Post a race. I'll write up a custom archetype for it.


Homebrew and House Rules

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Feel free to indicate a particular class. Otherwise I'll get creative.

Non-core races encouraged but I'll do whatever.


Samsaran Paladin or Ranger, whatever you are feeling.

RPG Superstar Season 9 Top 16

Grippli Monk or Ninja. Or get creative.


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Done and done.

Roaming Soul, a Samsaran Ranger who uses his past animal lives. I recommend you also combine it with the Divine Tracker archetype?

Wisp Caller, a Grippli Ninja that can channel fetid elements into her attacks.


Impressive and impressive.

Tengu Antipaladin with a bit of samurai flavor, please.


Secret Wizard wrote:

Done and done.

Roaming Soul, a Samsaran Ranger who uses his past animal lives. I recommend you also combine it with the Divine Tracker archetype?

Wisp Caller, a Grippli Ninja that can channel fetid elements into her attacks.

Nicely done. I like racial/class archetypes a lot. This is really flavorful. Do you have any others you've been working on?


Racial archetypes? No. I've done a couple of random archetypes though.

Soujoubo, a corrupted Tengu warrior that slices and dices his enemies with unholy fervor..


Gnome Oracle, getting in touch with the First World.

Silver Crusade

Hobgoblin Cavalier, por favor?


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Ratfolk anything. :)


Changeling anything. I'd prefer something that's not evil in flavor, but really I just want that race to get more love.

Dark Archive

Skinwalker Gunslinger, Skinwalker anything really. Wayang Brawler, Investigator, or Magus would be cool too.


aasimar antipaladin (one of my players played one, we did a weird archetype for it, it was a fantastic character from an RP perspective. I'm super curious how someone else would approach an aasimar antipaladin), plus, there's so few antipaladin archetypes, more would be nice.

Or dhampir druid (because dhampir and druid seem like such an odd combination)


Changeling Oracle. Let's see what you can come up with.


Holy crap. Tons of work to do.

ONE GNOME ORACLE,

AND ONE HOBGOBLIN CAVALIER

PS: Hobgoblin Cavalier already exists and is awesome but yeah, let's work with it!


Kitsune Magus or Android Gunslinger.


Secret Wizard wrote:

Holy crap. Tons of work to do.

Well what did you expect with the quality of the first two? I'd like to throw merfolk into the mix with any class that has a focus on land movement (monk and barbarian spring to mind) or mobility in general like mounted characters. Actually, a merfolk cavalier would be pretty badass. Brb, going to summon my octopus mount.


How about Nagaji Bloodrager?


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Here's a custom race I developed for an upcoming game. How about a monk that makes use of the spear and net?

Eissenesti Elves (Ice Elves) 15rp

Subtle and aloof, the Eissenesti are an offshoot of the elven race that developed not in the temperate forests but on the harsh tundra. Also called ice elves, they dwell in small enclaves built around natural hot springs and sheltered somewhat from the harsh elements by inlets and sparse vegetation. Eissenesti seldom make themselves known to humans, preferring to remain isolated, left alone by encroaching 'civilization' to study their art, philosophy, and magic without interference. Eissenesti have little interest in anyone but themselves, and are adept at remaining undetected.

Physical Description: Eissenesti are similar in stature to humans, but share the slender build and angular features of other elves. Their ears are pointed but not much larger than those of humans (probably as a survival mechanism developed in response to the sharp arctic winds). Their eyes are very pale and, while normally blue, might be anything from green or gray through the lightest oranges and yellows. Eissenesti skin ranges from nearly white to pink but is never dark. Their hair is typically white or silver, though some variation is not unknown.

Society: Eissenesti society is matriarchal and divided into several castes. The magic using philosopher caste determines the proper course of action for each enclave as a whole, analyzes new information, and determines the best way to incorporate (or reject) it into the Eissenesti world view . This world view is called 'reality-truth, and differs form 'perception-truth' (determined by each adult Eissenesti for him or herself) and from 'observable-truth' (which are objective facts and natural laws). The hunter-gatherer caste obtains food for the enclave but also includes those who build shelters, preserve fires, and perform other tasks for the survival of the enclave. The artisan caste creates those things which make life on the tundra endurable or enjoyable. These are the artists and craftspersons, the entertainers and poets. Smits, it should be noted, are considered part of the hunter-gatherer caste as they make the tools which enable survival.
Eissenesti children are cared for by the community and learn skills from members of all castes. Upon reaching their majority (about 100 years old) they are brought into the caste that is most appropriate for their skills and mind-set. This is not a hereditary choice although the vast majority of children will follow their parents as a sign of respect.

