|2 people marked this as a favorite.|
Less than a month!
164. A race of unseen servants somehow mutated into a new life form.
165. A race that can change its appearance, but not its form, with illusions.
166. A race that's tapped into a "hivemind"/"internet"-like communication system with all other members of its race or clan or family, but that is otherwise fully independent.
|Dr. Ms. Frankenslaad|
166. A race that's tapped into a "hivemind"/"internet"-like communication system with all other members of its race or clan or family, but that is otherwise fully independent.
167. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
168. If you'd rather I go with something less silly, a totem pole creature that can split into multiple entities.
There is the coalescent race, with each "individual" consisting of an intelligent hiveminded swarm, in It Came from the Stars. A coalescent has to level up in their racial class to get full use of their abilities though. Maybe it can be mined for ideas/rebuilt?
71. Tiny blobs of slimes with minute black specs for eyes, and small pseudopods for hands and arms. They are 2 feet tall and eat grass and fallen tree branches for nourishment. They do not sleep, drink water and breath in oxygen through their mass.
And now that I have the PDF open, ICftS also has the Medium-sized amoebian race, who could easily be resized as Small and reflavored.
|2 people marked this as a favorite.|
169. A race so heavily endebted to a devil or god that the servants of that being constantly follow members of the race around, collecting every part of the debtor they can get their claws on. Your hand gets chopped off? A creepy winged monkey scurries in and grabs it, then runs off. Hairs fall out? Monkey grabs them and climbs into a nearby culvert. They're always there. Watching. Waiting.
170. Winged monkeys.
171. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one.
So, PaRaProMo starts in two days! Who here's planning to shoot for thirty races? You can get super detailed on them, or just do the basic Race Builder statistics. One a day, or all thirty-one of them on the 31st. Who's in?
|2 people marked this as a favorite.|
And we're off! And what the heck, for the first one, I'll roll.
1d171 ⇒ 29
29. Slime people, but they all look like Slimer from Ghostbusters
GLUTTON GLOBWhen an undead creature rises, it rises as something less than what it was, a soul twisted and warped into a stubborn and spiteful existence. Sometimes, that undead creature is destroyed again, but still the soul refuses to rest. Ghouls and ghasts of particular hunger may cling to whatever mass of organic material they can find, desperate to continue to feed. The malice fades with the third "life", but the hunger remains.
Physical Description: Glutton globs resemble vaporous masses of green, blue or yellow goop. They are comprised of various gases and fluids, as well as pieces of bone and the odd bit of flesh from their undead/living bodies. They almost always possess at least two eyes and mouths of large, horselikee teeth. Glutton globs are about the size of halflings, though their exact mass is impossible to gauge due to their quantities of lighter gases like helium and hydrogen.
Society: Glutton globs rarely encounter one another, and even more rarely stick together—their all-consuming hunger tends to put them at odds. There is a sort of solidarity, however, so they do sometimes work together for a time. They prefer to live among humanoid societies, though.
Relations: Glutton globs can be difficult for other races to tolerate, but they do legitimately enjoy the company of just about anyone. Among humans, elves and dwarves, glutton globs are considered vaguely useful pests, and having one in your house is seen as a mark of low economic status. Halflings see them as bad luck, but try to treat them well, like malignant spirits to be appeased. Half-elves can tolerate a glutton glob as generally well-meaning nuisances, and sometimes even decide they could be useful friends to have. Finally, half-orcs, oddly enough, often encourage glutton globs' presence, as a cultural perception has formed among orcs and half-orcs depicting them as akin to brownies and other "housekeeping" fey.
Alignment and Religion: Glutton globs are generally friendly, but their hunger occasionally overrides societal standards on what is acceptable, and so they tend towards Chaotic Good or Chaotic Neutral. They pay Pharasma fearful homage, praying for just a few more days, a few more weeks, a few more minutes before they're dragged to their "rightful" rest—though what afterlife can await such a sinful, fractured soul?
Adventurers: Glutton globs are driven by a constant hunger. Adventuring can be a great means of acquiring more and more food, as well as companionship. Some glutton globs embrace the adventurous life as a way to embrace life itself, knowing that they are living on what truly is borrowed time. Others seek to do as much good as possible, to try to ensure some special mercy when the afterlife arrives at last.
Glutton Glob Racial Traits
+2 Constitution, +2 Dexterity, -2 Charisma: Glutton globs are hardy and agile, but their souls have been worn away by the harrowing journeys between life and death, and their personalities are often rendered flatter and less compelling as a result.
Small: Glutton globs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Glutton globs have a base speed of 20 feet.
Ooze Immunities: Glutton globs are immune to electricity, poison, polymorph and sleep effects. They are not subject to critical hits, and do not take additional damage from precision-based attacks, such as sneak attack. Unlike most oozes, they are subject to flanking, and can be affected by stunning and paralysis.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Floating: Glutton globs constantly float a few feet off the ground, unless propelled by strong force. They will, however, fall if placed high in the air. They can only take nonlethal damage from falling damage. They do not trigger effects such as traps that rely on tripwires or pressure plates, and are not affected by effects that depend on the targets being connected to the ground, such as transmute rock to mud.
Compression: Glutton globs can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. They cannot use this ability while wearing armor.
Legless: Glutton globs can extend arms and hands when need be, but do not have legs and cannot wear magic items that fit in the Feet slot.
Broken Soul: Glutton globs' souls have been broken apart too many times. They cannot be brought back to life by any spell short of resurrection or true resurrection. If breath of life is used to restore the glutton glob to life, the negative level is permanent.
Breath Weapon: Once per day, as a standard action, the glutton glob can release a blast of foul breath in a 15-foot cone. All creatures within the affected area must make a Fortitude saving throw or be sickened for 1 hour. The save DC against this breath weapon is 10 + 1/2 the glutton glob's character level + the glutton glob's Constitution modifier.
Susceptible to Salt: A handful of salt burns a glutton glob as if it were a flask of acid, causing 1d6 points of damage per use.
Hunger: The glutton glob must eat three times as much food as a normal small humanoid per day. A glutton glob cannot recover hit points or spells from resting on a day it does not satisfy this hunger. Every day the glutton glob fails to fill itself, it takes 1d6 points of nonlethal damage and becomes fatigued, as per the Starvation rules.
Languages: Glutton globs begin play speaking Common and Aklo. Glutton globs with high Intelligence scores can choose from the following: Gnome, Goblin, Halfling, Orc, Undercommon.
|4 people marked this as a favorite.|
84. A playable hivemind. (As in: a PC plays one member of a hivemind species whose other members are presumably elsewhere).
A mass of darkness sweeps out of sight. A pie goes missing from a windowsill. A murder weapon at a crime scene is replaced with a pile of white stones. The kindercloaks are inscrutable. Are they magical fey? Are they constructs, clicking toward some bizarre purpose? In fact, they are much more than either, and a bit of everything: An ancient magical experiment from a long-dead dragon that has gone very strangely awry. They are a hivemind, an enormous, world-spanning population dedicated to a single abstruse objective.
Physical Description: Kindercloaks resemble figures in dark cloaks, though the color of cloak can vary—indeed, color is the key mode of differentiation for those who deal often with members of the species. They stand roughly three feet tall, and are two feet wide—their cloak spills down around them in a way that implies a rather plump, chinchilla-like form. Their faces are obscured beneath the cloak, but can glow when the kindercloak is stressed or wants to make a point. Kindercloaks all weigh exactly 30 pounds, or 150 pounds when petrified by light (see below).
Society: The hivemind of kindercloaks is tightly-organized but loosely-bound, and one kindercloak almost never encounters another—they deliberately assign only one kindercloak to a given area, save in a matter of extreme importance to the hive. They are all telepathically and empathically linked. Kindercloaks all possess in effect two minds: The dominant personality of the hivemind, which tends to dictate the kindercloak's actions, and the "recessive" personality of the individual kindercloak in question, which is formed over years of experiences felt only slightly more vividly than the rest of the hive. If a kindercloak is stabbed, all will feel some pain, but only that one will feel the full extent—otherwise, the hivemind would become debilitative. This lesser personality mainly surfaces in social interactions, and can be extremely subtle to non-kindercloaks.
Relations: Kindercloaks largely avoid contact with other races, and the shorter-lived species, such as halflings, humans, and half-orcs, tend to regard them as enigmas—if they know of them at all. Kindercloaks usually get along best with dwarves and gnomes—dwarves usually treat kindercloaks with a wary hospitality, and gnomes sometimes form very strong bonds with rebellious kindercloaks due to their similar goals. They treat elves extremely coolly, and the feeling is mutual: Elves mistrust any creature that so deliberately avoids the sun, and the kindercloaks tend to be wary of magic in general.
Alignment and Religion: The overall hivemind of the kindercloaks is relatively well-intentioned, but extremely self-interested, and is a simple Neutral. Kindercloaks' secondary alignment, on the other hand, can vary—it is usually close to the hivemind's, but sometimes arches very far off due to exceptional events or trauma. This conflict can sometimes become a challenge for kindercloaks to reconcile, and a kindercloak that is not a neutral alignment tends to behave especially erratically, sometimes even trying to resist the will of the hive. The hivemind has no religion, but secondary personalities do occasionally favor Desna.
Adventurers: Kindercloaks obey the will of the hive, and often, the hive tells them to explore the world and learn more to expand its intellect. Kindercloaks with rebellious personalities often embrace adventuring as a way to gain more vivid experiences that strengthen their individual personality further. Sometimes, a kindercloak is sent on a very specific mission on behalf of its hive.
Names: Kindercloaks are sexless, and the hivemind is genderless, though some individual personalities do find genders that they associate with. In the same vein, they do not start out with names, but sometimes acquire them over time. Kindercloak names are usually assigned by humanoids, or based on objects the kindercloak sees when it is trying to think of a name.
Names: Purple, Glimmer, Stick, Creepy, Blue, Rosebush, Cloak, Yellow, Mug, Blinker.
Small: Kindercloaks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Fast Speed: Kindercloaks have a base speed of 30 feet.
Half-Construct: Kindercloaks have the half-construct subtype, and cannot be raised or resurrected. They still need to breathe, eat and sleep. They gain a +2 racial bonus on saving throws against disease, poison, and effects that cause either exhaustion or fatigue.
Creatures of Shadow: Kindercloaks can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. They gain a +4 bonus on Stealth checks when in areas of total darkness, and creatures with low-light vision or normal darkvision gain no special ability to ignore a kindercloak's concealment (but not total concealment) in areas of darkness. This stacks with the skill bonus from Writhing Form.
Basic Empathy: Kindercloaks gain a +4 bonus on Handle Animal checks made to influence rodents and amphibians, and can make Handle Animal checks to influence spiders. They can use Handle Animal untrained on these creatures.
Writhing Form: Kindercloaks gain a +2 racial bonus on Stealth checks and Escape Artist checks. This improves to a +8 bonus on Escape Artist checks to squeeze into small spaces.
Light Vulnerability: When uncloaked in an area of normal light, the kindercloak is a small, petrified column of shadow. It is effectively unconscious. When uncloaked in an area of bright light, the kindercloak's base components are revealed and released (see below).
Linked Mind: Kindercloaks gain a +4 bonus on saves against mind-affecting effects. Should they fail a save against one such effect while within 100 feet of another kindercloak, that kindercloak must immediately save as well or be affected by the same effect.
Base Components: When uncloaked in bright light, brought to negative hit points equal or greater than their Constitution score, or when the kindercloak wills it as a swift action, the kindercloak's enchantments fade and it dissolves into the components originally used to create it: A toad, a Fine spider, a rat, and several old cornstalks. The toad, spider and rat immediately scatter, fleeing any source of danger as well as anyone attempting to catch them and behaving essentially like normal animals. All components must be brought together into the cloak and have bestow curse, limited wish, wish or miracle cast upon them to restore the kindercloak to life. If one or two components are destroyed, but still brought to the cloak (either by being killed or, in the case of the cornstalks, torn to pieces), the restored kindercloak takes an equal number of permanent negative levels. If more than two are destroyed, the kindercloak cannot be restored to animation. If destroyed, the original cornstalks can be replaced—the rat, toad and spider cannot be.
Languages: Kindercloaks start knowing Common, and can communicate via telepathy with all other kindercloaks on the same plane. Furthermore, kindercloaks with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
|Gark the Goblin|
|3 people marked this as a favorite.|
1d170 ⇒ 35
35. Tik Tok Men.
An entire race of organically grown robots languishes in a forgotten Eden, abandoned by the species that guided its evolution. The sleepwalkers were designed to build and create, to perform repetitive tasks and follow instructions, not to think. Eons after the disappearance or destruction of their creators, however, they are finally beginning to wake.
