just ask, otherwise I'll add to the thread when I get home


Bwang wrote:
Fleshwoven? did I miss something?

Fleshweaving was basically my homebrew equivalent to the Golarion's fleshwarping, Rite's fleshgrafting, and Dreamscarred's fleshcrafting. Living creatures modified by the fleshweaving process -- scions, exalts, ammonoids, and some familars and guard animals -- gain the Fleshwoven subtype, which gives rangers and certain spells a more cohesive group to target. Fleshweaving is kinda like magical "genetic engineering" and usually done during a creature's pre-birth development, whereas the fleshwarping/fleshgrafting/fleshcrafting process involves biological implants done on older subjects. Although I'd lump all flesh____ing techniques as similar enough and grant all subjects the same subtype.


Ahhhh! Now that you bring it up, it's a good potential FE group.

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