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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Allow me to present the incredible, the amazing, the diminutive Myconid. (A direct link, unlike the above.)

Enjoy!


Dwelf (Dwarf/Elf Hybrid)
Dwelves are shorter than both elves and dwarves, much like a tigone's littler than a male tiger and a lioness- differently from Muls, that grow higher than both dwarves and humans. They're often mistaken for gnomes or halflings. They appear as shorter, thinner and jolly dwarves with no beards, pointy ears and a loud laugh. Dwelves are highly resistant to magic, as a result of the mixing of a magic race and a magic-resistant race, but they tend to be not very smart, due to the contrasting mindsets of their parent races. Some of them are raised among dwarves or elves, not discriminated but viewed as strange and unfitting; most are children of travelling parents, and travellers on their own right for a whole life, in search of a place to settle and integrate.
Dwelves love a good meal and drink, and a good story before a fire; many become bards, fascinated from ancient racial lore, maybe because they haven't a racial lore of their own.

+2 Dex, +2 Cha, -2 Int (0): Dwelf characters are swift in their moves and surprisingly nice, but somehow forgetful and distracted due to the contrasting mindsets of their parent races.
Small (0): Dwelves 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 (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Normal Speed (0): Dwelves have a base speed of 30 feet.
Low-Light Vision (1): Dwelves can see twice as far as humans in conditions of dim light.
Defensive Training, Lesser (1): Dwelves get a +4 dodge bonus to AC against monsters of the giant subtype.
Device Dabbler (2): Dwelves receive a +2 racial bonus on Use Magic Device skill checks.
Integrated (1): Dwelves gain a +1 bonus on Bluff, Disguise., and Knowledge (local) checks.
Keen Senses (2): Dwelves receive a +2 bonus on all Perception skill checks.
Mixed Blood (0): Dwelves count as both dwarves and elves for any effect related to race.
Sociable (1): When dwelves 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.
Spell Resistance, Lesser (2): Dwelves gain spell resistance equal to 6 + their character level.
Languages (0): Dwelves begin play speaking Common, Dwarven and Elven. Dwelves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnome, Sylvan, Terran, and Undercommon.
Alternate Racial Traits: Ancestral Arms (one elven or dwarven weapon), Beguiling Liar, Craftsman, Curiosity, Dual Minded, Gift of Tongues, Gregarious, Lorekeeper, Silent Hunter, Sprinter, Stonesinger, Stubborn, Woodcraft.

Dwelf Adventurers
Alchemist: Dwelves make surprisingly good alchemists, considering that neither of their parent races favors much this path of life, and their own distractful nature. Many of them hope to find in mutagens the physical and psychical power they lack.
Barbarian: The very concept of a barbarian dwelf can make many laugh. Actually, due to their small size and peaceful nature, very few choose this class. Those few ones are often driven by rage against a family or a society that refused them.
Bard: The bard’s life seems the natural choice for dwelves, who fulfill this way their love for song, travel, drinking and carousing. They’re expecially fascinated by ancient lore and racial legends, maybe because they haven’t a racial history of their own.
Cavalier: A dwelf cavalier seems improbable just as a barbarian, but there are actually a bit more cavaliers than barbarians in the race. They mostly bond with ponies or large dogs as mounts, and tend to be knights errant.
Cleric: Dwelven clerics tend to worship elven or dwarven racial gods, or deities of patience and tolerance. Most choose minor deities as their protectors, as they don’t feel at ease in mighty and large churches.
Druid: A dwelf that believes to find in nature the peace and relief he longs for often retires in woods or deep underground caves and becomes a druid. Dwelf druids tend to be hermits, keeping themselves hidden to outsiders and protecting the environment where they chose to take refuge.
Fighter: Dwelves may seem not very physically adept, but are stronger than most Small races due to their dwarven blood, and many of them must learn to defend themselves against an hostile world. These may embrace a fighter’s life and be quite good at it.
Gunslinger: Often, you can better defend yourself shooting your enemy before he can come near enough to hit you with his sword. Those dwelves who think this way become gunslingers, and can surprise many a foe with their good aim.
Inquisitor: The most rancorous of dwelves take the inquisitor’s path, and while not many in number, they are relentless in their chases. Often they choose to track and bring to justice dwarf and elf criminals.
Magus: Few dwelves have enough patience and force of will to combine wizardly magic with the force of arms. Those dwelves that become magi choose most often witchy or sorcerous archetypes.
Monk: Quite a few dwelves choose to use their bare hands to defend themselves rather than a sword or a gun. They become highly skilled monks, also due to their high Dexterity.
Paladin: Most dwelves are too bound to defend themselves to defend others, but those chosen souls who pledge to relieve their fellows from the suffering that they have had to pass make surprisingly lethal paladins. Don’t laugh lightly of a dwelf paladin unless you want to eat back your laugh on the point of his lance.
Oracle: It’s more likely for a dwelf to be chosen by a god (often against his will) than to choose to serve a god himself. The most frequent mysteries among dwelven oracles are ancestors, elements, lore, nature, time and wood.
Ranger: Dwelf rangers do more than seek peace and relief in nature: they seek and help travelers and people in need, lost in their chosen terrains, as they are lost in a world of different races. Dwelven rangers can be found in every terrain, even in a big city.
Rogue: Dwelves may often be forced to live a life of expedients and little thefts, be it in a city, in a wood or underground. They may easily disguise themselves as children of other races to avoid suspects; in this they’re better even than halflings.
Sorcerer: Dwelves sorcerers have a rich diversity of bloodlines from both their parentages, from fey to deep earth to elemental to draconic to geniekind. Crossblooded sorcerers are all but rare, choosing to favor both their paternal and maternal line.
Summoner: Many dwelves have quite a bit of imagination, and in their childhood create imaginary friends to relieve their sense of solitude. Once grown up, they can give those fantasies a more concrete body as a summoned eidolon.
Witch: Dwelf witches are far more numerous than wizards. While concentrating on arcane spells is not their strong point, dwelves can find the security they long for in their pact with a mysterious power and a familiar rather than in nature or in arms.
Wizard: It’s not frequent for a dwelf to take on the secluded and highly concentrated studies of the wizard. Those dwelves who work hard to exceed their limits can become enchanters or illusionists, but abjuration and conjuration too meet a dwelf wizard’s tastes.

Favored Class Alternatives
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, dwelves have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all dwelves who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Alchemist: Add 1/4 minute to the effect time of mutagens created by the dwelf.
Bard: Add 1 to the dwelf’s total number of bardic performance rounds per day.
Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For dwelf druids whose nature bond gives them an animal companion, add +1/4 feat to the animal companion. If the dwelf ever replaces her animal companion, the new companion gains these bonus feats.
Ranger: Add +1/4 feat to the ranger's animal companion. If the dwelf ever replaces her animal companion, the new companion gains these bonus feats. For dwelf rangers whose hunter bond is with their companions, add +1/4 round to the duration of a favored enemy bonus granted to the ranger’s companions.
Rogue: Add a +1/2 on Bluff checks to feint, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, dwarven, or human child.
Summoner: Add +1/4 feat to the summoner's eidolon.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Witch: Add +1/4 feat to the witch's familiar. If the dwelf ever replaces her familiar, the new companion gains these bonus feats.