Relations: Eissenesti have little interest in anyone who is not Eissenesti. They are not xenophobic but simply don't see how anyone not of their own race can contribute to their 'reality-truth.' Outsiders are neither trusted nor welcomed and the Eissenesti philosophers spend a great deal of their magical energies keeping the humans of Talingaard from learning of them.

Alignment and Religion: Eissenesti place a premium on intellect and rational thought, but are keenly aware of the unceasing necessity of survival in their harsh world. They have no use for compassion, and are highly adversarial when confronted with a threat to the individual or to the society. Eissenesti retain the elven traits of strong emotion and passion, but channel it inward. Consequently, most Eissenesti are Lawful Neutral.

Adventurers: Eissenesti of both genders work to guarantee the survival of the species. While they do not adventure in the same way that members of the other races do, many develop the same set of skills. Most typical are rangers who have the survival skills the enclave needs. Wizards are common among the philosopher caste. Their is a strong tradition of ritual passed from generation to generation, making the monk class an accepted way of life. Divine casters are a rarity since the Eissenesti 'reality-truth' does not encompass the belief that Gods have ever helped them tame their savage environment, so they are unworthy of worship.

Male Names: Aram, Baral, Canan, Emal, Heza, Mada, Raza.
Female Names: Caradal, Goramen, Jamasen, Moralen, Parenel.

Eissenesti Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Eissenesti are nimble and rational but have great difficulty relating to non-Eissenesti..
Elf: Eissenesti are humanoids with the elf subtype.
Medium: Eissenesti are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Eissenesti have a base speed of 30 feet.
Darkvision: Eissenesti can see in the dark up to 60 feet. Eissenesti have developed dark vision instead of the typical elven sight as a survival mechanism to deal with the months long arctic night.
Eissenesti Immunities: Eissenesti are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Fleet-Footed : Eissenesti receive Run as a bonus feat and a +2 racial bonus on initiative checks
Tundra Runner : Eissenesti receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Spell Resistance: Eissenesti possess spell resistance equal to 11 plus their class levels.
Spell-Like Abilities: An Eissenesti can cast fog cloud once per day, using her total character level as her caster level.
Weapon Familiarity: Eissenesti are proficient with the Eissenspear and net. The Eissenesti train with these for both defense and fishing from a young age. Most Eissenesti will shun 'weapons' but will adapt tools to defense. Eissenesti that become familiar with axes and hammers (for example) might accept and use them but would still refuse to carry swords, maces, and morningstars.
Languages: Eissenesti Elves begin speaking only Eissain, their native language. Eissenesti with high intelligence may learn common, Sylvan, Celestial, and Infernal


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Too cool. Do you do custom races? If so I'd love to see what you come up with for a couple.


How about a Merfolk Sorcerer?

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oh man, this is so cool. I'm gonna be a hipster and say Shabti Warpriest. Shabti can be found in the last book of Mummy's Mask.


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WHOEVER ASKED FOR A RATFOLK, I DONT THINK YOU WERE PREPARED FOR THIS BEAUTIFUL THING.

(Meant to use/abuse Swarming)


Thank you! The Soujoubo is too amazing! I'm impressed with your flavoring and mechanics both!


Well, this seems fun!

Really? Nobody said kobold?

Something martial, or at least primarily martial with only a dabbling in casting, like 4-level, because any race can be a decent caster, but it takes some serious skill to put together a kobold martial that's worth playing.


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Secret Wizard wrote:

WHOEVER ASKED FOR A RATFOLK, I DONT THINK YOU WERE PREPARED FOR THIS BEAUTIFUL THING.

(Meant to use/abuse Swarming)

I...

I love you.


I'll offer up Skinwalker(tiger kin if you want a specific one) Summoner. :)


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Here's one I'd like: Changeling Paladin.

Scarab Sages

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Strix anything, please. Because an underwhelming fighter archetype just isn't enough love for these guys, IMHO.