Physical Description: The sleepwalkers appear almost comical on first sight, with round bodies that balance on two short legs. They have delicate digits on their long, double-jointed arms, and can also use their strong bony beaks to manipulate objects and crack the hard nuts and fruits on which they subsist. Their faces resemble those of a tropical bird - mostly bony beak, with empty black eyes on opposite sides of the head, and very little neck. A sleepwalker's flexible, hard exoskeleton ranges in color from charcoal black to starlight white, and is punctuated by small holes that form patterns over its surface. A typical sleepwalker weighs about 250 pounds and stands 5 feet tall, with arms reaching up to 6 feet in length.
Sleepwalkers have a seemingly organic biology, eating, drinking, reproducing, and breathing like any living animal. However, their interiors are considerably more regulated than a normal humanoid's. Early vivisections by an explorer discovered metallic organs with simplified, almost artful geometric forms fitting snugly into a flesh with the consistency of green wood. The sleepwalkers ascribe spiritual significance to three disklike metal organs just under the exoskeleton on the front of their chests, which they say give them their ability to think, move, and determine morality. Sleepwalker medicine centers around massaging and sometimes even conducting surgery on these organs to relieve impediments to movement, thought, and morality.
Society: The first explorers who encountered sleepwalkers wrote of cities populated by ghosts who acted out tasks that once had meaning, but now only serve as a parody of civilized life. Sleepwalkers live in large communal dwellings, typically in buildings surviving from their former civilization. They reproduce via parthenogenesis and maintain long lists of their forebears, but typically choose friends and communities without regard for familial relation. Many sleepwalkers devote their lives to instinctual tasks with no obvious meaning, such as quarrying stone from a hillside and pitching it off a cliff, cleaning a woodland of fallen branches, or building a complex bone sculpture. Several sleepwalkers may work on the same project, and often pass the task down to new generations seeking purpose. The leader of a project is the highest level of power most sleepwalkers ever seek to achieve, though according to the oral tradition unique sleepwalkers marshaled whole regions together to fight outside threats or build massive, arcane monuments.
Relations: A sleepwalker's mindset is alien to most humanoids, but gnomes can respect the sleepwalker's need to accomplish a chosen task. Elves look on sleepwalkers with pity or at best paternalism for their primitive culture, and many humans are disconcerted by a sleepwalker's repetitive actions. Half-orcs and half-elves often share humans' unease, but have more sympathy for creatures just beginning to build their own culture. Halfling reactions to sleepwalkers usually fall at the end of two extremes - empathy for the shared experience of living in servitude for another species, or violent distrust for sleepwalkers' complacency with their loneliness.
Alignment and Religion: Sleepwalkers gravitate towards lawful alignments, being predisposed to follow orders and traditions and having muted emotional responses to even deadly situations. They claim to have organs to help them determine morality, but if these organs work they do not follow the same sense of morality as humanoid cultures - they are neutral on the good-evil alignment axis. Sleepwalkers historically followed Abadar (who they call the Golden Lady) and Shelyn, but after exposure to humanoid gods have also gravitated towards Irori and Droskar.
Adventurers: Sleepwalker adventurers may be of a traditionalist bent that leave their homes because of strife or because an explorer brought them back to "civilization" as a curiosity, but many more leave their homes to seek purpose in humanoid civilizations. A small few reject the urge to create, move, or clean something, and take on many humanoid mannerisms.
Sleepwalkers gravitate towards martial and divine classes, with rangers, shamans, and rogues being particularly common. Bloodragers and sorcerers are all but unheard of among them, as the traditional means for acquiring e.g. draconic bloodline is impossible in their parthogenetic family trees.
Sleepwalker Racial Traits (11 RP)
+2 Dexterity, +2 Constitution, -4 Intelligence, -2 Charisma (1 RP): Sleepwalkers are incredibly hardy and agile, but have trouble directing their own efforts, focusing on complex information, and influencing others.
Type (3 RP): Sleepwalkers have the monstrous humanoid type.
Medium: Sleepwalkers are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed (-1 RP): Sleepwalkers have a base speed of 20 feet.
Darkvision: Sleepwalkers can see in the dark up to 60 feet.
Agile Fingers (2 RP): Sleepwalkers may use their Dexterity modifier in place of their Intelligence modifier when making Craft skill checks.
Damage Reduction (3 RP): A sleepwalker's body is constructed of a very tough woody material which is difficult for normal weapons to damage. Sleepwalkers have DR 5/silver.
Grasping Beak (3 RP): A sleepwalker's neck has a wide range of motion and her beak is capable of very fine movements, allowing her to retrieve small objects from her person as a swift action. She cannot use her beak to wield weapons, but her beak can be used to operate fine machinery and other objects while her hands are occupied. She gains a +1 bonus on Disable Device checks.
Languages: Sleepwalkers begin play speaking Common and Aklo. Sleepwalkers with high Intelligence scores can choose from the following: Brethedan, Celestial, Giant, Gnome, Halfling, Undercommon, and the language of one local humanoid species.
|3 people marked this as a favorite.|
Ah, we're making the races now? Oooh fun okay my turn.
I rolled and got:
83. An otherwise-neutral (or even evil) race that is cursed to help others and do good or suffer horrible ramifications. Maybe a great tragedy or genocide occurred because this race did nothing when they could have easily stepped in and helped, so a powerful entity cursed the whole species so that its members lose their minds or souls or somesuch, little by little, each time they refuse to help someone in need.
Boy this is bleak.
A subrace of elves that once existed within a demiplane large enough to house a vast empire. An ancient wizard created this plane to hide their fellow elves from the horrors of the outside world, which they viewed as uncivilized and bound for death at their own hands.
The empire existed beyond the eyes of the rest of the world. Only the nearest kingdom to the demiplane's portal was ever aware there existed an interdimensional empire of elves within their borders. The kingdom had mostly regarded the portal with suspicion but respect for their secrecy. The elves, however, saw the outside kingdom a piece of their scenery, aware that it housed people but regarding them with same importance one would apply to an ant hill.
At some point in history, the elves turned to this piece of scenary to find it on fire. The kingdom was in the midst of war, and it's people were being slaughtered en masse and dozens of people fled the walls towards the ancient elven portal. They pressed against the magical barrier, banging and screaming in panic. Their number vast enough that those at front were being crushed by the stampede of those behind. The elves looked at these desperate people and looked away. Retuning to their daily routines and daliances.
As the illusionary sun of of this plane fled behind the hills, the moon rose blood red. The demiplane was plunged into a sanguine night. The people at the portal had been slaughtered by their enemies, the bodies piled before the entrance and blood having splattered the ground. As the moon rose, so did they. Their bodies stitched together with a white wire, sealing their skin together. The rising mass turned milky eyes towards the portal, and laughed. Their sinister howls melded into one singular, deep voice, resounding across the empire.
'And thus, this pact is broken. Your people were held to an ancient bargain. The one who created this plane could not do it alone. They sought my aid, but under one condition did I seal this pact. They could have their plane into which their people would hide and live in peace, so long as those same people would, upon witnessing some great injustice, aid others with the gifts I have bestowed. And it seems you have broken your part of this bargain.'
The moon shifted into the form of a grim, human face. The symbol of the Dark Prince etched into its forehead and horns sprouting from its crown.
'And thus, I lay claim to your very souls. And the souls of all who you sire. You are, for an eternity, mine. Every moment for your existance, you will bear the burden of your arrogance until you expire. This realm of safety will burn. And I will enjoy watching as you all run screaming into the night.'
This is how the Lashlings tell others of their origins. The lashlings say the plane become a dreaded realm of torture and violence. So horrid was it that all Lashlings now bear the scars of centuries of torture at the hands of devils, the wounds carried across bloodlines. At some point, they escaped this realm, and ever since the Lashlings have continued to live a miserable and horrid existance.
Physical description Lashlings look much like elves, but are horridly scarred and typically born with multiple boney protrusions across their body, or with parts of their flesh seemingly flayed. They typically bleed from unhealing scars and wounds on their body, but this seems only to cause them discomfort rather than harm them. Some lack digits, ears or some non-vital organs, such as noses, their tongue and teeth, or an eye.
Society Lashlings have no society of their own, mostly intergrating into other societies and cultures. They are often pitied by other elves are welcomed by them, so long as they behave. Lashlings often struggle to connect with other cultures, even elven cultures. But as most strive to help others, they are more welcomed for their obsessive alturism rather than being pleasant company. Some socieites exploit this necessity of the lashlings, and use them as a source of cheap labour and their long-lives ensure they remain useful for longer. Lashlings do carry a ill reputation with them, so some smaller villagers might regard them with suspicion.
Relations Lashlings struggle to connect on a personal level with others, and their concept of 'good' and 'helping' can sometimes be juvenile at best due to their desperation to act in a good way, and a lack of guidance that most lashlings receive during their formative years. When their actions are criticized or their attempts of doing good rejected, their responses can be irrationally negative to even violent. Not all lashlings act this way, and usually older lashlings are far more tempered and personable, if quite blunt.
Alignment and Religion Lashlings often have bleak and negative world perspectives, and this mostly stems from centuries of life in which their state of being does not seemingly abate. This can often cause a strong desire to make others hurt as much as they do. Many lashlings become evil, and choose to make others suffer as much as possible before they are eventually consumed by the infernal powers claiming their souls and mind. Some even pledge themselves to the powers of Hell in a bid to gain some measure of respectability before their arrival. Other lashlings turn to gods of mercy and forgiveness for guidance and redemption, and a vague hope that one day they might be spared their terrifying fate. These lashlings might embrace good more thoroughly, but they still struggle to maintain this alignment due to the ease into which lashlings slip into evil habits, or the daunting task of centuries by which they must uphold these tenents.
Adventurers Lashlings very frequently become adventurers, and often use this as a means of seeking redemption or vengeance upon the world. A life of stagnation is one of idle suffering, and so lashlings have the greatest motivation of any to keep moving and seeking something meaningful to their existence.
Lashling Racial Traits (7 RP)
+2 Strength, +2 Dexterity, -2 Constitution, -2 Wisdom,-2 Charisma Lashlings are fast and their bodies are unusually strong, but their body, mind and spirit are slowly decaying.
Type Lashlings are humanoids with the elf subtype.
Size Lashlings are Medium and have no bonuses or penalties due to their size.
Speed Lashlings have a base speed of 30 feet.
Languages Lashlings begin play speaking Common and Elven. Lashlings with high intelligence can choose from the following: Infernal, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Lashling Immunities lashlings are immune to magical sleep effects, and gain a +2 racial bonus on saving throws against spells and effects with the pain descriptor.
Keen Senses Lashlings gain a +2 racial bonus on Perception checks.
Desperate Resolve A lashling with levels in either anti-paladin, cleric or paladin treat their casting ability score as 2 higher for the purpose of all paladin spells and class abilities. If they are a paladin or maintain a good alignment, they cast spells of the good and heal descriptor at +1 caster level. If they are an anti-paladin or maintain an evil-alignment, they instead add this bonus to spells of the evil and pain descriptor. Lashlings of neutral alignment can choose either bonus.
Weapon Familiarity Lashlings gain proficiency in longswords, rapiers, spiked chains, whips and treat all weapons with 'elven' in its name as a martial weapon.
Low-light Vision Lashlings can see twice as far as humans in conditions of dim light.
Curse of the Lash If a lashling acts in a way that harms or causes suffering for a creature of good-alignment or an innocent, they suffer from agonizing pain. A lashling's curse functions like a paladin's oath, except that the lashling makes a DC 18 Will save if they perform an action that would cause a paladin to fall. If they fail this save, they suffer 2d6 Wisdom damage, and only half on a success. If a lashling performs this action while they maintain an evil alignment, they only take 1d6 damage. If a lashling is a paladin, they still fall as normal and also take this damage as Charisma drain, and are not entitled to a saving throw against this effect. A lashling cannot recover this damage naturally.
If this damage would reduce a lashling's Wisdom to 0, rather than become incapacitated, they instead go insane. While their Wisdom is 0, they are treated as always being under the effects of confusion. This effect cannot be healed without first having atonement cast by a creature matching the lashlings alignment, immediately followed by restorative magic.
|3 people marked this as a favorite.|
1d171 ⇒ 44
44. A waifu.
Long ago, an extremely sad dungeon-dwelling wizard determined that, in spite of their menagerie of colorful paint golems and ink elementals, they had become very lonely. They devised a plan. The wizard sought out the greatest artist in the land, a gnome painter known for their innovative portraits, and kidnapped them. A task was set forth for the gnome: To create the image of a humanoid of perfect beauty, perfect dress, and one or two memorable personality quirks to keep them interesting.
The painter slaved for many months before producing one such painting. Without waiting, the wizard brought it into their laboratory and cast their spell, animating the portrait into a semblance of sentience. But something had gone wrong. When the wizard had said "quirks", they had meant something like, "clumsy", or "sort of rude, but secretly likes me". Gnomes have their own definition of "quirky". The creature was declared inadequate, and the wizard trapped it in the vat of paints and demanded the gnome make a "better" painting.