I love the idea of ½ dwarves, dwarf/elf & some Hobgoblin and Orc mixes too. Honestly, I think we are overdue for them.

I suspect I am way too terse in my posts; I apologize if I do not provide enough information. On the other hand, reading some posts leaves me swimming in text. I really feel posts should be easy reading; white space is important too. I am not trying to offend.

(I truly wish we were allowed to post in color; some blues and greens would be much easier on the eye.)


scary harpy wrote:
(I truly wish we were allowed to post in color; some blues and greens would be much easier on the eye.)

Well, you can post in blue.

Use the code: [ooc] (with a "/" inserted in the [ooc] before the "ooc" at the end of the text.

So: [ooc]text to make blue[/ooc -- I left off the end "]" so it'd show up.


1 person marked this as a favorite.

Abomination 11 RP

-0 Humanoid (elf, orc)
-0 Normal movement speed
-0 Standard Language Array. As elves.
-2 Flexible modifiers (+2 Str, +2 Dex)
-2 Orc Ferocity
-2 Elven Immunities
-2 Skill bonus (Perception)
-1 Low-light vision
-2 Darkvision 60 ft.

Hybrids of elves and orcs are almost as unheard of as loving relationships between both races. Most are put to death right after birth at the latest. Those few who are allowed to survive on the fringes of elven settlements until they can fend for themselves are left out of their native culture. Their only advantages are those they were born with.


Weren Wu Jen wrote:
scary harpy wrote:
(I truly wish we were allowed to post in color; some blues and greens would be much easier on the eye.)

Well, you can post in blue.

Use the code: [ooc] (with a "/" inserted in the [ooc] before the "ooc" at the end of the text.

So: [ooc]text to make blue[/ooc -- I left off the end "]" so it'd show up.

Thanks!


@ scary harpy - You're welcome! Add bold to it and it really stands out: Blue.

The dice code gets you green, but I'm not sure how to do it without actual die rolls...

You can check out the "How to format your text" spoiler at the bottom of your posting window for more tricks.

.

RE: This thread. I do intend on posting my race concept... maybe tonight.


First: I want to say that it is awesome this thread is finally picking up.

Second: I've decided to not create the Gith races, they would seriously be too powerful to play, plus I really don't feel like thinking of how to make them. I have decided to make the Thri-Kreen, but they will be very mundane, so I guess it would be my take on them with out the psi-like abilities. I will post them sometime today.


Shifters without serial numbers:

Beast Touched
+2 Strength +2 Dexterity -2 Charisma, Beast Touched are strong and fast, but are impulsive predators
Medium Size; a Beast Touched takes no bonuses or penalties from her size
Fast Speed; a Beast Touched has a base landspeed of 40 feet
Low Light Vision; this works like the elf ability of the same name
Lycan Blood; Choose one Species of Lycanthrope, a beast touched counts as both a human and the chosen species of Lycanthrope for the purpose of effects based on race
Natural Weapons, a Beast Touched Recieves 2 Claw attacks and 1 Bite Attack, all 3 of which count as primary natural weapons. All 3 of which deal 1d6.
Natural Armor; a Beast Touched Gains a +1 natural armor bonus
Dual Minded; Beast Touched Receives a +2 Racial Bonus on Will saves
Languages; Common, Sylvan, Bonus Languages; Any

Crossbreed of Human and Shinigami:

Harvest Child
+2 Con +2 Wis; a Harvest Child is the offspring of a Human and a Shinigami, they are resistant to Death itself
Shinigami Blood; a harvest child is treated as both a human and a shinigami for effects based on race
Reapers Kiss, a Harvest Child takes no penalty from energy-draining effects, though she can still be killed if she accrues more negative levels than her Hit Dice. After 24 hours, any negative levels a she has accrued are removed without the need for any additional saving throws. In addition, she is healed by both positive and negative energy
Hardy; a Harvest Child gains a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. In addition, she qualifies for the steel soul feat as if she were a dwarf.
Darkvision 60 feet (this works as the dwarf ability of the same name)
Medium Size, a Harvest Child is Medium Sized and takes no bonuses or penalties from her size
Normal Speed; a Harvest Child has a base land speed of 30 feet
Shinigami Weapon Familiarty, a harvest child is automatically proficient in the Scythe, Kama and Sickle
Languages; Common, 1 Human Language of Choice, Bonus Languages; Any

Adapted Nixie:

Lesser Nixie
+2 Dexteirty +2 Charisma -2 Strength, nixies are nimble and manipulative, though small sized
Small a lesser nixie gains a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet
Slow Speed; a lesser nixie has a base land speed of 20 feet, but she has a swim speed of 30 feet
Amphibious; a lesser nixie can breathe indefinitely on both land and underwater
Skilled; a lesser nixie gains a bonus skill point at 1st level, she receives an additional skill point every level after
Stalker; perception and stealth are always class skills for a lesser nixie
Languages; Common, Aquan, Sylvan, Bonus Languages; Any

Crossbreed of Human and Yuki Onna:

Snow Touched
+2 Dex +2 Cha -2 Str Snowtouched are graceful and beautiful. Though slight of frame
Low Light Vision; this works like the elf ability of the same name
Medium Size, a snow touched is a medium Creature. And takes no bonuses or penalties due to size
Fast Speed; a Snowtouched has a base land speed of 40 feet
Yuki Onna Blood; a Snowtouched counts as both a human and a Yuki Onna for effects based on Race
Weather Savvy; Snow Touched are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
silent hunter; a snow touched may move at her full speed without the -5 penalty, in addition, she may make a stealth check while running at a minus 20 penalty.
Snow Blending; a snow touched receives concealment in snowy or icy terrain, in addition, a snowtouched has cold resistance 5.
Stalker ; Perception and Stealth are always class skills for a snowtouched
Languages; Common, 1 Human Language of choice, Bonus Languages; Any

Large Brute:

Half Oni
+2 Str +2 Con +2 Wis -2 Cha -2 Dex Half Oni are strong, hardy and perceptive, although they are bumbling brutes that smell like booze
Large; Half Oni are Large Creatures. they take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Half Oni takes up a space that is 10 feet by 10 feet and has a reach of 10 feet.
Slow Speed; a half Oni’s base land speed is 20 feet.
Low Light Vision; this works like the elf ability of the same name
Oni Blood, a Half Oni is treated as both a human and giant for the purpose of effects based on race
Natural Armor; a half oni receives a +1 natural armor bonus to AC
Dual Minded; a half oni receives a +2 Racial Bonus on Will saves
Languages; Common, Giant, Bonus Languages; Any