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HyperMissingno wrote:
Changeling anything. I'd prefer something that's not evil in flavor, but really I just want that race to get more love.

Is this the best thing I've made so far in this thread? I think so.

I introduce... the Beldam Bloodrager.

A Bloodrager archetype that gets tons of witch goodies. Special attention has been made to respect the nature of each hag. Check those f+*!ing bonus spells, please, it's a work of art.

Lantern Lodge

Kitsune, any class, think "hermit". [will use in a game a couple weeks from now].


Lindley Court wrote:
Oh man, this is so cool. I'm gonna be a hipster and say Shabti Warpriest. Shabti can be found in the last book of Mummy's Mask.

Eternal Heir, Shabti Warpriest. What else were you expecting?


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Pygmy otyugh!
Wait, what are we doing again?


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Can I press for a new ratfolk but make it for a inquisitor, monk, or war priest?


Tiefling, class slayer/rogue (tieflings should have a decent racial archetype for those classes, they are after all supposed to be those classes more often then not).


Viluki wrote:
Tiefling, class slayer/rogue (tieflings should have a decent racial archetype for those classes, they are after all supposed to be those classes more often then not).

Amusingly I came here to suggest just that.

Suli Sorcerer too.


Brandon M Dees wrote:
Wayang Brawler

Ok, I know you wanted an uber-optimized Intelligence martial, but bear with me so I can tell you why the Kulit Jester was created...

I just wanted this to be the archetype that used Stunning Fist in conjuction with Faerie Strike, Nightmare Fist/Weaver/Striker, Mountain-Splitting Strike, and possibly Mantis Style. It's just so damned sweet to think about it in action.

Couldn't help myself.

EDIT: I'm calling it for the night but the requests were taken in mind. I'll be busy the next couple of days, but I'll post as soon as I finish this. I'm still taking requests so go on!
As a rule, though, I won't make more than one archetype per race. I may repeat classes but not necessarily.

Shadow Lodge

Goblin Paladin or Wizard, or both, because the ideas are just too funny and awesome to pass up!

Sovereign Court

Pathfinder Lost Omens, Rulebook Subscriber

Vishkanya needs more love.


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FAUN (9 RP):

FAUN RACIAL TRAITS
+2 Dexterity, ­2 Wisdom, +2 Charisma: Fauns are agile and attractive but are prone to poor decision making.
Medium: Fauns are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Fauns have a base speed of 30 feet.
Low­Light Vision: In dim light, fauns can see twice as far as humans.
Faun Magic: Fauns gain a +1 bonus to the DC of any saving throw against enchantment spells that they cast. Faun’s with a Charisma score of 11 or higher also gain the following spell­like abilities: 1/day ­ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the faun’s level. The DC for the spell­like abilities is equal to 10 + the spell’s level + the faun’s Charisma modifier.
Fey Defense: Fauns gain DR 2/cold iron.
Muse: Fauns receive a +2 racial bonus on a Performance skill of their choice.
Forest Strider: Fauns can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally.
Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following languages: Draconic,
Elven, Goblin, Gnome, Halfling, Terran, and Orc.

ALTERNATE RACIAL TRAITS
Goat Eyes: Some fauns have rectangular pupils that allow panoramic viewing. Fauns receives a +2 to Perception checks. This racial trait replaces fey defense.
Mountain Goat: Fauns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces forest strider.


GRINDYLOW (13 RP):

GRINDYLOW RACIAL TRAITS
+2 Dexterity, +2 Constitution, ­2 Charisma: Grindylow are flexible, hardy, and cruel.
Grindylow: Grindylow are aberrations with the aquatic subtype.
Small: Grindylow are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Varying Speed: Grindylow have a base land speed of 15 feet, and a swim speed of 30 feet, gaining +8 racial bonus on Swim checks.
Amphibious: Grindylow can breathe both air and water.
Bite: Grindylow gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons.
Camouflage: Grindylow gain a +4 racial bonus on Stealth checks while within underwater environments.
Darkvision: Grindylow can see in the dark up to 60 ft.
Jet (Ex): Once per hour, grindylow can swim 200 feet backward as a full­round action. It must move in a straight line while jetting, and does not provoke attacks of opportunity.
Legless: Grindylow have no legs and cannot be tripped.
Rubbery Skin: Grindylow gain a +1 natural armor bonus to their Armor Class.
Tangling Tentacles (Ex): Although a grindylow can’t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip the grindylow in retaliation.
Languages: Grindylow begin play speaking Aquan. Grindylow with high Intelligence scores can choose from the following languages: Aboleth, Canto, Common, Draconic, Elven, Goblin, and Sahuagin.