As attempt after attempt failed, the painter grew weaker and weaker, and the wizard grew more and more reckless. At last, after one particular creation had outright attempted to murder the wizard to gain its freedom, the enraged wizard took the painter and sealed them into the vat of boiling paints, deciding that they would find a painter more suitable next time.
What happened next was decidedly not part of the wizard's plan.
Physical Description: Painterlilies are essentially two-dimensional beings, and if viewed from the side resemble nothing but a haze of thin lines. They look like cartoonish drawings of humans, with enormous eyes, generally small noses, and extremely colorful hair, eyes and clothing. Some have compared them to walking bas-reliefs of human-sized gnomes. They usually have waifish forms, standing around five feet in height, but some are quite tall or bulky. They are weightless, and technically almost devoid of mass, but exert a sort of pressure around them equivalent to about 150 pounds. All painterlilies possess the image of a white lily somewhere on them, either as a clothing motif, a tattoo, or an accessory of some kind. This was the signature of the gnome painter, whose actual name has been long since lost to oblivion.
Society: After escaping the wizard's dungeon, the painterlilies largely dispersed, each seeking to explore the strange new world—a much more dimensional land than their cramped cauldron. They often congregate like birds, though, gathering in old ruins and cathedrals for mutual protection.
Relations: Painterlilies are described by all species except gnomes as being exceptionally gnomelike—and indeed, they are eccentrics full of energetic movement and manner. But gnomes will tell a different story. Gnomes are very disturbed by painterlilies, who seem "too lifelike" to them, but the sentiment is not mutual: Painterlilies feel very strong kinship with gnomes, and tend to follow them around. They love the creativity of dwarves, and some have taken up work in forges and smithies, helping to craft new forms of art both beautiful and practical. Being beings of titanic personality, painterlilies have trouble getting along with elves, due to their impatience, and humans, due to humans' general...normalcy. Halflings find painterlilies adorable, and vice versa.
Alignment and Religion: Painterlilies tend towards erratic, unreliable modes of behavior, but almost always seek to do what is best for all involved. They are usually chaotic good. Their gnomish creator was a servant of Shelyn, and so are nearly all painterlilies. Some do regard Desna and Sarenrae positively, however. They almost universally despise Asmodeus, however, for one simple reason: Asmodeus was the patron of the wizard who created them.
Adventurers: Painterlilies are natural-born wanderers. They have no means of procreation, and so their species dwindles year after year. Many seek to find the secret to making more of themselves. This quest accounts for a large number of the casualties. Painterlies have difficulties gauging when they're in over their heads, and so make natural adventurers.
Size: Painterlilies are Medium and have no bonuses or penalties due to their size.
Type: Despite their strange shape, painterlilies have the minds of humanoids, and are considered to be of the Humanoid (painterlily) type.
Speed: Painterlilies have a 30 foot base land speed and a 20 foot climb speed, along with the +8 racial bonus on Climb checks that a climb speed normally grants. +2 RP
Lucky: Painterlilies gain a +2 racial bonus on all luck saving throws. +4 RP
Two-Dimensional: Painterlilies are almost entirely two-dimensional, and are extremely thin from the side view. A painterlily can choose to perpendicular to a particular side. As a move action, they can choose two opposite edges of their space (in other words, sides that they could be flanked from). Against these two sides, they are treated as being Fine, with a +8 Size bonus to their Armor Class. However, enemies on those sides gain concealment against the painterlily. This lasts until the painterlily's next turn. +3 RP
Meld with Surface: As a full-round action, a painterlily can merge with a nearby surface of worked stone, wood, paper, metal, or similar worked material. The surface need not be perfectly regular, but should be fairly flat. If they merge with the floor, they are treated as prone. They can merge with a ceiling in this way, but must be able to reach the ceiling first. This otherwise functions as merge with stone, but it has no duration limit (aside from the need to eat), they can see what is going on around them, and they are still visible on the surface, resembling a painted image or bas-relief. The painterlily cannot be damaged through the surface's destruction or transmutation—this simply ejects them from the surface. The surface must be large enough to depict the painterlily's entire form. +4 RP
Vulnerability to Water: Painterlilies do not need to drink, and in fact, a flask of water functions as a flask of acid against them, blurring and smudging their lines.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Sylvan, Draconic, Dwarven, Giant, Goblin, and Orc.
Total RP: 11ish?
|3 people marked this as a favorite.|
I didn't feel like rolling, so I had GTW choose me this next one. I, in turn, chose hers. Mutually-assured destruction.
147a. Bunnytaurs :3
Not even gonna bother making the name something less silly this time BUNNYTAURS
Found primarily hopping in carefully-woven thicket warrens or burrowing in shallow tunnels beneath the prairies, bunnytaurs are a peaceful if amoral people. Being both fecund and delicious, they are popular prey for monstrous humanoids, and this has filled the species with a preternatural fear that they always struggle to overcome.
Physical Description: Bunnytaurs stand almost four feet tall. They have the upper bodies of halfling-like humanoids, with long pointed ears and dark eyes, and the lower bodies of giant furry rabbits. They are generally fairly plump all around. To keep their hair away from their eyes and ears, the bunnytaurs' hair is usually done up in elaborate and beautiful styles.
Society: Bunnytaurs dwell in warrens, usually either woven out of thorny forest briers or dug out of the prairie soil. Some live in the sides of cliff faces. They are a fairly mobile species, traveling every year—sometimes every season—to avoid predation, and larger warrens usually have multiple permanent residences established that they move between. Their exact societal systems can vary, but are generally very loose dictatorships or oligarchies, with the leader/s occasionally exerting iron control to keep the whole warren safe. Their power is largely unenforced, though, and a warren that turns against them will fall back on a herd mentality to make decisions—and that herd mentality is always quite cowardly.
When a warren grows too large, the bunnytaurs will select a number to send out to start a new warren. This group is generally comprised of younger bunnytaurs, who tend to have less social status with which to resist the decision.
Relations: Bunnytaurs are cautious, but polite, and do trade with most friendly races. Their fear tends to sabotage any lasting friendships, though. They get along best with dwarves, who often help them construct defenses. Dwarves rarely push for closer relationships, and that's how the bunnytaurs like it. Elves often try to protect bunnytaur warrens as best they can without getting too close, and bunnytaurs regard elves as fearsome wardens of the wilderness. Gnomes tend to come on a bit strong, and those of human blood are frequently too rough for the fearful bunnytaurs. Halflings find bunnytaurs ... extremely frustrating.
Alignment and Religion: Bunnytaurs don't want to hurt anyone, but what they really want to do is survive, and this can lead them to a somewhat insulated existence. Their social mores and spiritual beliefs can sharply vary—some warrens exhibit virtually no taboos, while others are locked into rigid superstitions and rules. The real constant, however, is the groupthink bunnytaurs invariably fall back on, and so bunnytaurs lean towards lawful neutral. They favor Erastil, generally worshiping a "stay close to the community" mentality, as well as traveler gods like Desna.
Adventurers: Adventuring is a frightening prospect for many bunnytaurs, but there are many who wish to overcome their innate flight impulse and learn to fight back. Those who are sent out to start new warrens tend to be the boldest of the lot, eager to scout out a new haven for their people. Additionally, it is not uncommon for a bunnytaur to become separated from the others due to a panicked flight or worse tragedy.
Monstrous Humanoid: Bunnytaurs are monstrous humanoids. They do not gain darkvision. 1 RP (reduced price)
Low-Light Vision: Bunnytaurs can see twice as far as a race with normal vision in conditions of dim light. 1 RP
Small: Bunnytaurs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast Speed: Bunnytaurs have a base speed of 40 feet. 1 RP
Sprint: Bunnytaurs gain Run as a bonus feet at first level. 1 RP, because let's be honest here, Run is a trait in a nice suit.
Huddle: A bunnytaur can, as a move action, choose to huddle their humanoid upper body down against their furry lower half. They are treated as Prone, but they can stop huddling as a free action that provokes no attacks of opportunity, the penalty to their Armor Class against melee attacks is only -2, and they can continue moving at their normal speed. They gain a +4 bonus on Fortitude saves against cold effects, and a +1 bonus on Will saves against fear effects. 2 RP
Creeper: Bunnytaurs gain a +2 bonus to Stealth checks and Perception checks, and Perception and Stealth are always class skills for them. 5 RP
Forest Stride: Bunnytaurs can move through difficult terrain while in a forest at their normal speed. Additionally, they can weave around ordinary trees while running as though still moving in a straight line. 1 RP
Terror: Bunnytaurs take a -2 penalty on saves against fear. When they succeed on a save against an effect that would have rendered them Panicked or Frightened, the bunnytaur is instead Shaken for 1d4 rounds, or as long as the effect would have lasted, whichever is shorter. If there is a surprise round in which the bunnytaur is unable to act, the bunnytaur becomes Shaken for 1 minute after. -2 RP
Self-Preservation: Bunnytaurs gain a +2 bonus on Will saves to resist enchantments that compel them towards immediately life-threatening acts, such as attacking allies or entering a burning building. Acts that would only be life-threatening long-term, such as surrendering to hungry goblins, do not trigger this bonus. 1 RP
Languages: Bunnytaurs begin play knowing their native tongue, Bunnese, a chirpy, extremely high-context language. Bunnytaurs with high Intelligence scores can choose from the following: Common, Dwarven, Orc, Goblin. -1 RP
|Angry Wiggles RPG Superstar 2015 Top 32|
|Angry Wiggles RPG Superstar 2015 Top 32|
|4 people marked this as a favorite.|
Physical Description: Terpeti are heavily built, their bodies covered in white and gray fur. Most terpeti appear to be obscenely overweight to other races, due to the thick layer of fat that covers their body, insulating them from both cold and injury. Their bodies are rounded and stocky while their face is commonly described as resembling that of a rather full-faced, tusked rodent.
Terpeti ears are short and round, and are always black or brown, and always in contrast to the rest of their body fur, and they use their relative position and movement to communicate intention and emotion in language, where other races typically use tone. Their front teeth are particularly sharp shearing teeth, and some of the larger females will sport impressive tusks.
Terpeti typically dress in thick insulating furs and leathers. Those that live among other races will wear something approximating the local style, but almost always in muted colors and fashion, so as not to draw attention.
Society: Most terpeti live in tribes made up of several small family groups. These tribes move nomadically across the tundra, guiding herds of livestock between fields that they had planted for grazing in seasons past.
Terpeti tribes are generally led by a council of elders, carefully guiding the tribe towards the lands most likely to provide enough food to keep them heavy enough to fight back the cold.
Given this nomadic lifestyle, and a diet consisting almost exclusively of meat and root vegetables, which are difficult to produce on the frozen tundra, terpeti place a high cultural importance on the sharing of a meal. Inviting someone to take part in a meal is considered to be equivalent to naming them an honorary member of the tribe, and affords them the same level of protection and respect. A terpeti who does not yet fully trust a stranger will leave food where it can be found easily, or provide a tool that the stranger could use to catch their own food.
Terpeti place great importance on cleanliness and any moment not working is typically spent grooming themselves. This is primarily due to the necessity of keeping their fur clean enough to insulate properly. Filthy, matted fur will let water cling to the skin and will cause a careless terpeti to freeze to death.
Relations: A terpeti’s opinion of other races and cultures is almost always dependent on how that races family groups functions, with more tight knit groups engendering more trust. This leads them to be fairly friendly when trading with dwarves, elves, and halflings, and relatively brash when dealing with gnomes. However, terpeti rarely interact with other races, as they would rather remain isolated than risk conflict. However, in times when food is scarce, some tribes will travel closer to other civilizations in order to trade fur, ivory, and weapons for food for themselves and their livestock.
If a few members of another race find themselves among a terpeti tribe, the terpeti typically treat them with a cautious respect. They will not allow them to join the tribe via communal meal until the newcomers have proven themselves to be particularly useful to the tribe. Even at this point, it may not be recognized by the tribe as a whole until an elder has sat with the newcomer for a meal.
The terpeti belief regarding the importance of sharing a meal frequently causes trouble for those few terpeti who travel outside of the tribe as most other cultures are much more willing to share food with strangers. This has led many unsuspecting terpeti to discover themselves suddenly honorbound family members for what others believed was a simple courtesy.
Alignment and Religion: Terpeti are patient and cautious, always looking towards the next season in order to ensure that everyone has enough to eat. Most terpeti are neutral, seeing all creatures cared for, and no desire or wish fulfilled to the point that it would tip the balance beyond the point of return. They walk a careful path between the impact they make on the landscape surrounding them, and the land’s ability to rebound each year to provide for them once again. Terpeti that worship deities tend to revere those with domains regarding community or nature, although some will revere gods of winter and ice, hoping to receive mercy from the bitter cold.
