My homebrew races (PEACH)


Homebrew and House Rules


Hey all. A while back I got the advanced Race guide, and since then I have been making some of my own custom races. I plan to eventually collect them all together and submit them to Paizo to see if I can sell them as a third party Product. So I'm going to post them here cause I want some advice on how I can edit them. I hope you guys can help me: I got five of them so far, and I'm going to post them here. Hope you like them.

Starting with the first one I made: The Felona.

Felona

Race Fluff:

Cats and felines conjure up, as a species, images of grace and predatory might. Images of silent hunters of the jungles, of noble lions lording over the savanah. But there is another side to cats, the side that only those who own house cats know of, that of the fat, lazy, pampered pet.

Felona are very much in the latter. A race of feline like humanoids, Felona are a race of large, heavyset felines who love to indulge in food and drink. Felona take a very laid back view of the world, prefering to focus on simple pleasures of the senses over ambitious conquest and overall glory.

But that is not to say the Felona are greedy and selfish. Felona are marked by gluttony and laziness, but also by kindness and generosity. Many travelers, lost and dying of exposure in the wilderness where the Felona make their home, tell tales of being taken in by these flabby tabbies, nursed back to health and leaving healed and refreshed with more food than they can carry (and sometimes noting that their armor and vestments are a bit more... snug than when they arrived). Many never come back, prefering to stay and live among the Felona, and in the process growing as large and heavy as the Felona themselves.

Felona's are great lovers of nature; while they certainly take more than their fair share from the land, they are always careful to give back what they take out; Felona druids maintain and grow bountiful orchards of food within their territories, and Felona also herd sheep and other animals.

While they appear fat and soft, the Felona's body conceals powerful muscle which makes them stronger than they initially appear, while not as graceful as other feline species, they can still be effective hunters, and warriors, when the need arises.

Physical Description: Felona are humanoid felines with brilliantly colored fur and long manes of hair. Fur color tends to range from blue to violet to (rarely) green. Their most noticable attribute is their great weight; the Average Felona ranges between 300-500 pounds. Some Felona have tails, but most do not. Felona males have a lion like mane which surrounds their entire head, while female Felona manes more resemble human hair, often going down to their knees. Felona are very fond of styling their manes into braids and other intricate patterns. Felona favor colorful, flamboyant clothing, or loose fitting robes which accomodate their great weight. Felona reach maturity at 30 years of age and can live for 300 years.

Society: Felona live in large prides which are ruled by the oldest (and usually fattest) Felona. The rule is very loose and hands off, with the Felona elder generally making suggestions over actual demands of his people. As a general rule, most Felona know what their tasks are and do it, but unless its a matter of life and death generally don't bother to rush. However, when a crisis does befall the Felona people or their territories, they suddenly become much more well organized and responsive, and can respond to troubles much more quickly than their foes would expect.

As a rule, Felona dwell in warm jungles and savanahs, places where the winters are mild and the fruit and meat are plentiful. Since Felona eat so much, they realize that too many in one area could potentially harm the ecosystem, so when a Pride becomes too large, part will break off and move to another area. As a result Felona can be found in many different places.

Felona who live in these mild climates usually build primitive huts or cabins, or dwell in natural caves and grottos. If the Felona pride finds itself in less hospitible climes (Such as a dessert or the arctic) the Felona will build themselves a large communal feasting hall to live in. These halls will always include a large food storage, sufficient to last the Felona as long as it needs and to provide for others. Felona have also been known to live in the cities of other races.

Relations: Felona are friendly towards humans, elves, gnomes, and especially halflings. More than willing to trade with these peoples and share their wealth and food (Especially food). Felona seem to have a problem understanding that other species aren't naturally as heavy as they are, so they always seem to think other humanoids are constantly unfed. As a result, other races who deal with Felona tend to find the Felona keep trying to feed them food. Seeing Elves and Humans who are heavier than the norm is a good sign that Felona live nearby.
Dwarves have no love for the Felona, seeing them as soft and silly despite the Felona's best effort to win them over. Also, Felona have very little patience for creatures who despoil and overhunt their territories, and are thus wary of Orcs and Goblinoids.

Alignment and Religion: Felona are creatures of chaos with a strong preference for good. Felona are endlessly amused by the overimportance that other species put on such things as nobility and wealth. Felona are more impressed by actions rather than some artifical status. The odd evil Felona exemplifies greed and selfishness, and often become greedy warlords and despoilers.

Religiously, most Felona follow the way of the Druids, they also serve Gods of nature, bounty and harvest.

Adventurers: Felona adventure for many reasons: To seek new sensations and tastes, out of natural curiosity, or to find new lands for a growing pride to split off to. Some Felona become inspired by visitng adventurers to travel the world.

Magically inclined, Felona favor Sorcery and Bardic magic over more codified wizardry or Alchemy. Their soft, turgid nature makes them ill suited for the life of a rogue, their chaotic nature makes them a poor fit as Monks or paladins, and their great weight puts them at a disadvantage as a Cavalier, so many warrior Felona become fighters or Barbarians. Felona are also endlessly amused by the spectacle of firearms, so many become Gunslingers. Felona who pursue divine magic often become Druids, but Clerics and Oracles are also common. The laid back nature of Felona means Felona Inquisitors are almost unheard of.