ALTERNATE RACIAL FEATS
Anatomiflage: Some grindylow have color­changing cells in their skin (chromatophores) just below the surface of the skin, allowing them to change their skin color to match their environment. They are also capable of controlling the size of projections (called papillae) on their skin to form textures. Grindylow with anatomiflage gain a +8 racial bonus to Stealth checks. This trait replaces jet.
Blue Ringed: Some Grindylow are highly toxic. A number of times per day equal to its Constitution modifier (minimum 1/day), grindylow can envenom a weapon that it wields with its toxic saliva. They can also deliver this poison with their bite. Applying venom to a weapon is a swift action. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save. This trait replaces rubbery skin.
Cephalopod Empathy: This ability functions as a druid's wild empathy, save that a grindylow can only use this ability on octopus and squid. The grindylow’s class level is used in place of the druid level. A grindylow gains a +4 racial bonus on this check. This trait replaces rubbery skin.
Goblin­tongue: Grindylow have a way with goblins, granting a +4 racial bonus to Diplomacy and Intimidate checks against goblins. This racial trait replaces camouflage.
Grasping Tentacles: Some grindylow are masters at using their tentacles to grab foes, gaining the Improved Grapple feat with its tentacles. This trait replaces jet.
Ink Cloud (Ex): Grindylow can emit a 10­ ft ­radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute. This trait replaces camouflage.

GRINDYLOW SUBTYPE
Vampyropod: Red skinned grindylow of the far deep possess light­producing organs (photophores), capable of producing flashes of light in blinding patterns of disorienting flashes and flares while underwater. While in an area of darkness, the tips of their tentacles can shed bright light to a radius of 30 feet and shadowy light an additional 30 feet beyond that. Looking directly at the target creature is difficult, granting concealment to the target (20% miss chance)
and dazzling anybody who looks directly at the target for 1d6 rounds, unless the target makes a Will save (DC 10 + ½ character level + Constitution Modifier) to negate the effect. The light also provides a +1 deflection bonus to AC. If they are not in an area of darkness, they only receive a +4 racial bonus on Stealth checks if attempting to blend in with reflecting sunlight near the surface. In addition, they also
possess deepsight, having adapted to the lightless depths of the ocean, but not to air filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

GRINDYLOW FEATS
Autotomy
Sever limbs to retreat.
Benefit: Grindylow can cast off one of its six tentacles as a free action in order to reroll an attempt to escape a grapple check. The grindylow’s speed drops by 5 feet for every two tentacles severed (minimum 5 feet). The tentacles regrow fully in one week.

Prehensile Tentacles
Manipulate objects without your hands.
Benefit: Possessing a high degree of dexterity with your tentacles, you may carry objects. You cannot wield weapons with your tentacles, but you can retrieve small, stowed objects carried on your person as a swift action. You also gain a +2 racial bonus to Disable Device and Slight of Hand checks.

Suction Climber
Manipulate walls and ceilings.
Benefit: You have stayed out of the water longer than most and have adapted your tentacles to the surface environ. Using the suckers along your tentacles, you can adhere to surfaces so well that your 15 foot base speed also applies as a natural climb speed. You are able to climb perfectly sheer surfaces and ceilings with no chance to fall off (GM discretion for surface substance), unless you are actively pinned and
peeled away as part of a grapple.

Vampire of the Deep
The stories were true.
Prerequisite: Vampyropod
Benefit: You have acquired a taste for the blood of your foes. Using your sucker stalk, you can drain blood from a grappled opponent; if the grindylow establishes or maintains a pin, it drains blood, dealing
2 points of Constitution damage. The grindylow gains 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution based skill checks and saving throws does not stack. You can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. The blood must come from a living creature. It cannot come from a dead or summoned creature.


Starfinder Superscriber

Dotting for future reference, but hows about an elemental blooded (oread, Undine, etc) gunslinger?