Adventurers: Rarely will a terpeti leave their home tribe without influence from an elder or from outside the tribe. Their focus on family groups and community leads them to prefer staying closer to home. Most terpeti adventurers are youths who are sent on missions to obtain food from warmer climates, or to rid the tundra of rampaging beasts or monsters. Occasionally, when further breeding would bring a tribe to an unsustainable size, the elders of a tribe will provide a young terpeti with as much food as they can afford to provide, and send them out of the tribe. Many of these youths join other tribes, but many more travel to warmer areas of the world, looking for a ready meal and less harsh of a climate than their homeland.
Terpeti prefer melee combat when possible, believing it to be more honorable to give your opponent a fair chance at taking your own life. Most terpeti youths are fighters or barbarians, although their natural skill with animals and the balance of nature has led many to become druids.
Terpeti Racial Traits (13 RP)
+4 Constitution, -2 Dexterity, +2 Wisdom (4 RP): Terpeti are exceptionally durable, and farsighted, but not particularly dextrous.
Type (3 RP): Terpeti have the monstrous humanoid type.
Medium (0 RP): Terpeti are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady (0 RP): Terpeti have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Cold Resistance (1 RP): Terpeti are naturally accustomed to colder climates and have cold resistance 5. This resistance stacks with other sources of cold resistance. A terpeti that gains the sickened or nauseated condition, or that is is made to be abnormally filthy loses this cold resistance until they spend 20 minutes grooming and cleaning their fur.
Natural Weapons (1 RP): A terpeti has a bite attack that deals 1d3 points of damage.
Skills (4 RP): A terpeti gains a +2 racial bonus on Handle Animal and Swim checks.
Languages:[/b] Terpeti begin play speaking Terpeti. Terpeti with high Intelligence scores can choose from the following: Common, Erutaki, Hallit, Skald
|2 people marked this as a favorite.|
I rolled up "a bowl of soup". Yeah, we're doing this.
It is a complex and difficult thing to explain the existence of the herb ooze. A rather amoral halfling wizard wanted to create servants to help her cook. Wow, that was simple. Herb oozes are an oozelike mass of algae. Though capable of assuming more mobile forms for short periods, they find it easier, generally speaking, to remain within their protective bowls, dragging themselves along with long tendrils. The herbs that comprise them are diverse in species, but have all in fact been bred into a single organism. An herb ooze is a combination of sage, oregano, lemongrass, gnome cane, and dozens more different plants all engineered to comprise one unique species.
Physical Description: Herb oozes look similar to tomato soup, though a bit thicker, and chock-full of various herbs growing within. Due to their relatively low viscosity, they almost always remain in their little wooden bowls to avoid losing matter. Some have taken to calling the herb oozes "little Yagas", likening them to Baba Yaga in her mortar. They are able to form tiny arms and legs, when needed. They weigh roughly thirty pounds, though their bowls weigh about twenty more.
Society: Herb oozes cluster together in what are called "soup pots", and favor extreme closeness with family and friends—even ones outside their species. In the absence of their wizard creator, some have teamed up with other chefs, wishing to be put to use. Herb ooze society strongly emphasizes a commitment to the whole, but has little structure to it beyond a drive towards altruism.
Relations: Halflings get along quite well with herb oozes, often employing them in their kitchens. Herb oozes appreciate gnomes' occasionally chemical minds. They feel like elves see them as more curiosities than anything else, and dwarves' consumption of alcohol frightens them, as alcohol is very dangerous to the herb ooze physiology. Though they are happy to deal with humans and half-elves, they perhaps surprisingly get along quite well with half-orcs, appreciating the combination of the orcs' sensual culture with the half-orcs' enhanced scruples.
Alignment and Religion: Herb oozes are unconcerned with laws or codes of conduct, but do not mind serving a greater whole, and tend to seek to help others. Most herb oozes are neutral good. They primarily favor Gozreh, though some "food artists" have fallen in with Shelyn's lot. Many do find themselves joining churches, as it fulfills their need to be parts of something greater.
Adventurers: Herb oozes depend heavily on others, as they were created to be helpful to other creatures, to fit into systems larger than themselves. As such, herb oozes rarely adventure alone, but do often join adventuring parties.
Type: Herb oozes possess the Plant type. They must sleep in order to regain spells and the like, but sleep is not required to survive or stay in good health. 7 RP (modified).
Size: Herb oozes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Herb oozes have a base speed of 15 feet, or 20 feet when outside their bowls. -1 RP.
Immunities: Herb oozes are immune to all mind-affecting effects, as well as paralysis, poison, polymorph, sleep effects, and stunning. Due to the magic used to create them, they are not immune to sleep effects or poison.
Fluid Form: Herb oozes have the compression monster ability when outside their bowls. They cannot wear normal armor, but can modify their bowls to serve as armor. "Armored bowls" cost half again as much as normal armor and provide the normal benefits. 4 RP
Bowl: Herb oozes drag themselves around in shallow wooden bowls. These bowls provide cover against any attacks from more than five feet away, unless the attacker is higher up than the herb ooze. The herb ooze can choose to leave the bowl as a swift action. An herb ooze's bowl is never included in the herb ooze's encumbrance. The bowl has Hardness 4 and 20 Hit Points by default. 2 RP.
Alcohol Vulnerability: Herb oozes take damage from any strong alcohol as if it was acid.
Delicious: Herb oozes grant others an automatic +4 circumstance bonus on Profession (cooking) checks when they are helping. They automatically succeed on checks made to aid Profession (cooking) checks. However, creatures with Scent act as though they have Blindsight with regards to herb oozes. -1 RP.
Languages: Herb oozes begin play speaking Common and Halfling. Herb oozes with high Intelligence scores can choose from the following: Dwarven, Orc, Gnome, and Goblin.
|Gark the Goblin|
|2 people marked this as a favorite.|
Okay, I'm overdue by two weeks now. Here goes #1 . . .
1d171 ⇒ 3
3. Porcupine people
Real rodent theme in the thread lately.
Bumbling people of the cold boreal forests, spinehairs have a complex and arcane culture. Their longevity has contributed to a racial appreciation for the arts and sciences, but their lack of strength and love of solitude has forced them to seclude themselves in tall tree-homes for protection from beasts and fey.
Physical Description: Spinehairs are a short, rotund race, with their volume further accentuated by the foot-long brown, black, or white quills that cover their backs, heads, and tails. Their round, buck-toothed, and wide-eyed faces are reminiscent of terpetis', but with much shorter, almost invisible ears. Most of their body, excepting their delicate hands and feet, is covered in a dense fur that is usually similar in color to their quills. Spinehairs rarely stand over three and a half feet in height, and despite their natural defenses are quite physically weak. The oldest spinehairs have lived well into their third century.
Society: Spinehairs rarely congregate in groups greater than a half a dozen, and usually prefer to live out their long lives alone in redoubts atop the tallest pines and spruces. Able to subsist solely on tree bark and needle buds, a spinehair will spend most of its life working on solitary pursuits like sculpting, alchemy, magic, or writing. However, every spring a spinehair will make the dangerous journey from its home to a central moot, usually located either at some prominent geographic landmark (such as a circle of standing stones or a tall rock pinnacle) or a humanoid city. Here, spinehairs freely exchange the results of their pursuits - material possessions like scrolls as well as knowledge like spells and philosophic theses. Humanoids are permitted and sometimes even invited to join these moots, though they must act in good faith or be swiftly expelled. There are reasons to be wary about joining a spinehair moot, however - it is at these moots that spinehairs choose mates and air grievances, both of which involve excessive wailing and bloodshed. Many cities require that spinehairs conduct their moots outside their walls for this reason.
Certain spinehairs, a few percent of each generation, do not share their kin's love of solitude. These spinehairs, known as myresjol, are driven to travel. Traditionally, their function is to facilitate trade during autumn and winter (often providing much-needed dietary variation and intellectual stimulation in those seasons), to check up on those spinehairs too old to travel to the moots, and to pass on information needed for survival (e.g. warning of invading armies or spreading forest fires).
The only other reason spinehairs will be found together is when one is raising a child. Spinehair children spend their first few years with one of their genetic parents, but once they learn to talk they are traded away at the next moot to begin their learning. Over the course of its childhood and adolescence, a spinehair can apprentice to as many as a dozen masters, the intent being to provide as varied an education as possible while allowing the child to pursue its favorite interests at the time.
Relations: Spinehairs get along well with people who share their love of learning, which makes them quick to bond with elves, gnomes, and many humans. They distrust glutton globs, and one spinehair pioneered a ghost-trapping item specifically designed to capture the hungry spirits, which led to some distrust on the part of globs as well. They are intrigued by lashlings (as a phenomenon), but something about gigantic balls of barbed quills seems to make the tortured elves nervous. Though half-orcs may feel kinship with a relatively unsightly race like spinehairs, the feeling is not mutual - orcs show no predilection for focused study, so spinehairs only bother interacting with half-orcs already distinguished in their field. The species spinehairs truly feel kinship with is the terpeti, who because of their historic proximity to spinehair lands have traded knowledge and goods for many centuries.
Alignment and Religion: Spinehairs can be organized or messy, helpful or Macchiavellian, but tend to be neutral or neutral good. Most care little for deities of civilization like Abadar and Erastil, but appreciate Irori's teachings of self-perfection and Gozreh's emphasis on the natural world. Myresjol often follow Desna.
Adventurers: Most spinehair adventurers are myresjol who succumbed to wanderlust and have abandoned the taiga for other lands. They are often bards, rangers, and paladins. Other spinehair adventurers may have been driven from their lands, or may have gotten caught up in research that leads them to adventure. These spinehairs are very frequently wizards, investigators, and occultists.
Type (3 RP): Spinehairs have the monstrous humanoid type.
Small: Spinehairs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Darkvision: Spinehairs have darkvision 60 ft.
Slow Speed (-1 RP): Spinehairs have a base speed of 20 feet.
Barbed Offense (2 RP): A spinehair may attack with a tail slap as a secondary natural attack, dealing 1d6 + 1/2 its Strength modifier piercing damage on a successful hit.
Barbed Defense (3 RP) (Ex): A spinehair attacked with a melee weapon, an unarmed strike, or a natural weapon can use an immediate action to make a tail slap attack on the creature that attacked it. Melee weapons with reach do not endanger a user in this way.
Painful Quills (2 RP) (Ex): Once per day, a spinehair may choose to dislodge a large number of loose quills when it attacks with its tail slap. Creatures hit by this attack are entangled until the quills are removed. The quills can be removed with a DC 10 Heal check that takes 1 minute and deals 1 point of additional piercing damage, or by wrenching the quills out as a full-round action that deals the same amount of damage as the spinehair initially dealt. Cure spells can heal the damage associated with the wound, but only powerful magic (heal, freedom of movement, greater restoration, regenerate) can remove the entangled condition without first removing the quills.
Focused (2 RP): At first level, a spinehair picks one Craft or Knowledge skill. She gains a +2 bonus on this skill.
Nearsighted (-1 RP): Spinehairs are nearsighted and not particularly good at scent or hearing. They take a -2 penalty on all Perception checks.
Languages (1 RP): Spinehairs begin play speaking Terpeti and Common. Because of their extensive education, spinehairs with high Intelligence scores can learn any language they want (excepting secret languages, such as Druidic).
|Gark the Goblin|
|Gark the Goblin|
|4 people marked this as a favorite.|
1d171 ⇒ 32
32. The sweater the cat is wearing.
GG strikes again . . .
Hundreds of years ago, a witch was making a sweater for her cat. She had almost completed the torso, but she ran out of yarn! Being 20 snowy miles from town and too old to make the trek by herself, she decided to ask her neighbor for some help.
Her neighbor was the old ash tree, a powerful magician in his own right. It was said that one of his seeds could pull water from the earth and grow a swamp, that each of the seven leaflets on his leaves represented a school of magic he had mastered. His träd made arrows that could fly a mile without stopping, they were so straight. So the witch asked him, "May I have some of your hair for my sweater?"
The old ash tree said yes, but the witch would have to use a changing magic to make it suitable yarn. So the witch collected the old ash tree's hair, which was really lichen, and then searched for hours and hours, trying to find a spell to make it suitable for yarn. She asked all her neighbors for help, but none of them could think of a magic to change lichen into yarn. Finally, she returned home, wondering if perhaps it wouldn't have been more efficient to go to town anyways.
When she woke the next morning, she watched a yellow spider weaving its web outside her window. She asked the spider why it was making its web. "Because each night I eat it, so each morning I must spin it anew," the spider told her. "It is the simplest magic of changing."