Male Names: Purvvel, Mowsar, Rubyl, Borin

Female Names: Gowella, Myna, Hespa, Lytna

Standard Racial traits:

Ability Scores: Felona are charming and friendly, and their hefty bulk gives them much resistence to sickness, but also makes them slow and sluggish. They get +2 to Constitution and Charisma, and -2 to Dexterity
Size: Despite their heavy bulk Felona are medium sized. Receving no penalty or bonus for size.
Type: Felona are humanoids with the Felona subtype.
Base Speed: Because of their bulk, Felona have a base movement speed of 20 feet. However their speed is nover modified by armor or encumberance. (-1 rp)
Languages: Felona begin by speaking common and their own language. Felona with sufficient intelligence can also speak Elvish, Gnomish, Halfling, Goblin, and Draconic.

Defense racial traits:

Hardy: Felona get a +2 Racial bonus to saves against Poison, Spells, and spell like abilities (3 rp)

Stability: Felona gain a +4 racial bonus to their CMD to resist bull rushes and trips while on the ground. (1 RP)

Natural Armor: Because of their natural bulk, Felona gain a +1 natural bonus to their armor class. (2 rp)

Feat and Skill Racial Traits:

Gregarious: When a Felona wins over an individual with diplomacy, that creature takes a -2 penalty to resist the Felona's charisma based rolls for the next 24 hours. (1 rp)

Sociable: When a Felona failes a diplomacy check by 5 or more, they can attempt to influence them again even before 24 hours have passed. (1 rp)

Sense Based Racial traits:

Darkvision 60 feet: Felona can see in the dark up to 60 feet. (2 rp)

Subspecies: Thin Felona: Very rarely, usually in more inhospitable climates, there are Felona who lack the massive bulk of their peers, instead having lean and muscular forms. While not as hardy as Felona, they are more agile. These Felona tend to be proud of their restraint compared to their gluttonous and hedonistic ways, and actively resist being returned to their fat and slovenly ways by their perrs.

Instead of the attributes given, Thin Felona have +2 dex, +2 charisma, and -2 Constitution. They have movement speed of 30 instead of 20, Instead of Hardy, Stability and Natural armor they possess Cats luck, Stubborn, and Jumper as racial traits.

Favored class options:
Barbarian: +1/6th damage reduction
Bard: Add 1 spell from the druid spell list to your list of spells. This spell must be one level lower than the higher you can cast, and is considered one level higher unless it is part of the Bards spell list.
Druid: Add one spell to the Druid's spell list. It must be one level lower than the druid's highest spell level.
Gunslinger: Add +1/4th to the gunslingers Grit points
Sorceror: Add +1/2 to the save DC of spells of the enchantment/charm school.

Up next the Stitched.


The Stitched

Race fluff:

Golems: Artifical constructs created by wizards and clerics to act as guardians and soldiers. Made from a variety of sources, ranging from Clay to Iron, but no form of Golem is more ghoulish and reviled than the Flesh Golem. Created from the corpses of the dead, in many minds Flesh Golem are only one step removed from the undead, and are walking abberations and mockeries of life.

But what if they were something more.

Occasionally, once in a great while, a wizard will be seized with a sudden spark of inspiration. Driven by forces they can barely comprehend, the wizard will begin constructing a Flesh Golem in the standard way, collecting the corpse parts, expending the money and resources, and casting the spells that will imbue the Flesh Golem with life.

But what gets up is not a flesh golem. Its one of the Stitched.
The Stiched are not Flesh Golems, nor are they fully human. They are some sort of halfway point between constructs and humans, fully aware and intelligent, full of curiosity of the world around them, but also cursed with an unnatural aura that makes them unable to fit in with most humanoids. As a result, most Stitched are solitary wanderers or hermits, looking to understand the world they live in and the secrets of their origins.

Each Stitched also carries the spark that created them, allowing each of them to create a member of their own kind. However, whether human or Stitched, the Spark only allows the creation of one Stitched. All future attempts to creatr Stitched either fail or create common flesh golems.

Physical Description: Unlike the hideous, hulking flesh golems, Stitched are human sized, and most are actually very attractive, at least physically. The marks of their birth are always revealed upon close scrutiny; Their limbs and head are stitched to the torso, with additional stitches found over the body, depending on how many bodies are used in their creation. Although the remains of different races and species can be used to create Stitched, the creation process makes the limbs look relatively uniform, forming a new being.

Even if one does not notice the stitches (And most Stitched go out of their way to hide their stitches from others). There is always something odd and unsettling about the Stitched: Some have a tendency to stare or their eyes are an odd color, some move with a unusual gait, or carry themselves with an odd posture. And some possess bizarre and unsettling habits they perfom unconsciously.