BUGBEAR (15 RP):

BUGBEAR RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Bugbears are brutal and swift creatures, but dull witted.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet.
Intimidating: Bugbears gain intimidating prowess as a bonus feat at 1st level.
Scent: Bugbears favor a keen sense of smell, gaining the scent ability.
Sneaky: Bugbears gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for bugbears.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

BUGBEAR RACE TRAITS
Cavern Spelunker
You come from a tribe that lived within caves in the wild. You are quite comfortable being underground. You gain a +1 trait bonus on Knowledge(Dungeoneering) checks and this skill is always a class skill for you.

Pacifist
Unlike most bugbears, you don't go out looking for perfectly content living alone without anyone bothering you. You gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Slave
You grew up as a slave for a brutal, cruel hobgoblin lord. Your experience has colored your opinion of other humanoids? You gain a +2 trait bonus on Bluff, Diplomacy, or Intimidate (your choice) checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will before brutally exercising your dominate will.

BUGBEAR VARIANTS:

The Koblak, Murd, and Wikkawak are racial variants of the bugbear.

KOBLAK (18 RP)

Some bugbears are stillborn, but suddenly wheeze in a sharp intake of breath and return to life a full hour after their dead birth. Forever half­dead, these things, called koblaks, have eyes even larger than their kin and see through walls and over hills. Koblaks are half in our world, half in the next, and they do not die easily. Time refuses to reap them, and some live for centuries.

KOBLAK RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Koblaks are brutal and swift creatures, but dull witted.
Half­-Undead: Koblaks are humanoids with the half­-undead and goblinoid subtype.
Medium: Koblaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Koblaks have a base speed of 30 feet.
Darkvision: Koblaks can see in the dark up to 60 feet.
Intimidating: Koblaks gain intimidating prowess as a bonus feat at 1st level.
Resist Level Drain: Koblaks take no penalties from energy ­draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Scent: Koblaks favor a keen sense of smell, gaining the scent ability.
Sneaky: Koblaks gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for koblaks.
Undead Resistance: Koblaks gain a +2 racial bonus on saving throws against disease and mind ­affecting effects.
Negative Energy Affinity: Koblaks are harmed by positive energy and healed by negative energy. A koblak with the fast healing special quality still benefits from that quality.
Languages: Koblaks begin play speaking Common and Goblin. Koblaks with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

MURD (15 RP)

In swampy environs or near great rivers, another form of bugbears, called murds, is said to exist. Its fur caked in muddy earth, the thing can turn into sludge ­like tar. It’s said a murd fears all serpents and
cannot enter a house where a snake is kept as a pet.

MURD RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Murds are brutal and swift creatures, but dull witted.
Goblinoid: Murds are humanoids with the goblinoid subtype.
Medium: Murds are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Murds have a base speed of 30 feet.
Darkvision: Murds can see in the dark up to 60 feet.
Camouflage: Murds receive a +4 racial bonus on Stealth checks in marshes or near rivers.
Intimidating: Murds gain intimidating prowess as a bonus feat at 1st level.
Sludge: Murds can use a version of the gaseous form spell as a spell­like ability once per day. Murds can turn into viscous mud. When in mud form, a murd can squeeze through any gap water can and can “flow” uphill, against gravity (although it must succeed on Climb checks as normal).The caster level of the spell is equal to character level.
Scent: Murds favor a keen sense of smell, gaining the scent ability.
Swamp Stride (Ex): A murd can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a murd normally.
Thuggery: Intimidate, Perception, and Stealth are class skills for murds.
Languages: Murds begin play speaking Common and Goblin. Murds with high Intelligence scores can choose from the following: Draconic, Dwarven,
Infernal, Giant, and Orc.

WIKKAWAK (18 RP)

In wintry climes, albino bugbears called wikkawaks prowl the glaciers by night, hunting settlers and prowling the frosted roofs of log cabins.