"That is exactly the magic I need," the witch told the spider. She gave the spider the lichen and asked the spider to eat it, and then weave it anew. The spider was unwilling at first, but the witch promised to make it immortal if it agreed. The spider agreed. It ate the old ash tree's hair, growing big as an apple. Then it began spinning the lichen out, winding it over a spindle the witch had given it. When all the old ash tree's hair had been made into strong and supple yarn by the yellow spider, the witch thanked it and fed it a fly. Then she used the new yarn to knit the arms of the sweater. However, as she did so, the spider sitting outside her window lost its yellow color, growing gray and then black and then finally crumbling to ash as she completed the arms and sewed them on. And then the sweater spoke in the spider's voice. "What has happened?"
"I have given you immortality," the witch told the spider. She put the sweater on her cat, which then immediately wriggled out.
Spindlav are tiny sweaters imbued with souls and sapience by powerful witches or other spellcasters. Some attribute their relative frequency to a single coven that spends all its time knitting, but many spindlav claim to have been created by the original of their kind. Spindlav are a race known for their love of magic and weaving, and for their strange ability to impart sapience on creatures that wear them (termed "hosts").
Physical Description: A spindlav looks like a tiny sweater made of wool and some other material - often hair, lichen, spiderwebs, or bark. The sweater is the size of a small cat, rabbit, or dog (about 18 inches from cuff to cuff), but is shaped like a human sweater in that it only has two arms, which it uses to pull itself along the ground. Even when being worn by a creature, a spindlav's incredibly flexible and dextrous arm fabric allows it to wield weapons and manipulate items. Some spindlav have designs embroidered on their chests, which often depict traditional Winter Week symbols and foods, but which can also depict small vermin (e.g. pill bugs, praying mantises, worms) or (un)holy symbols. Spindlav can be of any color.
Society: Spindlav are rare enough, and strange enough, that they do not form societies among themselves. Some seek to create more of their kind through magic, but they are just as likely to seek out and live among humanoids and other living species. In humanoid cities, they take the roles of sages, or sometimes act as cohorts for more powerful creatures. Their greatest bonds are with the creatures they awaken, and a spindlav will only abandon its host in the direst of circumstances. When its host inevitably dies, a spindlav enters a period of mourning and usually constructs some sort of monument in remembrance.
Relations: Spindlav are friendly with most other races. Lashlings, as long-lived creatures without society, can appreciate the awkwardness of dwelling in the cities of other humanoids for generations without dying. Spindlav have an attraction to animalistic species like bunnytaurs, spinehairs, and the tatuka, seeing them as little different from the creatures they give sapience, but this attitude is not always taken the right way. Sleepwalkers are an enigma to spindlav, which have come to expect a certain amount of spontaneity from the beings they work with. They have more appreciation for herb oozes, which as mage-made creatures understand what it's like to have so little history in the world. Their relationship to kindercloaks is slightly different - many spindlav see kindercloak as distant parents and beings of great wisdom.
Alignment and Religion: Though created by witches with specific goals, spindlav are not bound by their creator's aims - good spindlav are about as common as evil spindlav. Many spindlav are erratic and unconcerned with traditions and laws, and as such are often chaotic neutral. Spindlav favor deities concerned with magic, particularly Nethys.
Adventurers: Spindlav are driven to adventure by circumstance, mostly. It may be the only way for them to afford to feed their host, or they may have no other options due to local prejudices against animals wearing talking sweaters. Some spindlav adventure to further their research or to take their minds of the death of a host. Because of their physical slowness, many spindlav gravitate towards classes with ranged abilities such as gunslinger, druid, and wizard.
Construct Type (20 RP): Spindlav have the construct type, which grants them the following traits:
- Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
- Constructs have the low-light vision racial trait.
- Constructs have the darkvision 60 feet racial trait.
- Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
- Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
- Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
- Constructs cannot be raised or resurrected.
- Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Tiny (4 RP): Spindlav are Tiny size. They gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Spindlav have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Spindlav typically cannot flank an enemy. Use of reach weapons is one way to get around these restrictions.
Crawling Movement (-3 RP): Spindlav have a base speed of 0 feet. As a full-round action, they can move 5 feet, dragging themselves by their arms. They can also use a full-round action to climb or swim 5 ft., assuming they succeed on the appropriate skill check.
Knitting (2 RP) (Ex): Spindlav have a +2 racial bonus on Craft (cloth) and Craft (clothing) checks. It can also use knitting to repair tears and holes in itself, given enough time. With a process taking 8 hours and a DC 10 Craft (cloth or clothing) check, a spindlav can repair 1 point of damage per hit die. For every 5 points by which its Craft check exceeds 10, it can repair an additional 1 point of damage per hit die. Another character may make this check in place of the spindlav, or may aid the spindlav on its check. This repair process requires some sort of fibrous material, but in most environments such materials are readily available (there is no cost associated with the repair). Knitting counts as rest for the purposes of determining if the spindlav is able to prepare spells.
Fire Vulnerability (-2 RP) (Ex): Spindlav have vulnerability to fire, and take half again (+50%) as much damage from fire effects regardless of whether a saving throw is allowed or if the save is a success or failure.
Compel Host (2 RP) (Su): A spindlav is inexplicably sized so that it can be worn by any Tiny animal, even ones of outlandish shapes. As a standard action, it can engulf a willing, helpless, or pinned Tiny animal and make that animal its host. If the animal is domesticated and helpful towards the spindlav, it will automatically accept the spindlav, but if it has another master or is wild it receives a Will save with a DC equal to 10 + 1/2 the spindlav's character level + the spindlav's Intelligence modifier (unconscious animals still receive this Will save). A successful save means that the spindlav cannot attempt to exert control over that animal ever again, while a failure means that the animal becomes friendly to the spindlav and allows itself to be ridden indefinitely as if it were domesticated. This is a mind-affecting enchantment (charm) effect.
A wild animal which fails its Will save is still wild, and does not automatically gain any tricks. If a spindlav is removed from its host (a standard action that requires the spindlav be pinned or helpless), the host reverts to its original disposition. A spindlav takes a -5 penalty on its Ride checks (as for an improper mount) if its host does not have two front legs and a head with a neck.
A spindlav can be worn by a Tiny creature that is not an animal (such as a familiar), but has no special ability to control such a creature and the act of being worn does not make such a creature its host.
Awaken Host (4 RP) (Sp): Once per month, a spindlav can use awaken as a spell-like ability on its host. The DC for this spell-like ability is equal to 15 + the spindlav's Intelligence modifier. It can only use this ability on a host it has ridden for more than 24 hours.
Spindlav Magic (2 RP): A spindlav adds +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, spindlav with an Intelligence score of 13 or higher gain speak with animals and mage hand as spell-like abilities usable once per day. The caster level for these effects is equal to the spindlav's level.
Languages (0 RP): A spindlav begins play speaking Common. Spindlav with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Elven, Iobarian, Skald, and Sylvan.
|Gark the Goblin|
|3 people marked this as a favorite.|
So I suddenly got a lot of free time and an intense hyperfocus to do a thing. get ready for a rapid-fire amount of races!
1d171 ⇒ 501d171 ⇒ 391d171 ⇒ 821d171 ⇒ 4
Rerolls for duplicates
1d171 ⇒ 1001d171 ⇒ 1161d171 ⇒ 161d171 ⇒ 96
Ill then make the parasite race KC gave me, then make these four.
HOLD ONTO YOUR PANTS
|Gark the Goblin|
|3 people marked this as a favorite.|
1d171 ⇒ 168
168. If you'd rather I go with something less silly, a totem pole creature that can split into multiple entities.
Mazatis each have three faces, spaced along the length of their columnar bodies. Like a chimera or an ettin, a mazati's different heads tend to work towards the same goals, but unlike such creatures mazatis can temporarily separate into their component parts. Their tripartite intelligence allows mazatis to split their attention and manage complex systems much more adeptly than most humanoids, which has led them to sometimes occupy managerial positions in governments and organizations in western Arcadia. According to legend-shrouded histories, mazati were created by a demigod who shed her blood on a totem pole, transforming it into a living being.
Physical Description: A mazati has a segmented body, something like an ant but with each segment (called a "maza") having two arms/legs; three mazas are stacked vertically to make a mazati. Each maza is joined to the maza above and/or below it by a cartilaginous connection; a maza can dissolve its connections to the others and disengage to move about on its own two arms, but as it does so it begins to bleed from the opened wound and severs its telepathic connection with the other mazas. Mazatis can only stem this bleeding and reconnect their telepathy by rejoining their original place in the mazati. Each segment is less than a foot in diameter and no more than 2 feet in height, and appears to be a squashed caricature of a humanoid, animal, vermin, or dragon. Similarity to actual species of these types seems entirely coincidental - most mazas do not look like a specific other creature, since most other creatures have more than two functional limbs.
Society: Mazatis have long played an important role in their local politics. Seen as living proof of divine intervention, they were afforded privileges beyond their actual abilities, and many felt forced into work as architects, military officers, and spiritual guides. Eager to pursue their own interests, some mazatis established their own communities separate from other humanoids. So now, like other races, mazatis can be insular or cosmopolitan. Even those who have lived among humanoids for years, however, are still fairly odd; any maza, not just the topmost, may speak in conversations, and there is enough of a personality difference between the three that when their telepathic internal discussions become verbal they emit a mess of discordant overlapping voices. The reproductive biology of mazatis is complicated, but essentially each maza is one of three sexes, and one maza of each sex is needed to produce a new mazati. Not all mazati contain all three sexes, but even when they do they prefer to reproduce with one or more other mazati to ensure their egg will be protected even if they die. Mazati eggs must incubate in warm caves or basements for many years, and only hatch when the creature inside is fully formed.
Relations: Mazatis enjoy jokes and pranks, and get along well with gnomes and to a lesser extent kindercloaks. They have less interest in carousing and drinking, and having only recently been exposed to elves and half-elves, still see these races as flighty and unreliable. Mazatis are wary of dwarves, which seem to be dour drunkards, but a dwarve's respect for order is something to be respected. Mazatis may be frightened of half-orcs' parents, but don't tend to assume the half-human offspring share those traits. Halflings, as one of only a few other species tightly bound to humanity, are seen as valuable allies in an anthropocentric world.
Alignment and Religion: Mazatis tend to be lawful good - even in mazati-exclusive communes, they feel a duty to society and a need to keep things organized. Their predilection for selflessness may be a consequence of their divine origin, or may be related to the trust-dependent lives they lead; all disagreements within a mazati must be resolved peacefully, or all maza perish. Mazati favor deities of civilization like Abadar, with some also paying lip service to monstrous deities appropriate to their constituent mazas and others gravitating towards prankster deities like Daikitsu. There is disagreement among mazati as to which demigod created their race, with different lineages of mazatis claiming different ancestor-heroes. Most, however, agree that their creator was among those slain in a great battle with a being from the Dimension of Dreams.
Adventurers: Mazatis are often driven to adventure out of a duty to help keep the world safe, but some still also leave home because they feel pressured into roles they do not wish to occupy. Mazatis are often clerics, witches, or psychics.
Aberration Type (3 RP): Mazatis have alien anatomies. They have the aberration type.
Medium (0 RP): Mazatis are Medium and have no bonuses or penalties due to their size. (Each maza, when disconnected, is Tiny.)
Slow and Steady (-1 RP): Mazatis have a base speed of 20 feet due to the bottom maza's short limbs. Their speed is never modified by armor or encumbrance.
Darkvision: Mazatis can see in the dark up to 60 feet.
Four Arms (8 RP): Mazatis possess four arms when fully united. A mazati can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
Tripartite Form (5 RP?) (Ex): As a full-round action, a mazati can split into its three constituent mazas, transforming from a Medium creature to 3 Tiny creatures that act on the same initiative. The constituent mazas each gain a +4 size bonus to Dexterity, but their Strength, Intelligence, Wisdom, and Charisma scores are divided by 3 (so if the mazati had a Strength score of 14, each maza has a Strength score of 4). The mazati's original hit points are similarly divided among each maza, but each maza retains the mazati's Constitution score. All mazas have the staggered condition (as they have only two limbs), and no more than one maza can cast a standard action spell or spell-like ability per turn (they may not be able to cast any spells while in tripartite form anyway, due to their reduced mental scores). Spells and other effects that affected the mazati before it split into tripartite form affect only one constituent maza, chosen by the mazati at the time of its split. Mazas share their immediate/swift action allotments, so the entire mazati can still use no more than one swift or immediate action per round. Mazas also share their uses per day and "cooldown times" for different abilities (this does not include attacks of opportunity). In addition to these restrictions, each maza takes 1 point of bleed damage every turn it is separated from the others. To reunite the mazati, the three mazas must all be in the same square, and one of them must spend a standard action that ends the mazati's turn. Spell effects that are cast on a constituent maza in tripartite form continue to affect the mazati when it reunites. A mazati retains any damage it took while in tripartite form, and also continues to suffer from any negative effects it was subjected to, though effects cannot "double up" if they affected two or more mazas (so if two of a mazati's mazas were suffering from wyvern poison when the mazati reconnected, the DC for the mazati to save against the wyvern poison remains the same).