Liligant:

Lily Folk
+2 Dexterity +2 Charisma, Lily Folk are graceful elegant dancers
Medium Size; Lily Folk are medium sized and take no bonuses or penalties due to size
Fast Speed; a Lily Folk has a base land speed of 40 feet
Leaf Blades; the edge if lily folk’s leafy arms can be used as primary natural weapons, dealing 1d6 damage. These leaf blades may benefit from items meant to augment claws
Low Light Vision; this works like the elf ability of the same name
Plant Anatomy; Lilyfolk are plants with the Leshy Subtype
Languages; Common, Terran, Bonus languages, Any

Lolita Construct:

Clockwork Doll
+2 Dexterity +2 Charisma -2 Str; Clockwork Dolls are nimble and adorable
Half Construct
•Clockwork Dollss gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
•Clockwork Dolls cannot be raised or resurrected.
•Clockwork Dolls do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health
Small; Clockwork Dolls gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed; a Clockwork Doll has a base land speed of 30 feet
Skilled; a Clockwork Doll Recieves a bonus skill point per level
Resilience; Clockwork Dolls receive toughness and endurance as bonus feats
Languages Common, 1 Human Language of Choice, Bonus Languages Any

Celestial? or Fiend?:

Nephilim
+2 Strength +2 Charisma, Nephilims are strong, imposing and beautiful
Outsider; Native; Nephilim are the base creatures that eventually transform into celestials or fiends over time.
Darkvision 60 feet, this works like the dwarf ability of the same name
Nephilim Resistances; a Nephilim has resistance 5 to fire, cold, acid and electricity
Fast speed; a Nephilim has a base land speed of 40 feet
Nephilim Resiliency; a Nephilim gains toughness as a bonus feat
Languages; Common, and Celestial, Infernal or Abyssal (Chosen at character creation)
Bonus Languages; Any

Dark Archive

I made a race called Flying Monkeys, they are a sub-species of the Vanara,
size-small
+2 to dex & cha, -2 to str
vision-low light
+2 to acrobatics & perception
prehensile tail
gliding wings


Dawn Reed-Burton wrote:

I made a race called Flying Monkeys, they are a sub-species of the Vanara,

size-small
+2 to dex & cha, -2 to str
vision-low light
+2 to acrobatics & perception
prehensile tail
gliding wings

HAHAHA! Fly my pretties, fly!


Silrin

Background:

Centuries ago, a wizard named Jenai built her tower in a remote swamp. In order to protect it (and her), she experimented upon the indiginous lizardfolk population. She introduced traits from other swamp creatures, and eventually produced her ideal guardians.

She dubbed them the Jenai-Silrin in an ancient dialect, which translated as "Sentinels of Jenai". They served Jenai faithfully until her death (from old age). The Silrin, as they call themselves now, still guard Jenai's Tower, to keep others from learning her secrets.

Now, the swamp is no longer remote, and the Silrin must interact with their neighbors. Some of the younger members of the tribe even seek adventure beyond the confines of their swamp.

Type: Humanoid (Aquatic, Reptilian)

Size: Medium

Base Speed: Normal (30 ft.)

Ability Score Modifiers: Flexible (+2 Str, +2 Dex)

Language: Standard (Common, Draconic); Bonus (for high Int): Aquan, Elven, Giant, Gnome, Goblin, Orc, Sylvan.

Racial Traits:
Amphibious
Climb (20 ft.)
Darkvision 60 ft.
Swim (30 ft.)

Notes:

The Silrin are built with 10 RP. All of their qualities and racial traits are Standard.


Weren Wu Jen wrote:

Silrin

** spoiler omitted **

Type: Humanoid (Aquatic, Reptilian)

Size: Medium

Base Speed: Normal (30 ft.)

Ability Score Modifiers: Flexible (+2 Str, +2 Dex)

Language: Standard (Common, Draconic); Bonus (for high Int): Aquan, Elven, Giant, Gnome, Goblin, Orc, Sylvan.

Racial Traits:
Amphibious
Climb (20 ft.)
Darkvision 60 ft.
Swim (30 ft.)

** spoiler omitted **

This seems a tad powerful for like every martial class. Ever.


Half-Ogre
Type: Humanoid (giant) 0
Size: Large 7
Base Speed: Normal 0
Ability Score Modifier: Specialized (+2 Str/Cos, -2 Cha) 1
Languages: Xenofobic 0
Natural Armor 2
Skill Training (Intimidate, Survival) 1
Darkvision 60' 2
Low-light Vision 1
Total 14


Borthos Brewhammer wrote:
This seems a tad powerful for like every martial class. Ever.

Probably. It just seemed right for the build, though.

Lizardfolk normally get +2 Str & +2 Con, but with the climbing and such, I thought that Dex fit better.


I have finally finished my take on non-psionic thri-kreen, that I'm calling Kamaki.
Kamaki: Mantis like humanoids.

I have also updated my other races where i fixed a few typos.


Dragonkin (Half-Dragon)
Type: dragonkin 2
Size: Medium 0
Base Speed: Normal 0
Ability Score Modifier: Flexible 2
Languages: Linguist 1
Natural Armor 1
+2 bonus vs. sleep and paralysis 2
Energy Resistance 1
Change Shape, Lesser (any one humanoid form) 3
Vestigial wings 2
Claws 2
Tail slap 3
Bite 1
Breath Weapon 1
Darkvision 60' 2
Low-Light Vision 1
Total 24


UPDATED & TWEAKED VERSION:

Silrin

Background:

Centuries ago, a wizard named Jenai built her tower in a remote swamp. In order to protect it (and her), she experimented upon the indiginous lizardfolk population. She introduced traits from other swamp creatures, and eventually produced her ideal guardians.

She dubbed them the Jenai-Silrin in an ancient dialect, which translated as "Sentinels of Jenai". They served Jenai faithfully until her death (from old age). The Silrin, as they call themselves now, still guard Jenai's Tower, to keep others from learning her secrets.

Now, the swamp is no longer remote, and the Silrin must interact with their neighbors. Some of the younger members of the tribe even seek adventure beyond the confines of their swamp.

Type: Humanoid (Aquatic, Reptilian)

Size: Medium

Base Speed: Normal (30 ft.)

Ability Score Modifiers: Standard (+2 Str, +2 Wis, -2 Cha)

Language: Standard (Common, Draconic); Bonus (for high Int): Aquan, Elven, Giant, Gnome, Goblin, Orc, Sylvan.