Although they are partly constructs, Stitched are not immortal, living for roughly 500 years before their artifical bodies finally give out.
Society: For the most part, Stitched do not have societies. Because of the random, mysterious nature of their birth, Stitched very rarely come into contact with one another. At most a Stiched will travel in small groups of 2 or 3, made up of one Elder Stitched and his descendant, and that Stiched's descendant.

Rarely, there are Stitched communities who congregate in abandoned castles, underground caverns, and dungeons. These socieities are very quiet and insulated, avoiding contact with other races when they can.
When a Stiched is born, they are already fully sized and fully self aware. They learn at an accelerated rate for the first year of their lives, and are already learned enough to pick a character class by the first year of their life. By the time they are five, they have realized the spark and can now create a new member of their kind.

Relations: Most sentient species despise the Stitched, seeing them as abominations. Even those who are unaware of their true nature are turned off by their unsettling nature. Dwarves and Elves in particular dislike Stiched, owing to their inhuman nature or their violation of nature. Gnomes and Halflings fear Stitched as dangerous monsters. Humans can be somewhat compassionate towards the Stiched plight, but this is exceedingly rare.

Stitched are more at home among evil humanoids like Goblins, Orcs, Giants and other such creatures, who respect their strength and abilities as a survivor. Many evil Stitched have managed to become the leaders of small bands of these humanoids, which does little to help their reputation among other races.

Alignment and Religion: Stitched can be of any alignment, although the vast majority of them are chaotic in alignment, mainly because most lawful socieites shun them. When a Stitched are born, they are neutral in alignment, and generally pick a new alignment once they have finished their education phase and become "adults".

Most Stitched do not revere Gods, since most deities shun them. Some Stitched worship the mysterious force that gave them life. The "Spark" as it is called, is neutral in alignment and its worshipers have access to the Artifice, Magic, Strength and Travel domains, with additional access to the Construct, Arcane, Ferocity and Explorartion subdomains. Some Stiched also worship Gods of death and destruction.

Adventurers: By default, almost all Stitched are adventurers, wandering the earth looking for a place they will be accepted, learning about the world and their true nature, or just sating their inexplicable wanderlust.

Owing to their great physical strength, most Stitched are martial classes such as Fighters and Barbarians. Arcane casters such as Wizards and Alchemists are also relatively common. Less common are Druids and Rangers, since their unnatural nature makes them a poor fit for connecting with the natural world. Their lack of Charisma also makes them unlikely to become Sorcerors or Oracles. Some Stitched become clerics or Inquisitors, but Stitched Paladins are almost unheard of.

Male Names: Bottlefly, Charles, Dingo, Potato, Quiz, Ransom.

Female Names: Annie, Domino, Easter, Tuesday, Weevil.

Standard Racial Traits
Ability Score Racial traits: Stitched Get a +4 to Strength, a +2 to Intelligence, and a -4 to Charmisma. Stitched are incredibly strong and quick learners, but their unnatural nature makes them few friends. (3 rp).
Type: Stitched are Humanoids with the half construct subtype. (7 rp)
Size: Stitched are medium sized.
Base Speed: Stitched have a base speed of 30
Language: Sitched start with their own language (Which isn't really a language but more like a complex code system they use among themselves to stay secrative) and Common. Stitched with high enough intelligence can speak any language (Except secret languages like those of druids). (1 rp).

Defensive Racial Traits:
Desert Runner: Stitched get a +4 bonus to constituion checks and Fortitude saves to avoid fatigue and exhaustion as well as affects from running, forced marches, and hot and cold environments. (As half constructs, they are already immune to starvation and thirst). (2 rp).

Fearless: Stitched get a +2 bonus to saves against fear effects. (1 rp)

Unnatural: Stitched unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal. (2 RP)

Damage Reduction: Stitched have DR 5/ Magic (4 RP)

Feat and Skill Racial traits:

Curiosity: Stitched gain a +4 to diplomacy checks to gather information about the world around them. And they have Knowledge (History) and Knowledge (Local) as class skills. If they belong to a class that already has these skills as class skills, they get a +2 racial bonus. (4 RP)

Offense Racial traits:

Gatecrasher: Stitched get a +2 racial bonus on strength checks to break objects and a +2 racial bonus to combat manuver checks to Sunder. (2 rp)

Senses Racial trait:

See in Darkness: Stitched can see perfectly in darkness in any kind, even spells like deeper darkness (4 rp).

Weaknesses:

Vulnerability (Fire): Stitched are vulnerable to fire. (-2 rp)

(28 RP)

Alternate Racial Traits:

Small: Most Stitched were created from the remains of medium sized humanoids: Humans, Elves, Dwarves, and so forth. But some were created from the remains of Halflings, gnomes, or from the remains of children. These Stitched are small sized, getting a +1 size bonus to their AC, a +1 size bonus to their attack rolls, a -1 to combat manuvers and to their CMD, and a +4 size bonus to their stealth check. This replaces medium size.

