
Golarion Goblin |
5 people marked this as a favorite. |

christos gurd wrote:Sounds like a lovechild of an undine and a halfling.Little Red Goblin Games wrote:yep, that one blew me awau folks. Keep em coming!@DarthPinkHippo
Looking forward to it!We just got a great entry last night! (Wavelings) Can't wait!
*scrolling through the thread*
*see mention of my submission**see more praise of my submission*
*see people figuring out what it is on name alone*
[CONFIDENCE BOOSTED]
Glad you guys liked it. Hopefully I'll have more before the 3rd.

Little Red Goblin Games |

Keep up the good work!
I had the judges do some preliminary feedback on the submitted races last Saturday and I will be contacting you all with feedback or if you were in the lower 50% of submitted races based on initial projections. You can feel free to either submit another race or retool your existing race. If you get and email don't feel bad or like your race wasn't good! We have a LOT of great submissions. You might get a message even if your race is good as we are sending out feedback for almost every submitted race! Please check the venue that you contacted us though (If you used the message board we will be using private messages).

Threeshades |
3 people marked this as a favorite. |

I bring you
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Derrukk
(Orc & Dwarf)
As much as dwarves and orcs hate each other, sometimes –usually violently- they interbreed. An extremely rare occurrence and even more seldom the product of mutual love, the offspring of such a union, known as Derrukk, are shunned by the societies of both parent races and many face a violent end directly after birth, often at the hands of their own parents. Only few Derrukk live to see maturity and those that do are raised in seclusion so as to not fall victim to the prejudiced society they are born into. Some others are lucky enough to merely be exiled at a young age and find a less prejudiced foster family to raise them. Because of the constant threat Derrukk usually grow up living a life of brutal survival, and as a result tend to be able fighters by the time they grow up. Despite their usually miserable and violent life and their warlike parent races, Derrukk are surprisingly peaceful. To many of them the only solution they might be able to produce for any given problem is an axe to the forehead of said problem, but even so most Derrukk actively try to use violence only as a last resort.
Derrukk to most humanoids look essentially like smaller orcs. While having the same shoulder width they are significantly shorter than their green-skinned parents but still notably taller than the average dwarf. When it comes to body hair Derrukk seem to take mostly after their dwarven parents, males can grow full beards and usually usually have a full head of hair, which can range from a bestial mane to carefully groomed hairstyles. Derrukk hair ranges from black to brown or gray and their skin is usually a grayish green or gray.
racial mechanics
- Derrukk are humanoids with both the dwarf and orc subtypes (0 RP)
- medium sized: Derrukk have no bonuses or penalties due to their size. (0 RP)
- Slow speed: Derrukkk have a base speed of 20 feet. Their speed is never modified by armor or encumbrance. (-1 RP)
- +2 Strength, +2 Constitution, -2 Charisma: Derrukk inherit the physical power of their parents but also their lack of social finesse. (1 RP)
- Defensive Training (Orcs and Dwarves): Derrukk gain a +4 dodge bonus to AC against attacks made by Orcs and Dwarves (except for other Derrukk). (2 RP)
- Hatred: Derrukk gain a +1 racial bonus on attack rolls against Orcs and Dwarves (except for other Derrukk). (1 RP)
- Healthy: Derrukk gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
- Stability: Derrukk receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
- Ferocity: If the hit points of a Derrukk fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. (4 RP)
- Derrukk begin play speaking Common and Dwarven, Derrukk with high Intelligence scores can learn Orcish, Goblin, Giant, Gnoll, Gnome, Halfling or Terran (0 RP)
Total: 10 RP
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I wasn't sure wether the RP breakdown was asked for but since a 10 RP limit was asked for i decided to keep it in.

Little Red Goblin Games |

We are in the Arizona timezone* and it will be ending Friday night at 11:59pm (realistically before we vote Sat morning).
*Which is a silly place... we don't do daylights saving times... except if you are on a reservation in which case they totally do follow DST. I'm pretty sure we are on MST at the moment until the next DST switch.