Telepathy Reliance (-2 RP): While in mazati form, mazas use telepathy to coordinate their actions with each other. If their telepathy is disrupted (as through telepathic censure, mythic silence, or antimagic field), their communication breaks down, and the mazati's Intelligence score is divided by 3. The mazati's Intelligence returns to its original level as soon as the effect on it ends. Mazatis have no innate ability to use telepathy with other creatures.
Multitalented (2 RP): Mazatis choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. They can also choose from the gnome favored class bonus options.
Languages (0 RP): Mazatis begin play speaking Common. Mazatis with high Intelligence scores can choose from the following: Aquan, Aklo, Gnome, Halfling, Taldane, Tien, or Sylvan.
|2 people marked this as a favorite.|
1d171 ⇒ 152
152. A race of flower people that constantly release hallucinogenic spores.
GTW strikes again.
The merriepetals are a species of brilliantly emotional plant creatures. Theories speculate that they were created by the fey, or were created to control fey, or were made Shelyn as guardians of natural beauty. Whichever theory is correct, the original plan for these beautiful creatures has gone fantastically awry.
Physical Description: Merriepetals are delicate floral beings, possessing only the barest implications of humanoid form in their shape. In their movement, though, they are deeply human, walking and gesturing like ballet dancers. Because of this, despite their lack of true faces, Merriepetals are quite easy to read. Merriepetals resemble colorful halfling-sized flowers, with petite stems for legs and petals or leaves for torso and arms. The main bloom always comprises the head. The variety of flower can steeply vary, from thistles to roses to morning glories. Merriepetals are always surrounded by a thick, enticing, sweet smell that is always difficult to place. They usually weigh 15-25 pounds.
Society: Many merriepetals remain in the meadows and prairies of their birthplace, partaking in endless dances and revelries. Others like to venture out among humanoids, for merriepetals love to learn more about humanoids. Other merriepetals join darker circles, and seek to drag humanoids and fey into their revels willingly or no. Their spores make this disturbingly easy to do.
Relations: Merriepetals are fascinated by the lives of the "beasts", as they know all non-plant species. Although reproduction is a very dispassionate and passive process for the flower beings, romance is not, and romantic relationships between the lively merriepetals and humanoids are almost as common as those that stay entirely confined to the species. They deal most often with elves and gnomes as fellow nature-lovers, and tend to form especially close bonds with the latter—gnomes often live among merriepetals, and vice versa. Dwarves generally regard merriepetals as troublemakers. Half-elves and half-orcs who deal with merriepetals find themselves developing fan followings, for the creatures are enamored with the "romantic flair" of someone torn between two halves. Halflings and humans, on the other hand, are the most common targets of the less kindly merriepetals' "advances", and so tend to be superstitious uninformed about merriepetals' true nature.
Alignment and Religion: Merriepetals are melodramatic and expressive by nature, motivated more by id than superego, but have few strong moral tendencies one way or the other. They tend strongly towards chaotic alignments. They almost all worship Shelyn, though the evil merriepetals worship a decidedly different interpretation of the Goddess of Beauty and Love.
Adventurers: Merriepetals love grand journeys, particularly of the kind that allow them to meet many different people. As such, they are unlikely to dungeon delve alone, but would be drawn to matters of intrigue and mystery like moths to candlelight.
Tempestuous Plant: Merriepetals are Plant creatures of the (tempestuous) subtype. (10 RP)
Size: Merriepetals are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Merriepetals have a base speed of 30 feet. This is reduced to 15 feet if they are ever encumbered, however, whether it be by medium armor, heavy armor, or a medium or heavy load.
Partial Plant Immunities: Merriepetals are immune to paralysis, sleep effects, and stunning, but not poison or polymorph. However, they are treated as humanoids for the purposes of being targeted by mind-affecting effects. (-3 RP)
Plant Sufficiency: Merriepetals do not need to sleep, but can gain the benefits of rest as normal.
Performer: Merriepetals gain a +1 bonus on two Perform skills of their choice. (2 RP)
Hallucinogenic Spores: Merriepetals constantly release spores that contain powerful narcotic chemicals. Each round, any who begin their turn within five feet of the merriepetal must succeed at a Fortitude saving throw (DC 10 + 1/2 the merriepetal's character level + the merriepetal's Charisma modifier) or take 1d4 Wisdom damage. Those who make their saves by less than 5 are not aware of what they resisted, as the sweet-smelling spores can mask their influence. If this effect would reduce a subject's Wisdom below 1, they are instead charmed, as per the spell charm person, until their Wisdom is brought to at least 3. The merriepetal can choose to suppress this aura as a move action. This is a mind-affecting poison effect. (6 RP)
Frost Vulnerability: Merriepetals take a -2 penalty on Fortitude saves to avoid nonlethal damage from cold environments. They have vulnerability to cold. (-2 RP)
Languages: Merriepetals begin play speaking Common and Sylvan. Merriepetals with high Intelligence scores can choose from the following: Elven, Gnome, Gnome, Treant, and Orc.
|3 people marked this as a favorite.|
50. A psychic bucket of fish bait. (By myself. I even got myself!)
Not truly a race so much as a happy accident born from morbid curiosity, the Offal Buckets are the psychic remnants of a butchered Aboleth corpse housed within a simple bucket. Useless meat bits thrown into the container at some point during a dissection or involved invasive surgery, the potent mental imprint contained within the aboleth offal begins to seep outwards into their container, before finally achieving a strange new form of sentient life.
Physical Description The Offal Bucket is a being barely worth considering its own race, but really more of an anomaly born from the aboleth’s overwhelming desire to not die. The Offal Bucket is exactly as it sounds. It is a bucket containing the weirdly unfretted innards of an aboleth. It might be a mix of various organ bits and flesh, and recognizably alien in appearance. The bucket is a bucket.
Society The Offal Buckets have no society. Instead, they are single-mindedly driven to carry out the needs or desires of their former aboleth selves, instinctively knowing exactly what they wanted moments before being separated from its body. The Offal Bucket is usually obsessed with restoring itself with its body or restoring its aboleth progenitor. However, some lack this drive entirely, instead becoming their own individuals as best as a large quantity of meat contained within a bucket can act upon such desires for autonomy. Thankfully, it's existence as a psychic imprint has resulted in its ability to manipulate matter telekinetically, allowing it to move itself about, manipulate objects, and be involved despite the severe handicap of being a bucket of offal.
Relations Most races see these horrid cutoffs as an abomination. A clear example of the aboleths twisted conceptualization of life, and how their influence corrupts and warps even the most basic of objects into the stuff of nightmares. Others find them utterly ridiculous and barely worth recognizing as an independent entity from the weird machinations of the aboleths schemes. For a chum bucket, there are few friends to be found.
Alignment and Religion Offal Buckets are infused with the desires and wants of their aboleth progenitor, and in turn are usually extremely alien in their morality and understanding of other beings. They struggle to conceptualize basic emotions and empathy, and usually act without regard to other creatures in the pursuit of their goals. To a Offal Bucket, every other being is simply a means to an end. Or a very large meatsack. Therefore, most Offal Buckets are Evil, but a rare few are merely confused and lost in a world to which they can neither relate nor emphasis. The limitations of their form also prevent them from participating meaningfully with the world, through their psychic energy does provide some aid. These Offal Buckets are usually Neutral. Because of their connection to aboleths, very few offal buckets care for religious worship. Those few that do tend to worship gods that suit their goals or beliefs, but these are a rare few indeed.
Adventurers An Offal Bucket is often driven to adventure due to having literally nothing else they could possibly do. Adventurers are usually unusual and exceptional individuals, and the presence of a floating, talking bucket of aboleths cutoffs is, if anything, par the course for what normally accompanies an adventuring party.
+2 Intelligence, +2 Charisma The offal buckets carry the knowledge and the will of their aboleth progenitor.
Size Offal Buckets 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.
Base Speed Possessing no legs, an offal bucket has a land speed of 0. They cannot benefit from any enhancement to their base land speed, and any class feature that improves their land speed instead applies to the distance they can move themselves using basic telekinesis. They cannot crawl 5 feet as a full-round action, but are able to avoid attacks normally and do not suffer a penalty due to being unable to move unless an effect would normally do so, such as paralysis. Offal buckets are still intitled to a free move as part of a saving throw, such as successfully making a save against a pit spell.
Language Offal Bucket begins understanding Aklo. Offal Buckets with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Telepathy (Su) An offal bucket is able to telepathically communicate with any creature within 30 feet that it shares a language with. If the offal bucket has the wild empathy class feature or animal companion, it can communicate with that animal telepathically to give it orders.
Telekinetic Manipulation (Sp) A offal bucket has access to basic telekinesis, telekinetic finesse and telekinetic haul wild talents with an effective kineticist level equal to their total character level. You can use your basic telekinetic wild talent as a move action to move yourself up to 20 feet. You cannot otherwise move yourself with basic telekinesis any further than 20 feet per action.
Mind Bullet (Su) A offal bucket has the supernatural ability to launch a blast of psychic energy as either a ranged attack or melee attack. This attack deals 1d6 bludgeoning damage, and has a range increment of 30 feet. If this attack is a melee attack, it deals additional damage equal to the offal buckets Strength bonus. This attack is treated as a manufactured weapon for the purpose of spells and effects, and is considered to be wielded by the offal bucket for the purpose of attacks of opportunity and feats. This attack can be chosen for Weapon Focus and is considered part of the Thrown fighter weapon group. As a full-round action, an offal bucket can make as many mind bullet attacks as their BAB allows, as well as any attacks allowed by feats, such as Rapid Shot, if applicable.
Meat Bucket For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), offal buckets count as both aberrations and undead. Offal buckets gain a +4 racial bonus on all saving throws against ability damage causing effects, death effects, mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Offal buckets do not drink or eat.
It Has No Mouth and it Must Cast The offal bucket has no limbs and no mouth. The offal bucket casts all spells as psychic spells, though the offal bucket is not considered a psychic spellcaster unless it has levels in a class that is a normally a psychic spellcaster.
I couldn't possibly tell you the race points but I would think them abnormally high for a bucket of fish cutoffs. Frankly, it is difficult to really say. Despite giving them what is essentially Constructed, I kept out the immunity to fear and emotion effects to prevent them from being outright immune to any effect that would prevent them from casting. they would be...way too strong. So ah...use at your own discretion, GM's.
1d171 ⇒ 58
58. a commune of kender who have abolished all property laws (property is theft, we just borrow) and despise their elitist halfling neighbours gentrifying their town by evicting them
1d171 ⇒ 113
113. A race that can see ethereal creatures, and speak with dead.
Oh, how interesting! I'll get to work on this at once.
|3 people marked this as a favorite.|
Even psychopomps can make mistakes. Sometimes a soul waiting in Purgatory goes slightly astray at just the wrong time in just the wrong place. Sometimes a yamaraj that has spent too long away from Purgatory shows enough favoritism to give a soul a "second chance", even though this would result in their speedy destruction if ever discovered. And sometimes, a psychopomp's indiscretion goes even further than that.
Often inaccurately called "mistborn", the misborn are the descendants of souls have spent long periods of time in Purgatory, or even the more humanoid psychopomps. They are in effect a type of planetouched, though one that is exceptionally—and perhaps thankfully—rare. When they are found, they are often treated as psychics or mediums. It is uncommon that a misborn's true heritage is plain knowledge.
Physical Description: Misborns' appearances vary sharply. Some look almost identical to humans, but even they are invariably abnormally tall and spindly, looming like herons above the rest of their families. They generally stand at least six feet tall, and have been known to grow as high as eight. Common traits for misborns include white or sunken eyes, extremely desaturated skin and hair colors, unnatural marks on their skin (such as mask-like patterns), sooty feathers mixed in with their hair, abnormally long fingers, thin lips, and smelling of herbs, carrion, or embalming fluid.
Society: As misborns are rarely properly identified, they are rarely shunned for their heritage, but some communities will avoid them strictly for their supernatural abilities or appearance. Misborns tend to either be extremely social or extreme hermits—those descended from catrinas in particular tend to surround themselves with people, witnessing lives and deaths with a fascination not even they fully understand. Misborns are too uncommon to form their own societies, but always feel an unexplained kinship the rare times they encounter others of their kind. One misborn will feel heavy conflict in fighting another, even if they are on opposite sides.
Relations: Misborns tend to find themselves most at home among outcasts such as half-elves and half-orcs, but they almost always feel oddly out-of-place no matter who they're with. They generally see themselves as being of the same species as whatever family they were born to. Dwarves often have the easiest time interacting with misborns, mainly because they don't talk much, and some misborns find pleasant employ looking after dwarven tombs.