Racial Traits:
Amphibious
Climb (20 ft.)
Darkvision 60 ft.
Stalker (Perception & Stealth are always class skills)
Swamp Stride (Terrain Stride-Swamp)
Swim (30 ft.)

Notes:

The Silrin are built with 10 RP. All of their qualities and racial traits are Standard.

Based upon some feedback, I altered their Ability Score Modifiers, and added a few abilities.


Half-Nymph

When the inspiration of being a muse carried over farther than a token of respect; the few who are lucky and have graced the companionship of a Nymph over time have seen the offspring of this race. Unlike their fiendish cousins, the Forlarren, Half-Nymphs are more akin to their forest-dwelling parents.

  • Type: Fey (2 RP)
  • Size: Normal (0 RP)
  • Speed: Normal (0 RP)
  • Ability Score: Specialized (-2 CON, +2 INT, +2 CHA. 1 RP) Half-Nymphs are the grace of both Intellect and Beauty, but are fragile
  • Languages: Xenophobic (Start with Common and Sylvan, Bonus Languages are Aklo, Aquan, Draconic, and Terran. 0 RP)

    Racial Traits
  • Fey Damage Resistance (Defense: 3 RP)
  • Forest Dweller: Members of this race gain a +1 racial bonus on Knowledge (Nature) and Handle Animal checks made while in the Temperate Forest.
    (Feat & Skill: 1 RP) This is a variant on "Cave Dweller".
  • Skill Trained: Treat Diplomacy and Handle Animal as Skill classes(Feat & Skill: 1 RP)
  • Dazzling Beauty (Sp): At will, members of this race can use the spell Flare in order to dazzle creatures within 30 feet. The DC for this ability is equal to the caster level. Sightless creatures, as well as creatures already dazzled, are not affected.(Magical: 2 RP) Variant on "Spell-Like ability, At-Will".

RP cost: 10

My attempt was to come close to making a Nymph as possible. My Dm is allowing around a 10 Race Point buy, as long as he deems the race balanced. How did I do?


@ Inkwell - Technically, all of the Spell-like Abilities state that the spell cannot attack or damage someone (ironically, even cure light wounds can "damage" some creatures, so it's out).

However, there are two racial traits that fit your build:

Nereid Fascination (3 RP) & Seducer (2 RP)

It wouldn't change your build much to change Dazzling Beauty to Seducer.

Otherwise, I think it looks pretty good. :)


@Weren Wu Jen - Very true, actually about the Dazzling Beauty part. My bad! I had originally looked at Nereid Fascination before but passed over it because I didn't have the points for it. I'll chalk it up to my DM, if he ends up passing on Fey Damage Reduction, then I should go with the alt then. Thanks!


@ Inkwell - You're welcome! I hope you post the "final" version here for us to see!


Well, my race proposal wasn't approved by the DM... so there won't be a final version. Its either back to the drawing board or *sigh* a core race.

RPG Superstar 2009 Top 32

Weren Wu Jen wrote:
@ Inkwell - Technically, all of the Spell-like Abilities state that the spell cannot attack or damage someone (ironically, even cure light wounds can "damage" some creatures, so it's out).

Yes, Paizo seems to ignore that rule (Ifrit w/Burning Hands).


If I'm not mistaken it says that the spell can't target a creature as well. All the cure spells target a creature and there fore can't be taken either. And he can take the flare spell. The spell doesn't target, attack, or damage a creature. It says if you use it in front of a creature.

*Edit*: My bad, it doesn't say anything about targeting a creature. But, I still stand by my statement about the flare spell. BTW: If anyone wants to use the races I created, then by all means do so. If I didn't want people to use them I wouldn't have posted them here.


I have that feeling as well about the flare spell. However, if I were to make Half-Nymph a more playable race, I'd probably end up cutting out the spell-like ability and going for a less than 10 RP buy. I do have to agree with my GM about restricting any Monstrous Traits and Advance traits for a player's race. I even said in my proposal to them that I'm flexible on the Racial Traits and would be willing to remove them. My proposed solution to the race would be to allow only three traits, not all from the same category.

Half-Nymph:
When the inspiration of being a muse carried over farther than a token of respect; the few who are lucky and have graced the companionship of a Nymph over time have seen the offspring of this race. Unlike their fiendish cousins, the Forlarren, Half-Nymphs are more akin to their forest-dwelling parents.

  • Type: Fey (2 RP)
  • Size: Normal (0 RP)
  • Speed: Normal (0 RP)
  • Ability Score: Specialized (-2 CON, +2 INT, +2 CHA. 1 RP) Half-Nymphs are the grace of both Intellect and Beauty, but are fragile
  • Languages: Xenophobic (Start with Sylvan, Bonus Languages are Aklo, Aquan, Common, and Terran. 0 RP)

Racial Traits


  • Defense Trait: Bond to the Land, forest terrain. (2 RP)
  • Feat & Skill Trait: Cave Dweller variant with Knowledge Nature, Handle Animal, and forest terrain. (1 RP)
  • Magic Trait: Seducer (2 RP)

Total: 8 RP

However, since my race proposal was shot down, there is no final version. If you are wondering why, it was because I called my race "Half-Nymph". As long as it was referred to as Nymph, the GM felt that the race didn't match to how they pictured a half-nymph to be. I was told to come up with something else. So, I am back to square one and a bit disheartened to try again; not going to fight my GM over a name hindering any build.


If they're xenophobic, they would only start with sylvan and common would be in their bonus languages.

But, I do like this race. As a GM, I would allow a player to pick this race.


Spyder25 wrote:
If they're xenophobic, they would only start with sylvan and common would be in their bonus languages.

Oh, you're right, Draconic should be cut then.

And thanks.


Inkwell wrote:
Spyder25 wrote:
If they're xenophobic, they would only start with sylvan and common would be in their bonus languages.

Oh, you're right, Draconic should be cut then.

And thanks.

No problem. I try to help when I can.


Kween Krones

+0 Type: Humanoid: Krone
+0 Size: Medium
+0 Speed: Normal
+2 Ability: Flexible (+2 Str, +2 Int)
+0 Languages: Standard (Common, Giant)

Racial
+0 Ability: None
+0 Defense: None
+0 Feats/Skill: None
+2 Magical: Hypnotic
+3 magical: Hypnotic Gaze

+0 Movement: None
+0 Offense: None
+2 Sense: Darkvison 60'
+0 Weakness: None
+0 Other: None

Total: 09

Charmed Krones

+0 Type: Humanoid: Krone
+0 Size: Medium
+0 Speed: Normal
+2 Ability: Flexible (+2 Wis, +2 Cha)
+0 Languages: Standard (Common, Giant)

Racial
+0 Ability: None
+0 Defense: None
+0 Feats/Skill: None
+1 Magical: Object of Desire
+2 Magical: Seducer

+0 Movement: None
+0 Offense: None
+2 Sense: Darkvison 60'
+0 Weakness: None
+0 Other: None

Total: 07


Cool! Lots of new races.