Bardess |

Here's my adbridged Dwelf again, with some corrections.
I should have said, when I mentioned Orson Scott Card's dwelves as a source, that they gave me only the general idea. Those dwelves were not dwarf/elf hybrids, and they were completely unintelligent and amnesiac. Mine are not.
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. They're often mistaken for gnomes or halflings. They appear as shorter, thinner jolly dwarves with no beards, pointy ears and a loud laugh (use gnome height/weight tables). 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 where 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-moving and surprisingly nice, but somehow forgetful and distracted.
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.
Favored Class Alternatives
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 remembered that I have some other half-developed hybrids too. I'll see if I can polish them in time.
Edit: Here's a very classical one.
Half–ogres are often surly outcasts, children of war and depredations. Rarely, they can be the result of an exchange of hostages, or of an ogre chieftain’s attempt to obtain smarter and more capable ogres. An half–ogre in an ogre society becomes a chief, if he can manage to live to adulthood.
Type: Humanoid (giant) (0 RP)
Large (7 RP): Half–ogres are Large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. 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. An half–ogre takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed (0): Half–ogres have a base speed of 30 feet.
+2 Str, +2 Con, –2 Cha (1 RP): Half–ogres have great stamina and endurance, but ugly faces and scarce social abilities.
Languages (0 RP): Half–ogres begin play speaking either Ogre or Common. Half–ogres with high Intelligence scores can choose from the following: Common (or Ogre), Dwarvish, Goblin, and Orc.
Defense Traits
Natural Armor (2 RP): Half–ogres gain a +1 natural armor bonus to their Armor Class.
Feat and Skill Traits
Skill Training (1 RP): Intimidate and Survival are always considered class skills for half–ogres.
Sense Traits
Darkvision 60 Feet (2 RP): Half–ogres can see in the dark up to 60 feet.
Low–Light Vision (1 RP): Half–ogres can see twice as far as humans in conditions of dim light.
Alternate Racial Traits: Defense– ancient foe, battle–hardened, cornered fury, dual–minded, greater defensive training, fearless; Feats and Skill– ancestral weapon, skill bonus (Survival), skill training (Intimidate, Survival); Movement– Terrain stride (plains); Offense– bite, gatecrasher, relentless.

Bardess |

This is another classical concept, but with my personal twist on it.
The love children or fruits of stealing of dragons and humanoid races, dragonkin appear most of the time disguised as members of their nondragon parent’s race, with maybe only a strange hair and eyes color or snakelike pupils to remember their origin. At will, they can assume their true form– a mighty hybrid of dragon and man.
Size (0 RP): Dragonkin are most often Medium or Small creatures and receive no bonus or penalties due to their size.
Normal Speed (0 RP): Dragonkin have a base speed of 30 feet.
+2 on Any Two Ability Scores (2 RP): Dragonkin have a nature even more varied than humans and their abilities are very diverse.
Linguist (1 RP): Dragonkin begin play speaking Common and Draconic. Very intelligent dragonkin can learn any languages they want.
Defense Traits
Natural Armor (2 RP): Dragonkin gain a +1 natural armor bonus to their Armor Class.
Energy Resistance (1 RP): Dragonkin has resistance 5 to the energy type corresponding to their dragon parents’ element (acid, cold, electricity, or fire).
Undomitable Will (2 RP): Dragonkin gain a +2 racial bonus on saving throws against sleep and paralysis effects.
Magical Traits
Change Shape, Lesser (3 RP): Dragonkin can assume the appearance of a single form of a their nondragon parent’s race. The form is static and cannot be changed each time they take this form. Dragonkin gain a +10 racial bonus on Disguise checks made to appear as a member of that race. Changing shape is a standard action. This otherwise functions as alter self, save that dragonkin don’t adjust their ability scores.
Movement Traits
Vestigial Wings (2 RP): Dragonkin have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.
Offense Traits
Bite (1 RP): Dragonkin gain a natural bite attack, dealing damage 1d2 damage if they’re Small, or 1d3 if they’re Medium. The bite is a primary attack, or a secondary attack if the dragonkin is wielding manufactured weapons.
Breath Weapon (1 RP): Once per day, as a standard action, dragonkin can make a supernatural breath weapon attack that deals 1d6 points of the damage type corresponding to their dragon parent’s type, in a 15-foot cone or a 20-foot line depending from their dragon parent’s breath attack area. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the dragonkin character level + the dragonkin’s Constitution modifier. Those who succeed at the save take no damage from the attack.
Claws (2 RP): Dragonkin receive two claw attacks, making 1d3 damage if they’re Small, or 1d4 damage if they’re Medium creatures. These are primary natural attacks.
Slapping Tail (3 RP): Dragonkin have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the dragonkin’s Strength modifier if Small, or 1d8 points of damage plus the dragonkin’s Strength modifier if Medium.
Sense Traits
Darkvision 60 Feet (2 RP): Dragonkin can see in the dark up to 60 feet.
Low–Light Vision (1 RP): Dragonkin can see twice as far as humans in conditions of dim light.