Dual minded: This Stitched was created using two halves of different brains, giving the Stitched a +2 bonus to all saving throws. This replaced Fearless. (1 rp)

Nautral Armor: The Stitched was created using armored plating from races with natural armor such as Lizardfolk or Ogres. This grants the Stitched +3 natural armor. However the radical mixing of creature types disrupts the Stitched's natural immunity to weapons. This replaces Damage reduction (4 RP)

Hypnotic Gaze: The Stitched has a special ability to hypnotize a single person once per day for one round. This replaces Gatecrasher and Fearless. (3rp)

Favored Class Options:

Alchemist: Add +1/4th to an increased attribute when using a Mutagen

Barbarian: +1/3rd rage power

Cleric: Add +1/2 damage to negative energy spells, including inflict spells.

Fighter: Add +1 to indimidate checks

Wizard: Add +1/2 to rolls to craft magical items.

Up next are the Lem


Lem

Race Fluff (Heh, Fluff, sheep.):

Some races are known for their power, or their wisdom, or their beauty or ambition. Only one races is known for their timidness.

The Lem are a race of sheep like humanoids who are naturally meek, shy, and peaceful. communal by nature, Lem live in large nomadic herds, and are often subservient to other races, either by choice or by force.
While Lem seem to be easily bullied, they are not entirely without defense: Lem believe in strength and numbers, and once they are pushed to their breaking point, Lem can prove a formidable force, able to fight en masse better than most other races. For this reason, many races employ Lem as shock troops. Lem also strongly believe in putting the needs of the community ahead of their own, and for being deeply spiritual and loyal to their patron Deity Yagu the shepherd.

Physical description: At first appearance, Lem resemble satyrs; looking like humans with the lower legs of goats and horns. However, closer observation reveals they have the lower legs of Sheep, not goats. Lem hair is short and curly like a sheeps, either white or black in color. Males will often have short, ornamental horns. The most striking feature of the Lem is their rectangular eyes, similar to a sheeps. Lem usually dress simply and conservatively, wearing simple leather tunics or vests. Lem are slightly shorter than humans (Averaging around five feet or so), and live as long as humans do.

Society: Lems dwell on grassy plains and hills in nomadic herds numbering up to 60 people. Communal by nature, Lem are led by a council of elders made up of the oldest and wisest members of the tribe, one of which is almost always a priest of Yagu the Shepherd. The Lem prize conformity and service of the community over individuality, and those rare Lem who exhibit abberant (IE: Evil or chaotic behavior) are not tolerated, usually the offending part is "reeducated" by the priests to rejoin the herd, but in more extreme cases Lem are shunned and eventually exiled, considered a fate worse than death by the Lem.

Lem which have been subjugated by another race or are under another races protection live in the lands of the conquerers, as well as adopting the local customs. They worship their masters Gods in public if forced, but maintain shrines to Yagu in private.

Relations: Lem shy away from conflict, either avoiding or acting submissive to other races. Humans and Dwarves usually leave the Lem alone, not giving them too much trouble and letting them pass peacefully through their lands. Gnomes and Elves are also friendly to Lem, and are frequent trading partners to the shy creatures. Halflings, another nomadic race, are probably the friendliest to the Lem, and frequently Halflings will travel with Lem for mutual protection.

More martial races such as Orcs, Goblins and Hobgoblins have no respect for the shy and timid Lem, and often bully them and enslave them. Most of the time the Lem will submit to the monstrous humanoids, at least outwardly, but if they are enslaved by particularly cruel humanoids they will attempt to subver their masters with non violent resistence.

If faced with destruction and given no other choice, the Lem will fight back, giving a surprsingly tough fight.

Alignment and Religion: Lem are Lawful Good for the most part, putting the needs of the herd above personal needs and living lives of peace and kindness. Non lawful and Good Lem do exist, but most are either exiled or indoctrinated back into the herd.

The Lem's deity is Yagu the Shepherd. Legend indicates that once the Lem were a proud, warlike race, who angered the humble shepherd God. In retaliation, Yagu turned the Lem into their current, meek state, and now acts as their protector. Yagu is a Lawful Good Deity and grants his worshipers access to the Animal, Community, Good and Law domains and the Family and Loyalty subdomains.

Adventurers: Lem adventurers are very rare, but not unheard of. Some Lem adventurers are exiled Lem who join up with adventurers simply not to be alone anymore. Some Lem adventurers join adventuring groups out of gratitude or as a form of indentured servitude. Sometimes Lem subjugated by another group will be brought into adventuring groups.
Owing to their dedication to community, Lem favor supporting other adventurers: Bards, Clerics, Summoners, and Wizards are common. Among the Lem themselves are a fair number of Inquisitors whose job it is to maintain conformity amidst the herd.

Male names: Afonse, Battlo, Cymyr, Eston, Zanu

Female Names: Adele, Hyma, Io, Lenna, Xola

Standard Racial traits:
Ability Score Racial Traits: +2 to Dexterity, +2 to Wisdom, -2 to Charisma. Lem are very fleet of foot and spiritual, but are shy and unassertive.
Type: Lem are humanoid with the Lem subtype
Size: Lem are medium sized creatures
Base Speed: Lem have a base speed of 30 feet.
Languages: Lem start with Common and their own language. Lem with bonus languages from intelligence can learn Dwarvish, Elvish, Halfling, Gnomish, Orcish, Goblin and Giant.