Maybe this thread could get stickied?

Silver Crusade

Massalian Elf

Inspirations:

The inspiration for the Massalian Elf is the Blood Elf from World of Warcraft.

Type image = Alarcawen.

  • Type: Humanoid (elf) (0 RP)
  • Size: Normal. (0 RP)
  • Speed: Normal. (0 RP)
  • Abilities: Standard. Massalian Elves gain +2 to Intelligence and Dexerity, but sacrifice Strength (+2 Int, +2 Dex, -2 Str). (0 RP)

RACIAL TRAITS

  • Elven Immunities: As elves, Massalian Elves are immune to magic sleep affects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. (2 RP)
  • Arcane Skill Training: Knowledge (Arcana) and Spellcraft are always considered Class Skills for Massalian Elves. (1 RP)
  • Low Light vision: As elves, Massalian Elves have low light vision like their cousins. (1 RP)
  • Elven Magic: The Massalian Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. (3 RP)
  • Weapon Familiarity: The Massalian Elves are familiar 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. (1 RP)
  • Languages: Standard. Massalian Elves begin with Common and Massalian elvish. They may also learn Draconic, Infernal, Gnoll, Gnome, Elven, Orc, and Silvan if they have high intelligence. (0 RP)

Total: 8 RP.

RACIAL ARCHETYPES

  • Ancient Lorekeeper (Oracle)
  • Infernal Summoner (Infernal Binder or Warlock (World of Warcraft version))
  • Knights of the Blood (Paladin)
  • Eyes of the Shadow (Rogue)

The Massalian Elves are based in Massalia (Marseilles in French), and have carved out a nation in order to gain enough power to destroy the High Elven nation for evil things done many, many years ago. They turned to demons and devils for the power to restore them to their their former glory after the barbarians (High Elves or just elves) destroyed and enslaved their civilization. Not all Massalian Elves use the power of demons, but the use of the Demonic Power is akin to fighting fire with fire.

The effects of associating with demons is slowly changing the elven population. So far, only one house has taken their demonic pacts to several extremes, and that one noble house has become a race of elven teiflings.


Captain Sir Hexen Ineptus wrote:
Maybe this thread could get stickied?

That would be awesome.

Also, could you and/or everyone else, do me a favor and look over the races I posted and tell me what you think? Let me know if I should add or drop something?

*EDIT*: I'm working on my version of merfolk for my setting, and I'm going to add to the other races, I made, the changes to them for my setting.


Kween Bees (Krones) update

+0 Type: Humanoid: Krone
+0 Size: Medium
+0 Speed: Normal
+2 Ability: Flexible (+2 Str, +2 Int)
+0 Languages: Standard (Common, Giant)

Racial

+2 Magical: Hypnotic
+3 magical: Hypnotic Gaze
+1 Offense: Poison Use
+2 Sense: Darkvison 60'

Total: 10

Charmed Krones final

+0 Type: Humanoid: Krone
+0 Size: Medium
+0 Speed: Normal
+2 Ability: Flexible (+2 Wis, +2 Cha)
+0 Languages: Standard (Common, Giant)

Racial

+3 Defense: Spell Resistance, Greater
+1 Magical: Object of Desire
+2 Magical: Seducer
+2 Sense: Darkvison 60'

Total: 10

I'm still not happy with the Kween Bees; constructive criticism is welcome.

Silver Crusade

Batfolk
Batfolk are cave dwelling social creatures capable of very agile flight. They speak in echotongue. Batfolk have their wings and arms combined, and use their thumbs and index fingers, as well as the outside finger of their wings as their grasping fingers. They prefer to use either archery, from a high vantage point, or bombs, dropped during a fly over.

Small Humanoid (Batfolk)
Init +1; Senses Perception +0
--------------------
DEFENSE
--------------------
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (70 feet, Perfect)
--------------------
STATISTICS
--------------------
Dex +2, Con -2 Cha +2
Batfolk are agile and gregarious, however their light bone structure makes them more delicate than many races.
Racial Languages Echotongue, Common
Racial Weapons Bows (all), Bombs
Feats
Skills Fly +11, Stealth +5 Modifiers Cave Dweller
Languages Common, Echotongue

Cave Dweller (Ex) +1 to Survival checks while underground.
Flight (70 feet, Perfect) You can fly!
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it. Most wear blindfolds during the day.
See in Darkness See perfectly in darkness of any kind, including magical darkness, this is due to their echolocation. They cannot truly see in the darkness, in fact their eyesight is pretty crummy, instead they can "see" by way of their ears. However things like smoked goggles have no effect on them.


I had come up with a new race that's based on the Kitsune. My Gm approved it.

Kumiho


  • Type: Humanoid (0 RP)
  • Size: Medium(0 RP)
  • Speed: Normal(0 RP)
  • Score: Human Heritage (0 RP) Kumiho's strive to be human
  • Languages: Standard (0 RP) Kitsune, Common, Sylvan, Aklo...

Traits

  • Defense: Unnatural (2 RP)
  • Feat & Skill: Skill Bonus(2 RP) +2 Bluff
  • Magic: Change Shape, Lesser (3 RP)
  • Magic: Spell-like Ability, Lesser (1 RP) Undetectable Alignment
  • Senses: Carrion Sense(1 RP)
  • Senses: Low-Light Vision(0 RP) Which the DM decided to add in, given how close they were to Kitsune

Total Buy: 10 RP

The Fluff:

Physical Description: A Kumiho's natural appearance is that of beautiful person, but have fox-like features such as multiple tails and/or fox ears.

Society: The Kumiho has little in the way of their own society, as they area race that was born from a fox who had lived to extremely old ages and was exposed to Arcane Magic. They often are found either alone, in pairs, or in a skulk of up to six. They often try to integrate themselves into a society.

Relations: The Kumiho is not well known, but are considered a monster by other races. Most well known Kumihos are evil, cruel, and murderous - as their favorite diet consists of the heard and liver of other humanoids. Good aligned Kumihos usually integrate so well with a society that some cease being fox-like at all, and become fully, permanently human (similar to the resurrection spell). This is known in some texts as the Trail of a Thousand Days.

Alignment and Religion: Kumihos tend to adapt the gods of the region they live in. Many members of the race worship Daikitsu, but more tend to follow Urgathoa's practices.

Adventurers: With Many Kumihos desiring to be human, whether deceptive or not, they take on any role to fulfill that need in the society they integrate with.


Inkwell wrote:

I had come up with a new race that's based on the Kitsune. My Gm approved it.