Alignment and Religion: Misborns, even the more social ones, tend not to associate themselves with movements or causes of any sort, and are almost always Neutral. They naturally feel close connections to Pharasma, but some are drawn to Desna or Urgathoa.
Adventurers: Adventure represents an opportunity to avoid large crowds and be close to death: Two things that appeal to many misborns. Misborns especially like the sort of dungeon delving that involves old tombs.
Native Outsider: Misborns are outsiders with the native subtype. (3 RP
Medium: Misborns are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Misborn have a base speed of 30 feet.
Darkvision: Misborns see in the dark for up to 60 feet.
Undead Fighter: Guided by a subconscious loathing, misborns gain a +1 racial bonus on attack rolls against undead. An undead's lifesense ability does not apply to misborns. (2 RP)
Spindly: Misborns' sticklike build gives them a +8 bonus on Acrobatics checks for high jumps. (2 RP)
Death Vulnerability: Misborns take a -2 penalty on saves against death effects. (-2 RP)
Ghostly Link: Misborns retain a certain connection to the boundaries between planes, and in particular to the Ethereal Plane. Misborns can see creatures on the Ethereal Plane, and in fact cannot even tell that they are not on the Material Plane. (3 RP)
Spell-Like Ability: Misborns can use speak with dead once per day as a spell-like ability. The caster level for this ability equals the misborn's class level. (3 RP)
Languages: Misborns begin play speaking Common . Tieflings with high intelligence scores can choose from the following: Abyssal, Celestial, Dwarven, Elven, Halfling, Infernal, and Orc.
|3 people marked this as a favorite.|
116. A entire race of people who are cursed to rise as (playable) undead upon their death. (Abandoned Arts)
You got it
These insectoid-like humanoids hail from the hotter climates of the world, typically from desert regions and places often considered uninhabitable for other species. The dermanites have adapted over generations to the harshness of their environment. This is largely thanks to their incredible physiology. The dermanites, upon death from physical trauma or organ failure, are able to continue to function in a near undead-like state.
Physical Description: Dermanites appear as a bipedal amalgamation of the qualities of scarab beetles and a humanoid limbs and trunk. They possess an exoskeleton across their entire body, and their oblong heads are perched upon a stalk like neck. Dermanites stand as tall as the average human, but are usually much bulker around their middles and their limbs are remarkably slender. Though their eyes are fixed and unable to rotate in their sockets like mammilion races, their positioning on the flanks of their head and and more advanced vision range allow them a greater degree of both colour vision but also peripheral vision than other races. Their exoskeleton allows for greater protection from attacks and from their natural environment, but is also glossy and regarded as quite colourful when illuminated in various ways.
Society: Dermanites are quite reclusive from the outside world, and tend to remain within their own communities in the desert. They are not hostile to outsiders, but do not seek active involvement in the outside world. Their society structure focuses heavily around communal support and co-operation for the survival of all. Their diety needs are remarkably small, and they are able to eat a wide range of foods, including meats and vegetables. Their biggest cultural element involves the ‘Dead-walk’, the state of being all Dermanites enter upon death. A Dead-walk is usually revered as having reached a higher state of being before finally passing over into the afterlife. They possess a strange extrasensory vision and perception of the world, and are said to interpret the signs of the spirit world, having already stepped over to their world in part. The Dead-walk are not predisposed towards evil as some undead are, but are simply spirits taking their time to leave their bodies. As such, the Dead-walk take their brief period of undeath to ensure their wishes in death are acknowledged, and that they are able to leave their friends and family in peace. Sometimes, Dermanites see this as a brief second opportunity for achieving some goal they had in life, and so pursue these goals as quickly as possible before their spirit finally leaves their body.
Relations: Their exclusiveness causes dermanites to have infrequent contact with outsiders from their communities, but those who leave their homes to the outside world are regarded as a strange curiosity. Humans see them in a variety of ways. Those that live in desert regions respect them for having truly mastered the elements, while those outside these regions regard them as quite misplaced or even terrifying for their ability to survive after death. Dwarves value their attuned vision and hardiness, and that they make wonderful workers that can match any dwarf, though are disappointed at their inability to consume alcohol safely.
Alignment and Religion: The Dermanites see themselves as closely tied to the workings of the afterlife, having been blessed with a state of unlife to be given a brief window of respite before finally passing over into the afterlife. Therefore, they see themselves as the mortal servants of Pharasma, and closely venerate her and are staunchly opposed to all other forms of unlife. While others would believe this hypocritical of the Dermanites, Pharasma provides power to even those who enter the state of the Dead-walk. Due to their religious connection, Dermanites are often quite Neutral.
Adventurers: Dermanite adventurers are rare and infrequent. If they ever do leave their communities, it is to become adventurers. They are often welcome among afventurers, but when a Dermanite enters the Dead-walk, this can present a somber and sad moment in others lives, particularly given that the Dermanite is far from their home. The Dead-walk will allow the Dermanite a period of time to remain with their companions before their time is up, and for the Dermanite, that is hopefully enough to find not only closure for themselves, but for their companions. A Dermanite who enters the Dead-walk alone and isolated is a sad event indeed, and often this process causes them to rise as a different form of undead, usually as a ghost or revenant, due to the weight of their emotional burden as they passed on. Hence why most Dermanites are reluctant to leave behind friends and family who would ensure a calm passing.
Dermanites are sturdy and understand themselves and the world around them with a keen perspective. However, their physical shape makes it difficult for dermanites to move swiftly.
Size Dermanites are Medium, and do not gain any bonus or penalty based on their size.
Type Dermanites are humanoids with the dermanite subtype.
Base Speed A dermanite has a base speed of 20 feet, but their speed is never modified by armour or encumbrance.
Languages A dermanite begins play speaking Common and Dermanite. A dermanite with high Intelligence scores can choose from the following; Celestial, Dwarven, Giant, Goblin, Ignan, Orc, Terran
Chitinous Plating Dermanites gain +1 natural armour and do not suffer the negative effects of extreme heat.
Death Affinity Dermanites gain a +2 bonus on saving throws against necromancy and death spells and spell-like abilities.
Dead-Walk When a dermanite is killed from negative hit point damage, it rises again in the Dead-walk state at full hit points, after recalculations from becoming an undead creature. This state causes their type to change to undead with the augmented humanoid subtype. The dermanite retains all class levels and bonuses from their class. The dermanite gains all undead traits, and loses their Constitution score, using their Charisma to calculate their hit points and Fortitude bonus. In addition, the dermanite gains +4 charisma, but takes a further -2 dexterity penalty while in the Dead-walk state. The dermanite retains their original alignment in this state. The Dead-walk state lasts 1 month. During this time, a dermanite cannot be destroyed from hit point damage, but each point below 0 requires 8 hours to recover without magical healing, and while their hit points are below 0, they are helpless. After 1 month, a dermanite begins to pass on, and must make a DC 20 Will saving throw every 24 hours. On a failure, the dermanite’s soul leaves its body and it is destroyed. This saving throw DC increases by 1 for each successful saving throw. While in the Dead-walk state, a dermanite can be raised from the dead using magic such as raise dead as normal. This ends the Dead-walk, restoring the dermanite to life and to their previous type, and they lose the bonuses and penalties from this feature to their ability scores.
Keen Senses A dermanite gains a +2 racial bonus to Perception checks.
|4 people marked this as a favorite.|
40. French fry, but with a knife (me again)
I had nothing for my other choice, so I went with another reroll.
Spindly and long-limbed, the chipperdirks are a race of humanoids who have mastered the use of knives. Their movements are quick and their precision keen, the chipperdirks are often seen as hardworking and honest, but otherwise self-reliant and stubborn people who live in amongst other societies and by their luck and wit. Not especially numerous, chipperdirks are found in many places in the world and among a variety of people, but it is their affinity for the knife that sets them apart.
Physical Description: The chipperdirks are often lanky and long-limbed, and closely resemble humans or elves. Their ears are split at their pointed tips, giving them the appearance of having four ears. Their hair ranges between corn yellow to deep maroon, and their skin usually ranges between soft browns and yellowish pigments. They are usually around 6 and a half feet tall. All chipperdirks are double-jointed, and are able to contort their bodies in remarkable ways that would be impossible for most humanoids without years of training.
Society: Chipperdirks often intergrate themselves into other humanoid societies, having no ‘society’ of their own, but to say they lack a culture is a bold understatement. Chipperdirk communities are usually large groupings of multiple families that have settled into a region or city, and by integrating into the local culture, they are able to better protect themselves and their kin. The chipperdirks encourage self-sufficiency and accomplishment by one's own hand, and are frequently mistrustful of authorities and institutions that would hold back their capacity to act upon resolving their own problems and disputes. The chipperdirks deal with their own problems, and generally measure fairness based on what each party has to gain and to lose, favouring whichever side is most negatively or positively affected by a situation to resolve their problem and finding common ground or balance wherever possible. Slighting them can result in retaliation. However, chipperdirks prefer resolutions which benefit both parties, and chipperdirks themselves remain honest and truthful at all times when dealing with others. A chipperdirk is reliable and honest on their side of any bargain or agreement, but a chipperdirk that is cheated will come for their debt and expect it to be paid in full, or they will take what they believe will cover what one cannot provide. Because of their culture, chipperdirks who come to violence only do so in extreme circumstances, but they are formidable fighters. Chipperdirks are taught how to fight with small blades and knifes, regarded as the most personal and direct weapon one could wield. The chipperdirks believe that if one must use any weapon, it must be an intimate affair, where they understand the gravity of having to use such a tool to take another’s life.
Relations: Chipperdirks are viewed in mixed ways among various races. Elves can find common ground on their beliefs in self-sufficiency and handling their problems themselves. The chipperdirks are possibly more level-headed than some elves when they are wronged, however, and elves believe they should be even more forward on taking what is theirs than they already are. Humans in some societies find chipperdirks disruptive and difficult to manage, usually due their imposing of their own cultural values on theirs, and expecting them to always work out. Some human communities find they have common ground with chipperdirks, and so they are frequently welcomed and even emulated and sought for advice in personal disputes. Dwarves regard them as utterly unagreeable, and both groups frequently clash on their own preconceptions of fairness. They are also both particularly stubborn on their stances, and so a chipperdirk and a dwarf can often come to heated words, and possibly blows. Halflings can find some connection with the chipperdirk way of life, and often their communities intergrate wherever they find themselves in a similar locale. Gnomes think chipperdirks might have a bit of the fey in them, but dislike their lack of spontaneity. Half-orcs and chipperdirks can sometimes find themselves in similar life circumstances, so often half-orcs find themselves not only welcomed by the chipperdirks but a place in their communities.
Alignment and Religion: Chipperdirks and their need for self-sufficiency and relying on unwritten rules and situational problem resolution causes them to lean being Chaotic. They are frequently fair and honest and care more about striking a balance in a situation that favours the most affected party. They are therefore usually good. However, those that are often vengeful and resentful are often Neutral. For these, Calistra is often a favoured god among some chipperdirks. The chipperdirks tend to enjoy more chaotic gods, but infrequently are chipperdirks pushed towards being Evil, and so most often chipperdirks venerate gods such as Calistra, Cayden Cailean and Desna.
Adventurers: Chipperdirks are often adventurers, their abilities favouring the life of exploration and danger. They are most often rogues, where they put their natural talents of knife combat to good use, and their sense of balance and fairness allow them to be fantastic negotiators. Their ability to contort their bodies also allow them to be incredible thieves, though this is an infrequent profession for chipperdirks, and usually they put these skills to use reclaiming their own belongings wrongfully taken.
-2 Strength, +2 Dexterity, +2 Charisma
Chipperdirks are strong negotiators and naturally flexible in remarkable ways, but lack much upper body strength.
Size Chipperdirks are Medium creatures. They gain no bonuses or take no penalties from their size.
Type Chipperdirks are humanoids with the chipperdirk subtype.
Base Speed Chipperdirks have a base land speed of 30 feet.
Languages Chipperdirks begin play speaking Common. Chipperdirkss with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Knife-Grip Chipperdirks are proficient with daggers, kerambit, kukri, punching daggers, starknives, and swordbreaker daggers. While a chipperdirk wields one of these weapons, they are treated as having Weapon Finesse while attacking with that weapon only.
Contortionist Chipperdirks gain a +2 racial bonus to Escape Artist checks. They are treated as 2 size categories smaller for fitting into a space that would normally require them to squeeze to enter. They cannot otherwise enter and remain within another creatures space with this feature.
Chips on the Table A chipperdirk has a small pool of luck they can spend on certain rolls. The chipperdirk has three chip points. When they make an Escape Artist check, an attack roll with one of the weapons listed in Knife-Grip, or a Reflex saving throw, they can spend one chip point to add 1d4 to the result. The intention to use this ability must be declared after the roll is made but before the result is revealed. When the chipperdirk’s total level reaches 11th, the dice roll increases to 2d4. These points refresh when a chipperdirk gets a full-nights rest.