Defensive Racial Traits:

Bond of the land: Lem get a +2 dodge bonus to their AC when in a specific terrain chosen during character creation (2 rp).
Magical Racial Traits:

Encalve Protector: Lem add +1 to their casting level when casting abjurbation spells. In addition, they have the following spell like abilities: Constant: Nondetection, 1/day: Faerie fire, Obscure Object, and Sanctuary. The Caster level is equal to the Lem's character level. (2 RP)

Movement based racial traits:

Sprinter: Lem get +10 to their movement speed when using the charge, run or withdraw actions (1 RP)

Offensive Racial traits:

Swarming: Lem are adept to group combat. Up to two Lem can occupy the same space at the same time, and if they are both attacking the same opponent that target is considered flanked as if they were in two opposite squares. (2RP)

Sense Racial Traits:

Low Light vision: Lem see twice as far in dim light. (1 RP)
(8 RP)

Alternate racial traits:

Mountaineer: Some Lem live in mountainous areas as opposed to plains. These Lem are immune to altitude sickness and don't lose their dexterity bonus to AC when making climb or acrobatics checks to cross narrow or slippery surfaces. This replaces Sprinter.

Terrifying Bleat: Some Lem have the ability to release a horrible bleating noise that inspires fear. Once per hour as a standard action a Lem can use this bleat, and any creature not of the Lem subtype who hears it must make a will save (DC 10+ 1/2 the Lem's character level + The Lem's charisma modifier) Or become shaken for 1d4 rounds. Targets who are shaken become frightened instead. Those who make their saves become immune to this bleat for 24 hours. This is a sonic, mind affecting ability. Terrifying Bleat replaced Encalve protector.

Frenzy: Some Lem have terrible tempers which make them pariahs among their own kind. Once per day when the Lem takes damage, they go into a frenzy for one minute, giving them +2 racial bonus to strength and Constitution and a -2 penalty to AC. This replaces Swarming.

Favored class options:

Bard: Add +1 to the number of Bardic performances usable per day.

Cleric: Add +1 to channel healing when healing allies.

Inquisitor: Add one spell to the Inquisitors spell list from the Cleric spell list. This spell must be one level lower than the max level the Inquisitor can cast, and is treated as one level higher than it is unless its a spell already on the Inquisitor Spell list.

Paladin: Add 1/3rd of a new mercy to the Paladin's lay on hands ability.

Up next are the Dochen


Like to recommend you use bolding on titles and spoiler on fluff for easier review.


Dochen

Race fluff:

The Dochen are a race of short, humanoid watefowl which superfically resemble ducks. Characterized by their bad tempers and near obsessive drive, Dochen are rarely liked, but very often respected.

Although some races take Dochen as comical at first glance, with their short stature and shorter tempers, however this stature belies an incredible strength and a sharper mind. Dochen pride themselves on using their strength and their wits to get what they want. When there is something a Dochen wants, they will rarely stop at anything to get it.

Few things are more frightening than an angry Dochen. Although they frequently lose their tempers when things don't go their way, a truly angry Dochen, one whose had his life (or worse, the life of their family or friends) threatened, is a terror to behold. Many an Orcish hunting party of Goblin warband has found out this out the hard way after their encampments were torn to pieces and their best fighters felled by a single Dochen in the throes of a rage. Even the most even tempered Dochen tends to be surly and rude, often making snide comments and unflattering observations of others.

Dochen are also well known for their ambition. Many Dochen seek to become famous and world renowned, plying their strength and intellect in the pursuit of wealth and fame. Dochen tend to be very singular minded in their goals, to the point that sometimes they alienate those around them in their pursuit. While there are some evil Dochen who employ underhanded methods to get what they are after, most Dochen are stalwart and honest, and earn the begrudging respect of those they associate with. At the same time, They tend to be judgemental of others; Dochen have little patience for beggars, thieves, and others who don't earn their own way through hard work. To the Dochen, anything that isn't earned through hard work isn't worth having.

Physical Description: Dochen resemble humanoid ducks, roughly 3 feet tall, their plumage is usually white, although specimens with green, black, yellow, and other colors. Their entire body except their legs and their bills are covered with their feathers. It is difficult for outsiders to differentiate Dochen genders by sight unless they are wearing appropriate clothing.

Speaking of, Dochen wear a variety of clothes based upon human fashions. Most Dochen favor simple, functional clothing, usually related to their chosen profession. Dochen possess no particular taboo against nudity, but its rather unusual for a Dochen to go without close unless they are poor or in the wild.

Society: Dochen live in towns and cities very similar to those made by humans. Descended from water fowl stock, many of their cities are based around lakes or swamplands. Dochens usually elect a "mayor" or "Commander" of their communities who oversee's major building projects and marshals the local forces against hostile outsiders. Due to their ambitious natures, Dochen often live among other races as merchants, sailors, and adventurers.