WIKKAWAK RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Wikkawaks are brutal and swift creatures, but dull witted.
Goblinoid: Wikkawak are humanoids with the goblinoid subtype.
Medium: Wikkawaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wikkawaks have a base speed of 30 feet.
Darkvision: Wikkawaks can see in the dark up to 60 feet.
Arctic Fur: Wikkawak gain resistance 5 to cold energy.
Snuff Out: Wikkawaks can use the quench spell as a spell-­like ability once per day. The caster level of the spell is equal to character level.
Scent: Wikkawaks favor a keen sense of smell, gaining the scent ability.
Sneaky: Wikkawaks gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for wikkawaks.
Languages: Wikkawaks begin play speaking Common and Goblin. Wikkawaks with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.


Elan from DSP.


DOGFOLK (10 RP):

DOGFOLK RACIAL TRAITS
+2 Wisdom, +2 Charisma: Dogfolk are observant and sociable.
Dogfolk: Dogfolk are humanoids with the dogfolk subtype.
Medium: Dogfolk are Medium creatures and have no bonuses or penalties due to their size. Although some are known to be small.
Normal Speed: Dogfolk have a base speed of 30 Low-­Light Vision: In dim light, dogfolk can see twice as far as humans.
Limited Color Spectrum (Ex): Dogfolk do see color, but less than most races. In general, dogfolk see the world in yellow, blue and grey; they can't see reds, violets, or greens like most do.
Eternal Hope: Dogfolk 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 roll, dogfolk may reroll and use the second result.
Comprehensive: Dogfolk receive a +2 racial bonus on Sense Motive and Survival checks.
Bounding Gait: Dogfolk gain a 10 ­foot racial bonus to their speed when using the charge, run or withdraw actions.
Languages: Dogfolk begin play speaking Common and Dogfolk. Dogfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Hafling, Orc, and Sylvan.

ALTERNATE RACIAL TRAITS
Bite: Some Dogfolk have a stronger and more develop bite than other members of their race, and can use it to make an attack. Dogfolk with this racial trait gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons. This racial trait replaces the bounding gait racial trait.
Scent: Some Dogfolk favor a keen sense of smell over other senses. Dogfolk with this racial trait gain the scent ability. This racial trait replaces the comprehensive racial trait.
Small: Some dogfolk are of a different ancestry, smaller than their kin. This racial trait replaces Medium.


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AZLANTI SCION (RP 15):

An emerging underground race, the Azlanti Scion is a balanced approach to playing a lesser version of the Pureblood Azlanti.

AZLANTI SCION RACIAL TRAITS
+2 to 2 Ability Scores: Azlanti Scions gain a +2 racial bonus to any two ability scores of their choice at creation to represent their empowered bloodline.
Medium: Azlanti Scions are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Azlanti Scions have a base speed of 30 feet.
Bonus Feat: Azlanti Scions derive from humans, thus selecting one extra feat at 1st level.
Darkvision: Azlanti Scions can see in the dark up to 60 feet.
Light Sensitivity: Azlanti Scions are dazzled as long as they remain in an area of bright light.
Skilled: Azlanti Scions gain an additional skill rank at first level and one additional rank whenever they gain a level.
Innate Talent: Spellcraft and Use Magic Device are always considered class skills for azlanti scions.
Rune Linguist: Azlanti Scions gain a +1 bonus to the DC’s of spells they cast that have the language ­dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Azlanti Scions with a Charisma score of 11 or higher also gain the following spell-­like abilities: 1/day ­ arcane mark, comprehend languages, detect magic,
read magic. The caster level for these spell­-like abilities is equal to the user’s character level.
Languages: Azlanti Scions start with Common plus Azlanti as their racial language. Furthermore, azlanti scions with High Intelligence scores can learn any languages they want (except Druidic and other secret languages).

ALTERNATE RACIAL TRAIT
Recall: Drawing upon the ambient flows of magic, 1/day recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis. This racial trait replaces the Flexible Bonus Feat.


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Any archetypes for grippli subtypes?

BLOOD OF ANURAS:

Grippli Subtypes

Banshee
Ancestry: Torrent (Desert Rain)
Regions: Garund
Alternate Racial Trait: Scream
Scream (Su): You unleash a powerful scream in a 15 foot cone as a standard action. Targets within the cone’s range are dazed for 1 round and takes 1d6 points of sonic damage. The damage increases by 1d6 every two character levels beyond 1st to a maximum of 5d6. A successful save (DC 10 + 1/2 character level + Constitution modifier) negates the daze effect and halves the damage. You may perform this ability a number of
times (1 + Constitution modifier) per day. This trait replaces darkvision.

