
Azaelas Fayth |
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This thread was inspired by: Undead Characters by Luna_Silvertear
Notice: From what I gather as long as no one quotes this post there is a chance I can easily Edit this post to include Google Docs of other peoples races. If they grant me Permission.
So Please don't quote this post and include whether or not I can create a Google Docs of your race. Credited to the Creator of course.
Other References:

Luna_Silvertear |

When a pregnant woman is attack by an incorporeal undead and survives or if the ghost of a person's lover comes to visit them on a night when the stars are aligned just right, or she conceives by someone who is possessed, the child is sometimes born tainted by the essense of it's mother's attacker/fallen lover.
Wraithtouched are typically reserved and tend to keep to themselves, mostly due to the fact that if their nature was known by the general populace, they'd be hunted much like the creatures whose essence running coldly through their veins.
Wraithtouched tend towards chaotic alignments, more often than not giving into the evil inherit in their blood. However, good Wraithtouched are usually found working to free oppressed people or fighting to destroy undead, especially incorporeal undead.
Wraithtouched are about the same height and weight as a human. Skin colors range from pale white or washed out blue to ashy grey. Their eyes are typically the color of blood.
When wraithtouched die, they have a 25% chance of rising as Incorporeal Undead, subject to GM's approval.
+2 Dexterity, +2 Charisma, -2 Strength: Wraithtouched are quick and charming, but their ties to spectral undead have lessened their physical vigor.
Wraithtouched: Wraithtouched are humanoids with the Wraithtouched subtype.
Medium: Wraithtouched are Medium creatures and have no bonuses or penelties due to their size.
Normal Speed: Wraithtouched have a base land speed of 30feet.
Senses: Wraithtouched have Low-light vision and darkvision 60 feet.
Ghost Walk: Wraithtouched have a +2 bonus to Stealth
Undead Resistances: Wraithtouched gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Wrathtouched are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Although a living creature, a wraithtouched reacts to positive and negative energy as if they were undead - positive energy harms it while negative energy heals it.
Shadow Blending (Su): Attacks made against Wraithtouched while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance.
Terrifying Scream: Once per hour as a standard action, a wraithtouched can emit a ghostly wail. Any creature not half-undead must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s ghostly wail for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mindaffecting effect.
Resist Level Drain (Ex): Wraithtouched take no penalties from energy-draining effects, though he can still be killed if he accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a wraithtouched has gained are removed without any additional saving throws.
Languages: A wraithtouched begins play speaking Common. A wraithtouched with a high Intelligence score can choose any language it wants (except secret languages, such as Druidic).
Vital Statisics are the same as a Damphyr.
Mohrglings were created through a foul necromantic experiement, replacing a human's tongue with this of a mohrg. The tongue, infused with negative energy, began to grow and corrupt the being of its 'host' turning it into an entirely new creature that breeds true.
Mohrglings are generally aggressive in manner and are looked upon as monsters if their true nature is known. Most who must interact with 'normal' beings either do not speak or wear helmet or a veil over their mouth to hide their tongue when they speak.
Mohrglings tend towards the Evil alignments due to their unnatural nature. Those who are good tend towards Lawful Good.
Mohrglings are about the same height, weight, and appearance as a human except their skin looks as if it is beginning to decay (this is cosmetic, but most people find it unnerving at the least). Their eye colors vary, but always look washed out in color as if they were dead.
+2 Strength, +2 Wisdom, -2 Charisma: Mohrglings are strong and perceptive, but the negative energy in their bodies have begun to corrupt their appearance.
Mohrgling: Mohrglings are humanoids with the mohrgling subtype.
Medium: Mohrglings are Medium creatures and have no bonuses or
penalties due to their size.
Normal Speed: Mohrglings have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 ft.
Undead Resistance: Mohrglings gain a +2 racial bonus on saving
throws against disease and mind-affecting effects.
Negative Energy Affinity: Though a living creature, a mohrgling reacts to positive and negative energy as if it were undead — positive energy harms it, while negative energy heals it.
Resist Level Drain (Ex): A mohrgling takes no penalties
from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a mohrgling takes are removed without the need for an additional saving throw.
Natural Armor: Mohrglings have a Natural Armor bonus of +1.
Natural Attacks: Slam: 1d4 damage. This is considered a primary attack.
Tongue: 1d4 damage. This is considered a secondary attack.
Paralyzing Touch: 1/day. If a mohrgling hits with its tongue attack, the victim must make a Fortitude save (DC= 1/2 the mohrgling's character level + its CHA modifier) or be paralyzed for 1 round. This duration increase by 1 round for every 5 character levels (max 5 rounds at level 20).
Languages: Mohrglings begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Azaelas Fayth |

I like it a lot, but I thought it was all going to be in one document.
Hmm, That gives me an even better Idea...
Ok after a while I will put each race into its own file and then add links into the pages currently posted.
This allows each race to be self-contained while still being easily accessed and organized.

Azaelas Fayth |

*thumbs up*
I made a clerical error concerning the DC for the Paralyzing Touch of the Mohrgling. It is supposed to be "DC=10+1/2 the mohrgling's character level+ its CHA modifier"
It has been corrected.
Also under mine I have added the first race I ever built. I hate to admit that...
I am currently trying to write the full background for both races.

Azaelas Fayth |

Mine, I wanted a Draconic race for my campaign setting. Most people immediately thought I wanted dragonborn and said I should just go play 4e.
I will admit their appearance is best described as beeing close to 4e's Dragonborn.
I also have Moggs(Mouse-like fey from various folklores) & Civilized Orcs.
I also mocked up Bangaa and Viera from Final Fantasy. If one wanted they could use Moggs as Moogles...

Goth Guru |

I've got to stat. up my Wormpeople. Since they have a worm body from the waist down instead of legs, they move slower. They are covered with slime, to protect them from the acid they spit to burrow through rock, so good escape artist and a move speed through rock and dirt. I want them to have bad charisma, but good intelligence and wisdom. They have arms and hands so dex., con, and strength should be normal. If you cut them apart between the segments, the parts become smaller wormpeople. The part without the head becomes a first level character with no memory, and possibly a new personality. It should take weeks for them to fully regenerate. They have to wear thick, hooded cloaks and masks when interacting with human NPCs.
Any input on how I could make them viable would be appreciated.

RoninTDixon |

From Paizo Advanced Race Guide, Race Builder Chapter.
Wormkyn
Aberration 3RP
Remove Darkvision 60 ft -2RP
Medium 0RP
Slow Speed 20 ft -1RP
Greater Weakness -3RP +2 Int, -2 Wis, -4 Cha
Advanced Wisdom +4 8RP
Xenophobic 0RP
Plagueborn 1RP
Skill Bonus (x2) 4RP (+2 Escape Artist, Stealth)
Skill Training 1RP (Escape Artist, Stealth)
Burrow 20 ft 3RP (+3RP to increase burrow speed to 30 ft)
Carrion Sense 1RP
Blindsense 30 ft 4RP
Hold Breath 1RP
Total RP = 21
I used plageborn instead of energy resistance because the prerequisite for energy resistance is to be an outsider (native). If you want to change that:
Outsider (native) type 3RP
Energy Resistance 5 1RP Acid
Improved Resistance +5 2RP (+3RP for +10 resistance, +4RP for +10 resistance)
Elemental Immunity +4RP