Bardess |

Last but not least:
Type (0 RP): Humanoid (half–satyr)
Size (0 RP): Half–satyrs are Medium and receive no bonus or penalties due to their size.
Normal Speed (0 RP): Half–satyrs have a base speed of 30 feet.
+2 Dex, +2 Cha, –2 Wis (0 RP): Half–satyrs are nimble and charming, but unreflective, tending to lose themselves in lively pleasures.
Languages (0 RP): Half–satyrs begin play speaking Common and Sylvan. Very intelligent half–satyrs can choose to learn Abyssal, Celestial, Dwarven, Draconic, Elven, Goblin, or Gnome.
Feats and Skill Traits
Skill Bonus (4 RP): Half–satyrs gain a +2 racial bonus on one Perform skill checks. They also gain a +1 racial bonus on Perception and Stealth skill checks.
Skill Training (1 RP): Half–satyrs choose two Perform skills at character creation. These are always considered class skills for them.
Magical Traits
Spell–Like Ability, Lesser (1 RP): Half–satyrs can use sleep as a spell–like ability once per day. Their caster level is equal to their character level.
Seducer (2 RP): Half–satyrs add +1 to the saving throw DC for their spells and spell–like abilities of the enchantment school. In addition, half–satyrs with a Wisdom score of 15 or higher may use charm person once per day as a spell–like ability (caster level is equal to the user’s character level).
Sylvan Sorcery (1 RP): If an half–satyr is a sorcerer with the Fey bloodline, he treats his caster level as 1 higher when casting bonus spells and bloodline powers. An half–satyr don’t gain early access to level–based powers thanks to this trait.
Movement Traits
Terrain Stride (1 RP): Half–satyrs can move through natural difficult terrain at their normal speed while in a forest. Magically altered terrain affects them normally
Sense Traits
Low–Light Vision (1 RP): Half–satyrs can see twice as far as humans in conditions of dim light.

NChance RPG Superstar 2009 Top 16 |
2 people marked this as a favorite. |

Since I got the official "this didn't make it" e-mail, I might as well post it here. Here's my android/samsaran mix: the quarlani.
Quarlani
- Android/Samsaran
When a samsaran dies, they are typically reincarnated into a new samsaran body. However in the harsh lands where androids pull themselves from unknowable places, less and less samsarans are being born. Instead their wayward souls are making their way into android bodies, creating something new entirely. Dubbed quarlani by the elven scholar that found the first of them, this new race is inquisitive almost to a fault, often finding themselves in dangerous situations just to experience them. Many sages speculate that an android's nanites are what draws the samsaran soul to the new body. Exactly how this is done is beyond mortal knowledge now, but there are many quarlani that have made it their life's goal to uncover how it happens.
Quarlani, whose name literally translates to "soul vessel", meld aspects of their parent races. They stand as tall as an average human, with skin that is just barely tinged blue. Their eyes are a metallic black that gleam as though made of an otherwordly material, and a thin, watery red blood runs through their veins. The most telling quarlani trait are their soul circuits: An identical set of circular, silvery tattoos. One on their chest and the other parallel on their back, these tattoos constantly glow faintly, yet flare intensely when the quarlani pulls on the past experiences of her samsaran soul.
Quarlani Racial Traits
+2 Intelligence, +2 Wisdom, -2 Charisma: Quarlani are bright and insightful, but have difficulty connecting to other people.
Medium: Quarlani are Medium creatures and thus receive no bonuses or penalties due to their size.
Android Body: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), quarlani count as both humanoids and constructs.
Normal Speed: Quarlani have a base speed of 30 feet.
Low-Light Vision: Quarlani can see twice as far as humans in conditions of dim light.
Soul Vessel: Quarlani gain a +2 racial bonus on all saving throws against death-effects, mind-affecting effects, negative energy effects, paralysis, and stun effects.
Emotionally Distant: Quarlani have a hard time understanding the subtle nuances of emotions, and thus take a -2 penalty on all Sense Motive checks.
Past Life Surge: The memories of a quarlani's past lives can be triggered thanks to the nanites coursing through her body. A quarlani chooses two skills. Three times per day as an immediate action, a quarlani can activate these memories, granting a bonus equal to 3 + the quarlani's character level to either of the chosen skills; this ability must be activated before the roll is made. When a quarlani uses this power, her soul circuits glow with light equivalent to that of a torch in illumination for 1 round.
Cypher Magic: A quarlani with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, and read magic. The caster level for these effects is equal to the quarlani's level.
Languages: Quarlani begin play speaking Common and one human langauge. Quarlani with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
Golem Hunter: Some quarlani train to combat "unenlightened" members of their host bodies. These quarlani gain a +2 dodge bonus to AC against constructs, and a +1 racial bonus to attack rolls made against constructs. This replaces cypher magic.
Surging Magic (Su): These quarlani use their prior lives' spellcasting prowess to augment their own spells. Choose a number of spells your class can cast equal to 1 + your spellcasting class's key ability score bonus (Intelligence for wizards, and so on). You do not need to be able to cast these spells yet, they must only be on your class spell list. Three times per day as a swift action, you can empower one of these spells, increasing the your caster level by 1 for that spell. When a quarlani uses this power, her soul circuits glow with light equivalent to that of a torch in illumination for a number of rounds equal to the spell level (minimum 1 round). This replaces past life surge.