Glacier
Ancestry: Glacier Toad
Regions: Avistan
Alternate Racial Trait: Seasoned
Seasoned: Glacier Grippli receive a +4 bonus on Stealth checks in snow covered areas in place of other environs. They suffer no harm from being in cold environments. When in conditions of severe cold, glacier grippli only have to attempt Fortitude saves once per hour instead of once every 10 minutes. This ability replace swamp stride.

Glass
Ancestry: Glass
Regions: Garund
Alternate Racial Trait: Transparency
Transparency (Su): Glass grippli draw upon their transparent body and extend that to their equipment to match their surroundings. Glass grippli can use the spell Blend as an at-­will spell-­like ability. This trait replaces darkvision.

Goliath
Ancestry: Goliath
Regions: Garund
Alternate Racial Trait: Medium
Medium: Goliath grippli are always considered to have a running start when making Acrobatics checks to jump. They are also far larger than their kin. Goliath Grippli are Medium creatures and have no bonuses or
penalties due to their size. This trait replaces small.

Malagasy
Ancestry: Malagasy
Regions: Garund
Additional Racial Trait: Expand
Expand (Ex): When threatened by grapple, as an immediate action you uncannily expand your body in an attempt to break the hold. You gain a +4 competence bonus to your combat maneuver check, CMD, or Escape Artist check to oppose a combat maneuver grapple check.

Moss
Ancestry: Mossy
Regions: Garund
Alternate Racial Trait: Thorny
Thorny (Ex): Thorny spikes protrude from their body and joints, giving a jagged profile and making him dangerous to grapple. A mossy grippli with this racial trait is considered to have armor spikes, even while
wearing armor. Wearing actual armor spikes provides no additional benefit, though they may choose to use armor spikes instead of his thorns. Additionally you may break off a thorn and use it as a melee weapon or thrown weapon, as if wielding a dagger, as if using the Catch Off­Guard feat. This trait replaces darkvision.

Purple
Ancestry: Purple
Regions: Darklands
Alternate Racial Trait: Darklands Dweller Darklands Dweller: Purple Gripplis receive a +4 bonus on Stealth checks in mountains or underground areas in place of other environs. Purple Gripplis are able to see in the dark up to 120 feet. This ability replace swamp stride.

Surinam
Ancestry: Surinam
Regions: Garund
Additional Racial Trait: Squeeze
Squeeze (Ex): Surinam grippli are flexible regardless of their actual size and mass. They can move through areas at least half their size with no penalty for squeezing. Surinam grippli can move through a space
at least one­quarter their width using the penalties for squeezing through a space at least half their width.

RACIAL FEATS
Frozen Death
Using your icy blood, you can easily impersonate a corpse, fooling casual observers.
Prerequisites: Bluff 5 ranks, Glacier Grippli
Benefit: You can act as though you were a stiff corpse. Also, as an immediate action, you can fall over, appearing frozen or dead.

Phase
You can move through walls.
Prerequisite: Glass Grippli, character level 3rd
Benefit: Once per day you can move through wooden, plaster, or stone walls, but not other materials. The creature can activate this as a
standard action. When phasing is active, you can pass through a wall or some other kind of appropriate object for a total distance of 60 feet per day (see below), breaking this distance up into several smaller
passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now impassable
barrier. Phasing through a wall that separates two adjacent squares on the grid counts as 5 feet of distance. Phasing through a wall or barrier of any greater thickness counts as a distance equal to the barrier’s thickness plus 5 feet.

Sonic Boom
You can use your scream to devastating effects.
Prerequisite: Banshee Grippli, character level 3rd
Benefit: You can use your scream to target weapons, armor, and objects. Additionally, as an immediate action, you can deflect a single missle attack targeted at you as if using the Deflect Arrows feat. This counts against the number of uses of your scream per day.


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Any archetypes for vanaras?

BLOOD OF PRIMATES:

Vanara Heritages

Blackcape
Ancestry: Gorilla
Regions: Garund
Ability Modifiers: +2 Str, +2 Con, ­2 Int
Alternate Racial Trait: Cornered Fury
Cornered Fury: Whenever a blackcape is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.This trait replaces prehensile tail.