Relations: Most races don't like Dochen. At all. Humans and Elves find them their antics amusing and have a hard time taking them seriously, which infuriates the Dochen to no end. Conversely, Dochen are annoyed by human and Elves and their frivality. The same goes for Gnomes and Halflings, whom the Dochen see as lazy greedy and frivalous fools. Gnomes and Halflings conversely see the Dochen as grumpy jerks.

The only race that actually does get along with the Dochen are Dwarves. Both races respect one another for their strength and their work ethic. Dwarves and Dochen are also fast allies against evil humanoids such as Orcs and Goblinoids.

Much like the waterfowl they descend from, Dochen meat is considered a delicacy by some of the more savage humanoid races: Goblins, Orcs, Ogres, and Lizardfolk all hunt Dochen for their meat. However, many of these creatures soon learn that they've bitten off more than they can chew when dealing with the Dochen.

Alignment and Religion:

Dochen have a very strong lawful streak, and are split between good and evil. Good Dochen are usually determined workers and business men, while evil ones are greedy robber barons and crime lords. Chaotic Dochen usually go against their races ethos of hard work and ambition to become lazy layabouts.

Religiously, The Dochen generally worship gods of wealth and prosperity, as well as Gods of the sea and water in general. Actual Dochen priests are rare but not unheard of.

Adventurers: Dochen take to adventuring like a duck to water: Many Dochen, driven to become the best in their chosen form, travel the world to make their fortunes, continuing to adventure into a ripe old age when even the most venerable Dwarf or Elf would call it quits. Dochen can be found plundering ruins in the far corners of the world, clashing swords with pirates and bandits, and charting out wild frontiers.

Despite their dislike of thievery, many Dochen become Rogues, if only to learn how to disarm traps and to defend against other thieves. Their great intelligence gives Dochen an edge in becoming spellcasters, and the odd chaotic Dochen can put their temper to great use as a Barbarian. Gruff and surly, Dochen make poor Bards and poorer Oracles.

Male Name: Drake, Fael, Mallar, Quackar
Female: Ambrosia, Diane, Lucy, Nadine.

Standard Racial Traits:
Ability Score racial traits: +2 to strength, +2 to Intelligence, -2 to Charisma. Dochen are strong for their small size and very clever, but their surly attitude and singlemindedness makes them hard to like.
Type: Dochen are humanoids with the Dochen subtype.
Size: Dochen are Small creatures and thus 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: Slow. Dochen have a base speed of 20 feet. (-1 rp).
Languages: Dochen begin with their own language and common. Dochen with High intelligence can learn any language except secret ones like Druidic. (1 RP)

Defensive Racial Traits:
Stubborn: Dochen receive a +2 bonus to will saves against spells and effects of the enchantment (Charm) and enchantment (Compulsion) subschools. In addition, if they fail the save they get a second save 1 round later to end the effect prematurely, in addition to any other effects they may have to avoid mental effects (Such as slippery mind). It can only use one of these abilities once per round.(2 RP)

Feat and Skill Racial Traits:
Greed: Dochen get a +2 bonus to appraise check to determine the value of nonmagical goods that contain precious metals and gems. (1 rp).
Hard Worker: Dochen receive a +2 racial bonus to Profession checks for one particular profession, chosen at character creation. (2 RP)

Movement Racial Traits:
Swim: Dochen have a swim speed of 30 feet and get a +8 bonus to swim checks. (2 rp)

Offense Racial Traits:
Frenzy: Once per day, after taking damage, a Dochen may fly into a frenzy, gaining +2 racial bonus to strength and constitution and a -2 penalty to AC. (2 RP)
(9 RP)

Alternate Racial Traits:

Antagonize: The Dochen's insults are able to rile others up as bad as Dochen usually get. The Dochen may take Antagonize as a bonus feat. This replaces Hard Worker.

Climb: Mountain dwelling Dochen still can't fly, but are more adept in rough terrain. These Dochen possess a climb speed of 20 feet and a +8 bonus to climb checks. This replaces swim.

Hatred: Some Dochen who live in areas plagued with goblinoids and other dangerous creatures are more concerned with taking down their enemies than personal wealth. The Dochen gains a +1 racial bonus to attack and damage against Goblinoids and Giants. This replaces Greed.

Favored Class bonus:

Barbarian: Add +1 to the Barbarian's number of rage rounds per day.

Monk: Add +1/3 to the Monks Unarmed strike damage.

Rogue: Add +1/4 bonus to disable device checks for traps and a +1/4 bonus to trap sense checks.

Wizard: Add 1/5 bonus feat.

Alright, up next is the Sluagh, which is the last one I have written up at this time.


Sluagh

Race fluff:

Sometimes known as "living ghouls", Sluagh are a race of vile subterranian carrion eaters. Although not undead, they frequently live in graveyards and crypts and feast upon the dead of other species.
In spite of this, Sluagh are not necessarily evil or malicous. In truth the Sluagh fulfill the same function in nature as vultures and jackals, existing to get rid of carrion and filth. In more civilized times, Some Sluagh take this as their task is to wipe out all undead.