Ambrosia Slaad |
3 people marked this as a favorite. |

Second hybrid race sent. This time it's crossbreed between two animalistic furry races: catfolk and vanara.
The potential Moe/CuteMonsterGirl level on this is over 9000.

Drejk |

Drejk wrote:Second hybrid race sent. This time it's crossbreed between two animalistic furry races: catfolk and vanara.The potential Moe/CuteMonsterGirl level on this is over 9000.
Purrlings ended being closer to King Julian sharing weaknesses of catfolk (Wisdom penalty) and vanara (Charisma penalty).

Little Red Goblin Games |
5 people marked this as a favorite. |

So we had a grand total of 27 races submitted from 14 different designers with 20 of those making it to the final judging round.
This morning we will have our in house designers.
The judges are Caleb Aylsworth (A Land Out of Time, Heroes of the East 2, Lineage Draconis), Jeremiah Zerby (Primal Host, King of the Ring, Tome of Munitions 2), Dayton Johnson (Tome of Tomes, Dragon Tiger Ox) and myself (Scott Gladstein).
We here at Little Red wanted to thank each and everyone who submitted and wish you all the best of luck.
To those who submitted more than one race, we will only be able to use one of your races (we want to showcase the most people we can).
Also, if you submitted a race and we don't use it- please feel free to use it yourself. We don't want to claim any sort of license to anything we don't use. There are a LOT of really good submission but we can only select a max of 3 of these races and if you don't place in the top 3 don't feel bad.
We may be able to compile a "honorable mentions" PDF if people are interested in us putting together a little freebie at a later date.

Ambrosia Slaad |
1 person marked this as a favorite. |

There are a LOT of really good submission...
Awesome!
Good luck everyone and +1 thanks for the opportunity. :)
We may be able to compile a "honorable mentions" PDF if people are interested in us putting together a little freebie at a later date.
That'd be sweet.

Little Red Goblin Games |
4 people marked this as a favorite. |

Summary:
So the judges hashed it out for about 3 hours over this but in the end we came up with three finalists. Before we get to them, we wanted to once again thank everyone who submitted. There were a lot of really well thought out and solid submissions so with that in mind we are going to list a number of honorable mentions before we announce the winners. These are in no particular order.
Honorable Mentions
Muddite: The muddites by Mike Welham were seriously tied for #4. They have some great fluff, a lot of creative aspects to the race’s physiology, and we were laughing as we read the bit about the hair.
Quarlani: We actually couldn’t use this race for the book because it wasn’t actually the offspring of 2 races, but it was just so cool we couldn’t not mention it. Reincarnated souls in android (non-ogl by the way) bodies? That’s creative.
Chylde: Funny story. Scott totally didn’t get they were pronounced like “child” for the entire debate until the end. These guys have a lot of fun lore in their background. I think this would best be described as (Hag/ Skinwalker) but it’s all good.
Kulit: These guys were actually initially not in the top 50% in the initial round but came back strong with some modified racial mechanics and the removal of Golarion specific stuff. We liked the dichotomy of light and dark within them and it made for a great race.
Fauntaurs: This was one of Zerby’s favorites. We saw a lot of fun opportunities for character concepts and the walking up the almost impossibly steep slopes was fun.
Shai'ruk: Scrimshaw on your own tusks? I can see the artwork now. Well done Phil on this race! There are actually very few races that get a +2 to their Strength score in the core races (and even in the ARG actually) though plenty of 3rd party ones get it.
Wavelings: Ok. So I have to admit, this was my #2 choice during the first round. Their “Wave Crafter” racial trait was just so much to imagine the implications of! It was a very creative class and made it to the top 5.
Diavesper: The merger of two evil into something this bizarre earned this the #3 or #4 spot in the first round and placed in the top 5.
Sawuagin: So the two races chosen (Elf and Malenti, aka: mutated sahuagin) was a lot of fun conceptually. It didn’t pan out with the racial mechanics because we didn’t see as much pushing of the boundaries.
Purrlings: Oh come on, these are just the cutest things we ever saw.