Kumiho


  • Type: Humanoid (0 RP)
  • Size: Medium(0 RP)
  • Speed: Normal(0 RP)
  • Score: Human Heritage (0 RP) Kumiho's strive to be human
  • Languages: Standard (0 RP) Kitsune, Common, Sylvan, Aklo...

Traits

  • Defense: Unnatural (2 RP)
  • Feat & Skill: Skill Bonus(2 RP) +2 Bluff
  • Magic: Change Shape, Lesser (3 RP)
  • Magic: Spell-like Ability, Lesser (1 RP) Undetectable Alignment
  • Senses: Carrion Sense(1 RP)
  • Senses: Low-Light Vision(0 RP) Which the DM decided to add in, given how close they were to Kitsune

Total Buy: 10 RP

** spoiler omitted **...

Did you get the idea for this race from the show Supernatural?

Silver Crusade

Tikbalang
Medium Fey

Tikbalang are a type of fey who have chosen to live in the material plane, as opposed to the first world. However they keep a deep connection to the first world. They have equine heads and hooves, as well as manes. They are tricksters, and troublemakers. They are short tempered and have powerful
natural attacks, including their hooves and slamming into foes and full bore charge. They are know to hold their weddings on days when the sun is out but it is raining. They are capable of creating illusions, and enjoy doing so to baffle other beings. Their front limbs are long enough to touch the ground when they walk, their normal walking gait is using their hands as front feet, however they also serve as grasping appendages.

In combat they favour Glaives, and Shortswords.

Fey- 2RP
Linguist- 1RP
Race Lang- Tikbalang
Illusion resistance- 1RP
Spell like ability, at will- 4RP
Mad Hallucinations (level 2)
Natural attack- Hoof -1RP
Natural attack- Slam- 1RP
Weapon Familiarity(glaive, shortsword) -1RP
Powerful Charge(slam)- 2RP

13RP total


Spyder25 wrote:
Inkwell wrote:
I had come up with a new race that's based on the Kitsune. My Gm approved it. [...]
Did you get the idea for this race from the show Supernatural?

This is actually a Korean version of the Kitsune. Moreover, I have not seen that show. I actually wanted to write an asian inspired pathfinder campaign before even the Jade Regent AP was announced. It was a monster I looked into adding but never got around to the mechanics of making.


1 person marked this as a favorite.
Inkwell wrote:
Spyder25 wrote:
Inkwell wrote:
I had come up with a new race that's based on the Kitsune. My Gm approved it. [...]
Did you get the idea for this race from the show Supernatural?
This is actually a Korean version of the Kitsune. Moreover, I have not seen that show. I actually wanted to write an asian inspired pathfinder campaign before even the Jade Regent AP was announced. It was a monster I looked into adding but never got around to the mechanics of making.

Oh, very cool. Didn't know Korea had their own Kitsune. Well any way, i like the race. Good job.

Shadow Lodge

1 person marked this as a favorite.

Finally got around to statting out something I've been hoping for for a while now.

Minor Dragons are distant cousins to True Dragons. They are not as large or as frightening as their larger cousins, but they can be just as dangerous if underestimated.

Spoiler:
Type: Dragon (10)
Size: Medium (0)
Base Speed: 20ft (-1)
Ability Score Modifiers: Weaknes (+2 Con, +2 Int, -4 Dex) -1
Languages: Standard (0)
Racial Traits:
Defense: (3)
- Energy Resistance (pick one: fire, cold, electricity, acid) (1)
- Natural Armor: +1 (2)
Offense: (4)
- Bite (1)
- Breath Weapon (1)
- Claws (2)
Weakening: (-2)
- Elemental Vulnerability (-2)
Other: (2)
- Quadruped (2, claws count as hands instead of being centaur-like in appearance)

Feat & Skills: (1)
- Greed (1)

Movement (4)
- Flight (4)

Total RP: 20


Pathfinder Rulebook Subscriber

I just knew you were going to do this :) Looks good!

Shadow Lodge

It's like my love of all things draconic was a major clue or something! ^-^


My Krones are public domain. Use them as you will.

Thanks.


Mystic_Snowfang wrote:
Captain Sir Hexen Ineptus wrote:
Mystic_Snowfang wrote:

Cavan

This is a cool concept. What was your inspiration?

The Chakat

In fact, it's a Chakat with the serial numbers filed off.

My furry senses are tingling. But that's a good thing. :P

I made them too, though it's a bit different.

I kept them humanoid cause darkvision didn't fit them, but they do have low light.

Paragon: +4 Dex, -2 Int, -2 Wis, -2 Cha

Makes total including size mod: Str +2, Dex +2, -2 Int, -2 Wis, -2 Cha

Since despite thier size they are highly mobile, and unable to stay in one spot. But they are easily distracted, sometimes naive to a fault, and have no concept of personal space.

Gave them Cat's Luck and Fast as well as Silent Hunter. Kept language standard, didn't think about prehensile tail though, and stability makes sense for a race that is naturally friendly and pouncy.

Also the brony in me made me do this one:

Unimar

Humanoid (Unicorn subtype)
Medium size
Normal Speed

low-light vision

Ability Score Standard
+2 Dex, +2 Int, -2 Wis

Unimars are agile, and take to learning quick and at an early age through mentors, books, or thier own wits, but can be naive in that they 'try' to make friends without judgements, and others have exploited this inborn kindness.

Standard Language:
Common, Sylvan
bonus: Celestial, Draconic, Elven, Gnome, Halfling

Bond to the Forest
+2 dodge while in a forest

As a race born from Unicorns, the Unimar have a natural love of forests, and know how to use them without causeing harm.

Fleet Footed
Run & +2 Init

This race can run fast thanks to thier diamond hard hooves, and acts quickly when the situation warrants it.

Sprinter
+10ft to charge,run, or withdraw

Unimars are quite capable of bursts of speed

Lightbringer

Spell like Ability:

1/day Magic Circle against Evil

All unimars are taught how to hone this spell often when they are first learning speech.

Natural Attack Gore 1d6

The Unimar's like thier parent race have an 8-15 inch long horn that they can use to fight with, if they have to.


joriandrake wrote:
I will try to create the Ghost Elf subrace, it was barely mentioned in a Dragon Magazine, but I loved the flavor and concept

Ive never run across such a reference but sounds like it may be quite similar to my Fey Elves. Can you share more about the concept?

~ Lazlo ~


Finally got around to recreating my Branchling race from the playtest.