Sluagh, despite their grim surroundings, are not a glum race; They possess a certain morbid cheer to them, as well as a very well sharpened sense of gallows humor. Though most civilized races find their humor repugnant, Sluagh take as much delight out of the revulsion of others as they do their own dark jokes.

In addition to haunting the realms of the dead, Sluagh also sneak around the dark corners of humanity, where they listen in on the secrets of others. As a result, Sluagh are gifted spymasters and informants.

Physical description: Sluagh are categorized by being taller and thinner than humans, with pale skin and lean, bony features. Sluagh have sunken eyes and wide smiles filled with yellowed, grimy teeth. Their fingernails are naturally black and come out to a point. A good majority of Sluagh are bald, but some (usually females) have hair, which is usually dark purple, black, gray, or white.

Althougth Sluagh live twice as long as humans, they age very rapidly physically: Around the time a Sluagh turns thirty their body begins to warp and their flesh withers, this is largely cosmetic, and serves as another source of humor for the Sluagh.

Society: Sluagh are natural burrowers, so they usually dig out underground warrens near crypts and dungeons, where they can have easy access to corpses to eat. Sluagh prefer to eat meat that is rotten and putrid, but can eat virtually anything if forced to. Sluagh who don't have the option of living near cemetaries will live in dangerous wilderness areas or large cities where plenty of dead bodies abound.
Sluagh warrens usually support two or three large families, each of which is ruled by the eldest member of said family. Inter marrying between these clans is common, and when a clan grows too large, One of the clans will split up and the younger clan members will move to another area. Sluagh clans keep in contact with each other over long distances by letters and magic, and will come to another clans aid if they get into trouble.

Relations: Only the most evil or the most liberal and open minded species will abide the presence of the Sluagh in the area. The Sluagh, while having no taboo against eating corpses themselves, at least understand that other races disapprove of such practices, so the Sluagh go out of their way to conceal themselves from other races.

Humans are probably the most accepting of Sluagh, and only in rare instances: Many human settlements owe a debt to the Sluagh for helping get rid of bodies following a plague outbreak, or in large cities where Sluagh help with sanitation concerns. Other humanoid races are less accomidating: Dwarves in particular despise Sluagh and will only tolerate them in the most extreme of circumstances.

Sluagh have an intense hatred for the undead and strike out at them whenever they can. Because of their affinity with death, Sluagh are resistant to undead abilities, which gives them an edge against the undead. Evil Sluagh use these resitences to make themselves the rulers of tribes of the undead.

Alignment and Religion: Most Sluagh are Lawful neutral in alignment, finding a group which gravitates towards good or evil is rare, and chaotically aligned Sluagh are stranger still. Their secretive, clannish nature lends itself to strictly controlled, secretive communities. The Sluagh of differing alignments usually leave their warrens to become adventurers.

Sluagh frequently worship Gods of Death from varying Pantheons, but have no Gods themselves.

Adventurers: Sluagh adventurers come in two stripes: Those who are filled with curiosity and wanderlust, wanting to see life outside their underground kingdoms, and those who want to improve the lot of the Sluagh among other races. Sluagh's secretive nature make them a perfect fit as rogues, and their mystical connection to death makes them adept as wizards and Sorcerors. Sluagh also become rangers or Inquisitors in order to fight the undead more efficiently.

Male names: Byron, Edgar, Percy, Varney

Female names: Camilla, Lucy, Mary, Mina

Standard Racial Traits:
Ability score racial traits: +2 Constitution, +2 Wisdom, -2 Charisma. Sluagh are very hardy in spite of their gaunt nature, and are wise and perceptive, but their ghoulish nature rubs people the wrong way.
Size: Sluagh are medium sized
Type: Sluagh are humanoids with the Sluagh subtype
Base Speed: Sluagh have a base speed of 30 feet
Languages: Sluagh begin with Common and their own languages. Sluagh with exceptional intelligence can gain the following languages: Dwarf, Elf, Halfling, Gnomish, Aklo, Terran, and Necril

Defense Racial Traits:
Deathless Spirits: Sluagh have resistence 5 against negative energy, they do not lose HP when they gain a negative level, and they receive a +2 bonus to saves against death effects, negative energy, level drain, and spells and spell like effects from the Necromancy school. (3 rp)

Plagueborn: Sluagh gain a +2 racial bonus against disease, ingested poisons, and becoming sickened and nauseated. (1 rp)

Movement racial traits:
Burrow: Sluagh have a burrow speed of 20 ft. (3 rp.)

Offense Racial traits
Hatred: Sluagh get a +1 racial bonus on attack rolls agaisnt undead creatures. (1 rp).

Sense racial traits:
Minesight: Sluagh have darkvision to 90 feet, but are automatically dazzled in bright lights and have a -2 penalty to spells with the light descriptor. (2 rp)

(10 rp)

Alternate Racial traits:
Reach: Some Sluagh are less healthy than their peers, but have unnaurally long arms. These Sluagh have a reach of 10 feet. This replaced Plagueborn.