Howlingcape
Ancestry: Howler Monkey
Regions: Garund, Ustalav
Ability Score Modifiers: +2 Con, +2 Cha, ­2 Int
Additional Racial Trait: Guttural Howl
Guttural Howl: Howlingcape use their unnerving howl to intimidate others. Whenever a howlingcape successfully uses Intimidate to demoralize a creature while using its howl, the duration of the shaken
condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the howlingcape can instead decide to make the target frightened for 1 round.

Nightcape
Ancestry: Douroucoulis (Night Monkey)
Regions: Ustalav, Darklands, Avistan
Ability Score Modifiers: +2 Dex, +2 Int, ­2 Wis
Additional Racial Trait: Darkvision
Darkvision: Nightcapes can see in the dark up to 60 feet.

Orangecape
Ancestry: Orangutan
Regions: Tian Xia
Ability Score Modifiers: +2 Str, +2 Int, ­2 Cha
Alternate Racial Trait: Curiosity
Curiosity: Orangecapes are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This trait replaces prehensile tail.

Ringedcape
Ancestry: Ring­tailed Lemur
Regions: Garund
Ability Score Modifiers: +2 Dex, +2 Cha, ­2 Int
Additional Racial Trait: Jumper
Jumper: Ringedcapes are always considered to have a running start when making Acrobatics checks to jump. This trait replaces prehensile tail, even though they still have a long tail.

Spidercape
Ancestry: Spider Monkey
Regions: Garund
Ability Score Modifiers: +2 Dex, +2 Wis, ­2 Int
Additional Racial Trait: Sprinter & Terrain Stride
Terrain Sprinter: Spidercapes gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Spidercapes can move through natural difficult terrain at their normal speed while
within and along forest canopy. Magically altered terrain affects them normally.

Whitecape
Ancestry: Baboon
Regions: Katapesh, Garund
Ability Modifiers: +2 Dex, +2 Con, ­2 Cha
Alternate Racial Trait: Bite
Bite: Whitecapes gain a natural bite attack, dealing
1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This trait replace prehensile tail.

Wintercape
Ancestry: Nihonzaru (Snow Monkey)
Regions: Tian Xia
Ability Modifiers: +2 Con, +2 Wis, ­2 Int
Alternate Racial Trait: Seasoned
Seasoned: Wintercapes suffer no harm from being in cold environments. When in conditions of severe cold, wintercapes only have to attempt Fortitude saves once per hour instead of once every 10 minutes. This trait replaces prehensile tail.

Dark Archive

Secret Wizard wrote:
Brandon M Dees wrote:
Wayang Brawler

Ok, I know you wanted an uber-optimized Intelligence martial, but bear with me so I can tell you why the Kulit Jester was created...

I just wanted this to be the archetype that used Stunning Fist in conjuction with Faerie Strike, Nightmare Fist/Weaver/Striker, Mountain-Splitting Strike, and possibly Mantis Style. It's just so damned sweet to think about it in action.

Couldn't help myself.

EDIT: I'm calling it for the night but the requests were taken in mind. I'll be busy the next couple of days, but I'll post as soon as I finish this. I'm still taking requests so go on!
As a rule, though, I won't make more than one archetype per race. I may repeat classes but not necessarily.

I think this might be the most beautiful thing I've ever read. Thank you secret wizard! Thank you!


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Brandon M Dees wrote:
I think this might be the most beautiful thing I've ever read. Thank you secret wizard! Thank you!

I am allowing them to cast illusion spells and I fixed the whole shadow/darkness descriptor confusion. Sorry!

Dragonborn3 wrote:
Goblin Paladin or Wizard, or both, because the ideas are just too funny and awesome to pass up!

Ok, what do you think about the Spellsniffer, the Goblin Wizard archetype that makes you eat scrolls and lick spellbooks?

It's mostly a humorous archetype, but the dependance on Perception and Wisdom can open up some interesting builds and modifications over the regular Wizard. It's particularly good with a level of Monk thrown in, and it could possibly be a good Stunning Fist or something like that yannow.

Next up: I'll probably do Kobold, Strix and Vishkanaya. I got a good idea for Android Gunslinger and for a Skinwalker archetype, but I gotta mull 'em over a bit.

I do custom races but dude don't spam the g~+~#$n thread.

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