Total RP: 12

Branchling Racial Features:

+2 Dex, +2 Wis, -2 Str: Branchlings are quick and wise, but their small size and thin frame makes them weak.
Small: Branchlings 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.
Low-Light Vision: Branchlings can see twice as far as humans in conditions of dim light.
Bond with the Forests: Branchlings gain a +2 Dodge bonus to their Armor Class in forests and wooded areas.
Hardy: Branchlings gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Fey Damage Resistance: Branchlings may look like plants, but they are still fey. They have Damage Reduction 5/cold iron
Nature's Gift: Branchling sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Branchling clerics with the Plant domain use their domain powers and spells at +1 caster level.
Swarming: Branchlings will attack anyone who harms a tree with little thought of their own well-being, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two branchlings can share the same square at the same time. If two branchlings in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Elemental Vulnerability: Like the trees the live in and protect, branchlings are weak against fire. They take an extra 50% worth of fire damage.
Climb: Growing up climbing up and down trees all day is what branchlings do best. They have a climb speed of 20ft.
Languages: Branchlings begin play knowing Common and Sylvan. Branchlings with high Intelligence scores can choose from the following: Elven, Terran, Gnome, and Aklo


The Disgaea Race Pathfinder Conversion from the Advanced Race Guide.
I’ve used the Advanced Race Guide to recreate several of the monstrous classes from Disgaea 3, for fun but feel free to use them if you would like. Let me know if you have any questions.

Society: The Nether Institute, Evil Academy(from the D3 manual): “The Netherworld, a world spoiled by spite, cruelty, blood soaked taboos and boundless riffraff. They say dark dwellers run rampant in these lands. In the center of this Netherworld lies a school that endlessly continues to expand its grounds: the Nether Institute, Evil Academy with the Overlord as dean and greater demons for teachers, demon students who follow their baser instincts are labeled as honor students at this school of torment. This is the root of evil in this tumultuous Netherworld … The Pandora’s Box that spreads corruption and destruction. Still many continue to be fascinated by this darkness. If you have the courage to descend upon the lands of this Netherworld, beware of losing your mind to the chaos. This is your only warning …”
Note: In the game the “demons” of the Academy aren’t really evil, their mostly chaotic, destructive pranksters. All of the races from the Academy are usually Chaotic Neutral.

Notes about the Netherworld: Outer plane CN. Normal gravity, normal time, infinite size. “Highly” morphic the Academy continually expands and repairs itself. No elemental or energy dominance. Chaotic magic enhanced (caster level +2).

Mothmen: A diabolic insect that confuses people. Sees through attacks at close range.
Power Level: Standard total RP Spent 10
Racial Qualities: 2 RP
Type: Aberration (3 RP), Size Small (0 RP), Base Speed: Slow (-1 RP), Ability Scores: Standard: (0 RP) +2 Dex., +2 Wisdom, -2 Constitution Mothmen are nimble and astute, but delicate. Language: Standard (0 RP) Common.

Racial Traits: 8 RP
Defense: Resistant (2 RP)
Feat and Skill: Skill Training: Fly and Stealth (1 RP)
Magical: Spell Like ability, Lesser: 1/day Blur (2 RP)
Movement: Gliding Wings (3 RP)

Saber Cat: A mysterious, cat-like creature. Soothes enemies with its cuteness.
Power Level: Standard total RP spent 10.
Racial Qualities: 1 RP
Type: Fey (2 RP), Size: Small (0 RP), Base Speed: Slow 20’ (-1 RP), Ability Scores: Standard (0 RP) +2 Dex., +2 Cha., -2 Wisdom Saber Cats are quick and cute, but have short attention spans. Language: Standard (0 RP) Common and Catfolk.

Racial Traits: 9 RP
Defense: Cat’s Luck (1 RP) and Lucky Lesser (2 RP)
Feat and Skill: Nimble Faller (2 RP) and Stalker (1 RP)
Magical: Spell like ability, Lesser: 1/day Sanctuary (1 RP)
Movement: Climb (2 RP)

Prinny: The Netherworld servant. Destined to explode if thrown! Note: Prinnies are similar to the petitioner from the Bestiary 2 in that they “are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.” Prinnies are all humanoid penguins. PC prinnies can leave the Netherworld usually at the leave of a teacher or the Overlord.
Power Level: Standard total RP spent 10.
Racial Qualities: 2 RP
Type: Outsider (Native) (3 RP), Size: Small (0 RP), Base Speed: Slow 20’ (-1 RP), Ability Scores: Standard (0 RP) +2 Dex., +2 Wis., -2 Strength. Language: Standard (0 RP)

Racial Traits: 8 RP
Feat and Skill: Shards of the Past (4 RP) and Stalker (1 RP).
Movement: Swim (2 RP)
Magic: Spell like ability, Lesser: 1/day Endure Elements (1 RP)
Other: Hold Breath (1 RP)

Weakness: Explosive Nature (custom) when taking falling damage the prinny and all creatures within 10’ of the point of impact take 1d4 fire damage per hit die of the prinny. Creatures other than the prinny can attempt a Reflex save DC (10 + ½ prinny level + Con). The prinny takes this damage in addition to the normal falling damage (-1 RP).

Alraune: An evil, Netherworld flower. Releases a healing scent.
Power Level: Standard total RP spent 10 RP
Racial Qualities: 2 RP
Type: Fey (2 RP), Size: Medium (0 RP), Base Speed: Normal (0 RP), Ability Scores: Standard (0 RP) +2 Con, +2 Cha., -2 Int. Language Standard (0 RP)

Racial Traits: 8 RP
Feat and Skill: Gift of tongues (2 RP)
Magic: Spell like ability, lesser: 1/day Remove Sickness, Goodberry, lesser restoration (4 RP)
Movement: Terrain Stride Forest and Jungle (2 RP)

Nekomata: A hyper catgirl martial artist. Has it all: Cat ears, paws and tail.
Power Level: Standard total RP spent 10
Racial Qualities: 3 RP
Type: Fey (2 RP), Size: Medium (0 RP) Base Speed: Normal (0 RP), Ability Scores: Specialized (1 RP) +2 St., +2 Dex., -2 Int. Language Standard (0 RP)

Racial Traits: 7 RP
Feat and Skill: Static Bonus Feat: Improved unarmed strike (2 RP)
Movement: Climb (2 RP), Sprinter (1 RP)
Other: Natural Martial Artist (custom) a nekomata ignores the alignment restrictions when taking levels of monk (2 RP).


A handful of races (if you're polydactyl) I use in my campaign setting - adjusted slightly to fit with Core Rules styles.

Halflings, Sorilian - More feral, tribal-style halflings.:

Halfling are defined by class levels - they don't possess racial Hit Dice. All halflings have the following racial traits:
Ability Adjustments +2 Dexterity, +2 Wisdom, -2 Strength.
Type: Humanoid (Halfling)
Senses None.
Size Small.
Speed Halfling base speed is 6 squares.
Skill Bonuses (2 RP) Perception +2.
Fearless (1 RP) Halflings receive a +2 racial bonus on all saving throws against fear.
Poison Resistance (3 RP) Halflings gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Swarming (1 RP) Halflings are used to living and fighting communally with other members of their tribe. Up to two halflings can share the same square at the same time. If two halflings 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.
Treespeech (2 RP) Halflings have the ability to converse with plants as if subject to a continual speak with plants spell.
Carrion Sense (1 RP) Halflings have a natural ability to sniff out carrion or follow the blood trail of their prey. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Automatic Language Common, choice of one other.