Fell Magic: Some Sluagh have a stronger connection to the dead than others. These Sluagh gain a +1 to the save DC of Necromancy spells they cast. In addition, the Sluagh can cast the following spells: 1/ Day-- Bleed, Chill touch, Detect Poison, Touch of Fatigue. The caster level is equal to 10 + the spell Level + the Sluaghs wisdom modifier. This replaces Deathless Spirit.

Healthy: Some Sluagh choose to live on the surface, and eat a different diet than the food they are accustomed to. These Sluagh get a +4 to Fortitude saves against diseases and Poisons, including magical diseases. This replaces Minesight.

Alternate Favored class bonuses:

Cleric: Add +1/2 to the channeled energy total when damaging creatures with the undead type.

Inquisitor: Add +1 spell to the Inquisitor's spell list that is one level lower than the max spell level he can cast.

Ranger: Add +1/2 to skill checks against one of the Rangers Favored enemy.

Sorceror: Add +1/2 to the save DC of Necromancy spells cast by the sorceror.

Wizard: Add +1/2 bonus metamagic feat.


Insanity Logic wrote:
Like to recommend you use bolding on titles and spoiler on fluff for easier review.

Okay, I will do that on future posts. Sorry about that.


CrinosG wrote:
Insanity Logic wrote:
Like to recommend you use bolding on titles and spoiler on fluff for easier review.
Okay, I will do that on future posts. Sorry about that.

No apologies necessary. Just attempting to help you. I'll review them now.


I've read the racial statistics fully, and parts of the fluff.

I'd like to recommend that when you create a race you stick as close to the 10, 20, and 30 point ranges. Going below or above them by 1 is usually acceptable.

The reason I state this is because any race below 10 points will be weaker than average among the selection of races. Those who can be rounded to 20 or 30 will receive a penalty to levels depending on the average group level.

Thus I'd buff your sheep. The stitched, I typically never recommend going over 20 points, but hey, your race, your game. 30 point races are fine.

Though I noticed this;
Dual minded: This Stitched was created using two halves of different brains, giving the Stitched a +2 bonus to all saving throws. This replaced Fearless. (1 rp)

I'm not sure why anyone would NOT take this trait. +2 Vs Fear or +2 to all saves (including fear).

As for fluff. I like it all, though I'd recommend removing the actual construction steps from the stitch and any unnecessary text from each race's fluff. It just adds to the reading which makes a player less likely to gain any important information about the character, retain that information or be interested in reading it.


Thank you. I was going to remove the RP totals, they were basically just there for me to keep track of.

Also, what would you classify as unnecessary text?


Examples below as requested.

Click Here for Examples:
The Stitched (portion)
From:
Golems: Artifical constructs created by wizards and clerics to act as guardians and soldiers. Made from a variety of sources, ranging from Clay to Iron, but no form of Golem is more ghoulish and reviled than the Flesh Golem. Created from the corpses of the dead, in many minds Flesh Golem are only one step removed from the undead, and are walking abberations and mockeries of life.

But what if they were something more.

Occasionally, once in a great while, a wizard will be seized with a sudden spark of inspiration. Driven by forces they can barely comprehend, the wizard will begin constructing a Flesh Golem in the standard way, collecting the corpse parts, expending the money and resources, and casting the spells that will imbue the Flesh Golem with life.

But what gets up is not a flesh golem. Its one of the Stitched.
The Stiched are not Flesh Golems, nor are they fully human. They are some sort of halfway point between constructs and humans, fully aware and intelligent, full of curiosity of the world around them, but also cursed with an unnatural aura that makes them unable to fit in with most humanoids. As a result, most Stitched are solitary wanderers or hermits, looking to understand the world they live in and the secrets of their origins.

Each Stitched also carries the spark that created them, allowing each of them to create a member of their own kind. However, whether human or Stitched, the Spark only allows the creation of one Stitched. All future attempts to create Stitched either fail or create common flesh golems.

TO:
Golems: Artificial constructs created to act as guardians. Made from various materials like Clay or Iron. The most repulsive made from Flesh, stitched together from corpses. Most view them as undead abominations, mocking life.

Though they can be much more, sometimes a Flesh Golem rises through unknown circumstances as a Stitched. Sentient and curious about the world around them, though cursed in a state between life and death. Causing most Stitched to adventure alone, seeking out the mystery of their creation.

All stitched retain the spark of energy which gave them life, and are able to share it, creating one Stitched to share life with.

From:
Sometimes known as "living ghouls"
To:
Known as "living ghouls"

From:
and feast upon the dead of other species.
To:
to feast upon the dead of other species.

From:
In spite of this, Sluagh are not necessarily evil or malicous. In truth the Sluagh fulfill the same function in nature as vultures and jackals, existing to get rid of carrion and filth. In more civilized times, Some Sluagh take this as their task is to wipe out all undead.

To:
Slaugh are not evil or malicious, instead they fulfill the function of a scavenger in nature like vultures. Cleaning up the carrion filth, some even view it as their task to eliminate undead in this method.


Ah, I see. Thank you.

Sorry I haven't posted lately, was sick with a cold this week. Will start making new races as soon as I feel better.

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