Drejk |

Quarlani: We actually couldn’t use this race for the book because it wasn’t actually the offspring of 2 races, but it was just so cool we couldn’t not mention it. Reincarnated souls in android (non-ogl by the way) bodies? That’s creative.
Actually, I am 99% sure that androids (but not their Numerian backstory) are OGL.

Little Red Goblin Games |
7 people marked this as a favorite. |

Final
So out of the 27 races we got submitted we had to pick just three. We finally decided upon the molemen by Nick Esposito, ziphryn by Jason "Mikaze" Garrett (even though we still can’t pronounce it), and the nacritoi by Sarah Counts (Again, these are not in any particular order).
A little about the races and our thoughts on them:
Molemen (Buggane/Dwarf): We actually had to look up what a buggane was and *shudders* it was sufficiently creepy but oddly appropriate. We’ve never seen a truly blind race balanced quite so well as a player race and Nick really dug into existing lore (hollow earth stuff) when writing this. It invokes what it sets out to do, executes it gracefully, and has some good lore to back it up.
Ziphryn (Gnome/Flumph): Hell, I think this made this top 3 because of the visuals alone. Written with a lot of humor (“the ziphryn are the children of gnomes and certain exceptionally adventurous and open-minded flumphs”... because we all know a gnome would be down for that) this half race was a welcome departure from the ordinary. It doesn’t just give gnomes a few tentacles, it reworks the two physically to be perfectly merged. We can’t wait to see the artwork that comes out for this race. On top of that they got some very unique racial mechanics (floating around, no falling damage, etc) that came from the unique physical aspects this race had and it was all wrapped up in a very cohesive package. Also, it was kind of nice to see a race that not everyone hates. But hey... they are gnomes so they are pretty stoked to see just about everyone/everything.
Nacritoi (Oread/Rakshasa): Slipshape was one of the best ways we’ve seen something like this do. I honestly didn’t expect an oread plus a rakshasa to equal a nacritoi, but it works. Sarah wove a lot of lore love for this class and it showed in the final product.
Once again, thank you all for entering. Sarah, Nick, and Jason if you could shoot me an email (ScottGladstein@LittleRedGoblinGames.com) we can get this show on the road :-)

Little Red Goblin Games |
2 people marked this as a favorite. |

Unless I am mistaken androids are from the Inner Sea bestiary which is non-OGL. If they are reprinted somewhere in an OGL book that might make them OGL but I am not aware of any.
And yep. They were Oread and Undine.
So I guess the question is also, would the honorable mentions (Mike Welham, Phil Snyder, Wojciech “Drejk” Gruchała, Clay Blankenship, TarkXT, Eltacolibre) like to have their races compiled into a free PDF?

Drejk |
1 person marked this as FAQ candidate. |

Ok, we should ask someone from the Paizo staff, because I always thought that Inner Sea Bestiary is OGL and only setting-specific references are Closed Content as defined by OGL. Certainly most monsters from Inner Sea Bestiary are on d20pfsrd.com only with Golarion-specific closed content parts removed.

Little Red Goblin Games |

Holy crap, I made it into the top 3?!?! Wow!! 8D
Thanks to you all at LRGG for the opportunity and an inspiring project that brought out my best. Congrats also to Mikaze and Nick, and to all the honorable mentions. :)
Oh! While you're here. I shot you an email about a week ago. We have one question on the spelling of something.

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Oh my God. I am so giddy right now. :D I was honestly worried I had gone too weird.
Like Ambrosia said, thanks LRGG for holding this contest and congrats to everyone that pitched in! I hope the honorable mentions all sign on for that free pdf, because I really want to see these races. (really curious about the Muddite's hair now, the wavelings wave crafting, diavespers on account of that awesome name, and particularly those fauntaurs and shai'ruk)