Human, Sorilian - The Standard humans of my setting.:

Humans are defined by their class levels - they do not possess racial Hit Dice. All humans have the following racial traits:
Ability Adjustments +2 to one ability score of your choice.
Type: Humanoid (Human)
Senses Normal.
Size Medium.
Speed Human base speed is 6 squares.
Skilled (4 RP) Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat (4 RP) Humans gain one bonus feat at 1st level.
Eternal Hope (2 RP) Humans gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20, humans may reroll and use the second result.
Automatic Language Common, choice of one other.

Human, Vasharan - Inspired by the Book of Vile Darkness.:

Humans are defined by their class levels - they do not possess racial Hit Dice. All humans have the following racial traits:
Ability Adjustments +2 to one ability score of your choice.
Type: Humanoid (Human)
Senses Normal.
Size Medium.
Speed Human base speed is 6 squares.
Skilled (4 RP) Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Godless Healing (2 RP) The vasharans have mastered a specialized and complex technique to ignore pain rather than relying on faith. Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: A vasharan cannot have a patron deity, but may still benefit from healing magic.
Poisoners (4 RP) From an early age, a vasharan is exposed to a wide variety of poisons and are carefully trained in their use; this has granted them a resistance to toxic substances. Vasharans gain a racial bonus on saving throws against poison effects equal to their Hit Dice and never risk accidentally poisoning themselves when applying it to weapons.
Automatic Language Common, choice of one other.

Primal - My version of the shifter & hengyokai races. My only problem with the race at the moment is reconciling the size variations in the animals allowed against the limitations of the spell Beast Shape I.:

Primals are defined by class levels - they do not possess racial Hit Dice. Primals have the following racial traits:
Ability Adjustments +2 to one ability score of your choice.
Type: Humanoid (Human,Shapechanger)
Senses (1 RP) Low-light vision.
Size Medium.
Type: Primals are humanoids with the shapechanger subtype.
Speed Primal base speed is 6 squares.
Moon-Touched, Lesser (2 RP) Primals gain DR 2/silver.
Aspect of the Beast (Su) (4 RP) A primal manifests the aspects of the beasts with which he shares a bond while in his humanoid form. At 1st level, a Primal selects one of the following traits:
Sprinter (Ex) You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions.
Night Senses (Ex) You gain darkvision (60 feet).
Claws of the Beast (Ex) You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage.
Predator's Leap (Ex) You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct (Ex) You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Beast Shape (Su) A primal can assume the appearance of a specific single animal form of the same sex determined by the primal's lycanthropic heritage. The primal always takes this specific form when she uses this ability, but gains a +10 racial bonus on Disguise checks made to appear as the animal the primal is mimicing. Assuming beast shape is a standard action. This ability otherwise functions as beast shape I, except that the primal does not adjust her ability scores.
Stalker (1) Perception and Stealth are always class skills for a primal.
Lycanthrope Ancestry bat, bear, boar, cat, fox, hyena, rat, raven, tiger or other predatory cat, or wolf. If the standard form for the animal listed is greater than medium size, the character appears as a young (template) version of the animal; if the standard form for the animal listed is less than small size, the character appears as a large. Other animals may be allowed on a case by case basis.
Automatic Language Common, choice of one other.

Sídhe - One of my Faerie races. A few rules are custom and/or bent.:

Sídhe are defined by their class levels - they do not possess racial HD. They have the following racial traits:
Ability Adjustments +2 Dexterity, +2 Charisma, -2 Constitution.
Type: Fey.
Senses Low-light vision.
Size Medium.
Speed Sídhe base speed is 6 squares.
Fey Damage Resistance, Lesser (1 RP) Sidhe gain DR 2/cold iron.
Racial Skill Bonuses (2 RP) Perform +2.
Faerie Magic (3 RP) Sídhe add +1 to the DC of any saving throws against enchantment spells that they cast. Sídhe with a Charisma of 11 or higher also gain the following spell-like abilities
1/day - lullaby, grace, and ill omen. The caster level for these effects is equal to the sídhe's level. The DC for these spells is equal to 10 + the spell's level + the sídhe's Charisma modifier.
Spell Resistance (2 RP) Sídhe possess spell resistance equal to 6 plus their class levels.
Automatic Language Common, choice of one other.

Dragonari, Elf - Draconic elves with 7 variations based on the 7 dragon breeds in my setting (which are not color-coded for alignment).:

Dragonari are defined by their class levels - they do not possess racial HD. They have the following racial traits:
Ability Adjustments +2 Strength, +2 Charisma, -2 Wisdom.
Senses (1 RP) Low-light vision.
Size Medium.
Speed Dragonari base speed is 6 squares; fly speed of 6 squares (clumsy).
Skill Bonuses (2 RP) Perception +2.
Draconic Immunities (2 RP) Dragonari elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against paralysis spells and effects.
Draconic Heritage (2 RP) Dragonari elves are born with scales of such vivid color that their connection to a particular sort of dragon are undeniable, possessing a resistance based on this coloration. Black-scaled and green-scaled dragonari with this racial trait gain acid resistance 5. Blue-scaled dragonari with this racial trait gain sonic resistance 5. Purple-scaled dragonari, also referred to as deep dragonari with this racial trait gain negative energy resistance 5. Red-scaled dragonari with this racial trait gain fire resistance 5. White-scaled dragonari with this racial trait gain cold resistance 5. Yellow-scaled dragonari with this racial trait gain electricity resistance 5.
Flight (4 RP) Dragonari are possessed of functional wings, granting them a fly speed of 6 squares (clumsy).
Automatic Language Common, choice of one other.

Shadow Lodge

Firebird Racial Features:
Type: Outsider (Native) (3 RP)
Size: Medium (0 RP)
Base Speed: Normal Speed (0 RP): The race has a base speed of 30 feet.
Ability Score Modifiers: Standard (0 RP) (+2 Dex, +2 Cha, -2 Wis)
Languages: Linguist (1 RP) Common, Ignan, Auran, any
Racial Traits:
- Fire in the Blood (5 RP) turns fire damage into healing on a 1:1 basis
- Emissary (1 RP)
- Focused Study (4 RP)
- Nimble Attacks (2 RP)
- Elemental Affinity: Fire(1 RP)
- Elemental Immunity(Fire) (4 RP)
- Elemental Vulnerability(Cold) (-2)
- Spell-Like Ability, At-Will: Beast Shape I(Medium bird only) (6 RP)
Total RP: 25

The firebird, as presented in the setting for the Avalon Chronicles.

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