I'm gonna make a racial feat for chipperdirks later, because I have an idea for one that I think works really well.
|4 people marked this as a favorite.|
130. The inner workings of your GM's mind (Me again)
Epochs are planetouched creatures tied integrally with the power of the Akashic Records, a demiplane within the Astral Plane that contains every moment in history within the multiverse. Epochs are usually the result of a child conceived between psychically connected parents who may or may not have accessed the Akashic Records, but more often an Epoch is born by pure happenstance. An epoch born can sometimes be regarded as the herald of some significant historical event, and the epoch themselves might be involved in this event in some way. Epochs have an intense understanding of not only the universe as it is, but seemingly of knowledge they should not otherwise possess. An epoch is also often psychically capable, and all epochs are capable of some measure of psychic power.
Physical Description An epoch appears much like their parent race, but with a few oddities. Their eyes might seem hollow and flowing with bands of energy, or their skin seems to shift with symbols or characters from numerous languages. Sometimes, an epoch might resemble the appearance of a historically significant member of their parent race, and might even share memories with that individual. Some epochs might phase between their appearance at various age categories, but are otherwise unhindered by this strange physical phenomenon.
Society Epochs are usually raised within their parent races society, but often epochs can seem quite unusual to others. In societies that are highly spiritual, academic or shamanistic, the epochs are valued as natural born seers and scholars. In other societies that devalue knowledge and suppress historical knowledge, the epochs pose an extraordinary threat to this censorship due to their ability to resurface historical knowledge lost to ages past or heavily scrubbed from the world's knowledge.
Relations Epochs find their place in society as well as they can. Between the humans and their epoch kin, they are viewed as holders of their greatest triumphs and their deepest tragedies, and are highly valued. To the elves, epochs can pose an insulting backhand to their long-lived nature and ability to recollect their past better than the elves themselves. Epoch elves are treated as venerated scholars of their vast history and collectors of their knowledge. The dwarves see epochs as the greatest assets to their historical book-keeping and integral to keeping the knowledge of their past available for all. Gnomes see epochs as dour and lacking imagination, more concern for how things are rather than what they could be or for the fantastical. Halflings are not particularly concerned with epochs, though they do tell interesting if not very dry stories.
Alignment and Religion The epochs are very frequently drawn towards naturalistic religions and nature-focused beliefs, and so often epochs are Neutral in alignment. They are neither pulled towards any alignment other than Neutral, and so gods that focus on the particulars of knowledge are frequently venerated by epochs. Nethys is a common favorite among religiously minded epochs, but epochs can also be infrequently involved in religion.
Adventurers The knowledge and power provided to them by the Akashic Record pulls epochs into the adventuring life. While they might possess great knowledge innately, the epochs are also driven to see and be involved in the events that take place in the world. Where adventurers go, often historically significant events or world-shaking incidents follow.
+2 Intelligence, +2 Wisdom, -2 Charisma
Epoch possess incredible understanding and knowledge directly tapped from the Akashic Records, but often their demeanor is dry and frank.
Size Epochs are Medium creatures, and thus gain no bonus or take no penalty due to their size.
Type Epochs are outsiders with the native subtype.
Base Speed Epochs have a base land speed of 30 feet.
Languages Epochs begin play speaking Common and one other language of their choice, (except secret languages, like Druidic). Epochs with high Intelligence scores can choose additional languages of their choice.
Astral Resistance Epochs gain a +2 bonus to saving throws against starvation and thirst, disease, age effects, poisons and curse effects.
Akashic Knowledge An epoch chooses two Knowledge skills. The epoch gains a +2 racial bonus on these Knowledge skills, and they can make these checks untrained. If they are trained, they gain a bonus on these checks equal to their total character level.
Spell-like Ability Epochs can use object reading once per day as a spell-like ability. The caster level for this ability equals the epoch’s class level.
Darkvision Epochs can see perfectly in the dark for up to 60 feet.
|4 people marked this as a favorite.|
52. A hipster who vapes (Me but I genuinely wanted to see what I could do with this)
Fumelungs are humanoids that constantly release smokey vapor from their mouths and from vent-like gills around their chest and arms. As such, fumelungs are constantly followed by a cloud of scentless opaque smoke that swirls unnaturally around their bodies as they move. Their blood, upon making contact with oxygen, instantly vapourizes, but while housed within their bodies, it remains a liquid. The constant spew of smoke is a result of the rapid oxidation their body performs, and so they must draw in copious amounts of oxygen at all times. This process is particularly magical, and so fumelungs are quite adept at utilizing fog based spells.
Physical Description Fumelungs resemble humans save for the constant smoke that lingers around their forms and the vents in their body. Their skin usually ranges between dark greys to obsidian, and their flesh can often be pitted with white formations of bone-like protrusions from which smoke can be filtered. Often, they tattoo their skin and make use of piercings, and body modification is a frequent form of beautification for fumelungs.
Society Fumelungs live within society, but often keep to particular groupings and parts of society that cater to more underground elements. Fumelungs are often focused on the pursuit of niche artistry and experimental art and musical pursuits. Heavily integrated into human societies, Fumelungs often simply live in human cities and localities and places that allow them to express their artistic needs. For the fumelung, art and music is their lifeblood, and finding one's own unique take on tried and true practices is a common goal among fumelungs. Veneration of older practices and even resurfacing old styles and techniques to readapt them into a contemporary scene is also frequently used by fumelungs. They will often purposely try to step outside fashion and artistic norms as a personal statement of their own uniqueness, and will often dress against typical local custom.
Relations Humans find fumelungs perplexing, particularly given that while wanting to emulate humans, they frequently lampoon them and parody them in strange ways. Some humans connect quite a bit with the fumelungs need to both find a place in the world and also make a loud enough statement to call themselves unique and stand out among the norm, and so adopt some of the fumelung practices. Half-elves and half-orcs both find a place among fumelungs, both equally feeling a bit out of place among humans but enjoy the concept of celebrating their own differences and uniqueness. Elves believe them quite enjoyable to both frequent with and emulate, and fumelungs equally enjoy the company of a people whose history stretches before humans became populous on the world and started crowding the land. Dwarves find their tendency to go against the grain to be infuriating but their acceptance of older traditional practices to be agreeable. Gnomes see them as actually much more boring than they think they are, and they don't really agree with their definition of seeking something new and different. Halflings think they are great at making coffee, their natural power over vapor also extending to power over steam.
Alignment and Religion The fumelung prevalence for change might push them to Chaotic if not for their need to also believe themselves rooted in some form of tradition. Therefore, most fumelings range within the Neutral spectrum. Often they venerate art gods, particularly Shelyn. Gozreh is also frequently venerated largely due to the fumelung’s connection to fog and smoke, and due to a desire to sometimes return to nature and be in tune with nature through non-impactful dietary practices and abstaining from products produced animal products where possible.
Adventurers Fumelungs need to be different from the norm, and since everyone thinks adventurers as exactly that, eventually a fumelung chooses to join an adventuring party or two. Fumelungs are often seen utilizing unorthodox methods for any given practice they might enter, and adventuring is certainly no different.
+2 Constitution, -2 Wisdom, +2 Charisma
The fumelungs unusual anatomy allows them a considerable amount of fortitude, and they are quite talented in a variety of arts and music, but are quite vain.
Size Fumelungs are Medium creatures, and thus gain no bonus or take no penalty due to their size.
Type Fumelungs are humanoids with the fumelung subtype
Base Speed Fumelungs have a base land speed of 30 feet.
Languages Fumelungs begin play speaking Common. Fumelungs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Fume Breath A fumelung has a breath weapon they can use once per day. This breath weapon is a standard action to use, and creates a fog cloud, as the spell, in a 30-foot cone. This effect lasts for 3 rounds before dispersing. At character level 10th, this effect becomes stinking cloud, with a DC of 10+the fumelung’s Constitution bonus+half their character level.
Fog Magic Fumelungs add +1 to the DC of any saving throws against spells that produce a fog, smog or smoke effect that they cast. This includes spells such as the smoke effect from pyrotechnics, or stinking cloud. Fumelungs are not otherwise hindered or negatively affected by any spells or spell-like abilities that they cast that produce these fog, smog or smoke, including the effects from their own Fume Breath feature. They are still hindered by natural fog, smog or smoke, and another fumelungs Fume Breath.
Skilled A fumelung gains a +2 racial bonus to two Craft, Profession or Perform skills of their choice.
|2 people marked this as a favorite.|
Has anybody else noticed this thread glitching and acting like Page 2 isn't the last page of the thread? Let's get to Page 3 so that stops happening.
The key minions were a race of slaves, created by a powerful mage to gather and retrieve, to spy and, occasionally, to fight. The mage mastered each one with the same willow wood key, forcing them to do as she willed even to the point of suicide. This was a duty they were often called upon to serve. The mage had many enemies—certain members of her family had terrorized communities of halflings for decades, and she herself had antagonized two other archmages with her cruel antics.
In time, heroes rose up to stop her, and she was slain by a druid and her little wolf. When this happened, the key was meant to be safely delivered to a witch who could carefully strip away the magics and return the key minions to their original, nonsentient state—unfortunately, their creation was too rooted in magical control to safely assign them true mental freedom, and it was deemed to be wrong to keep them as slaves.
But something went wrong. In transit, the key was misplaced, then, in the frantic search, accidentally destroyed. This caused a cataclysmic surge of mental energy to every key minion, nearly shattering their minds in the process. Too much of their mental state was based on the key. Without it, there was nothing to fill the void. Nothing but a strange sort of madness.
Physical Description: Minionkeys, as they have come to be called, look like a cross between capuchin monkeys and baboons, with blue skin and pale hair atop their heads. What distinguishes them from any normal species, however, are their massive feathery wings. They tend to dress eclectically, frequently wearing clothes stolen or scrounged. They stand about as tall as gnomes, but this is due to their compact, hunched stature—minionkeys tend to weigh upwards of 200 pounds, and their wingspans have grown as wide as eight feet. Minionkeys have rather short lifespans, and the oldest only live to about 50 years.
Society: Minionkeys tend to live in scattered clusters, splitting apart again when a group grows too large or a feud becomes too intense. They try to avoid conflict with just about everyone, including members of their own kind, and this makes it difficult for them to maintain cohesive units for long—minionkeys love pranking but hate being pranked, which tends to breed resentment. Above all, though, minionkeys mistrust magic-users, and will band together to drive magic-users out of their territory.
Relations: Minionkeys see elves as necessarily magical beings, and avoid them on principle (elves find this arrangement quite suitable, as they find minionkeys annoying and crude). Dwarves view minionkeys as pests in a very literal sense, and do their best to keep them from gumming things up—many dwarven superstitions conflate minionkeys with gremlins. Gnomes and minionkeys get along best, bonding over pranks and mutually strange mindsets, but minionkeys usually see gnomes more as fearsome, occasionally likeable monsters than friends because of the gnomes' magic. Halflings associate minionkeys with their old mistress, and minionkeys feel uncomfortable around them—many remember their bad treatment of the halflings in the "Simple Times". Humans have the most frequent dealings with minionkeys, sometimes employing them for jobs made easier by the minionkeys' flight.
Alignment/Religion: Minionkeys' minds are scattered and nonlinear, bouncing from time to time—interrupting a conversation about sleeping arrangements for the night to ramble about how they slept three years ago, or to explain what accommodations should be made after their death. This inability to focus on the here and now, and their aversion towards solid units, leads them to be almost universally chaotic. Minionkeys struggle with some guilt over how they behaved during the Simple Times, but this is generally overshadowed by bitter resentment over their servitude. Chaotic Evil minionkeys are rare, but Chaotic Good minionkeys are almost unheard of. Minionkeys have no strong religious beliefs, though many pay token homage to Cayden Cailean.
Adventurers: Were it not for their cowardice, minionkeys would make the perfect adventurers. As-is, they often do still take up the trade. Minionkeys tend to be rogues or swashbucklers, finding pride in this simple path.
Monstrous Humanoid: Minionkeys have the monstrous humanoid type. (3 RP)
Size: Minionkeys are Medium creatures and receive no bonuses or penalties due to their size.
Slow Speed: Minionkeys have a base speed of 20 feet. -1 RP
Flight: Minionkeys have a fly speed of 70 feet (poor). They take an additional -8 penalty on Fly checks made to hover or fly less than half their full movement every round. 9 RP
Scattered Mind: Minionkeys gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a minionkey fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the minionkey has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. A minionkey always knows when it has resisted such an effect. (2 RP)
Out of Time: Minionkeys take a -2 penalty on Initiative checks and Perception checks, as they are often too sluggish to catch up to the here-and-now in time to register important stimuli. However, they gain a +1 racial bonus to Armor Class during surprise rounds, as they can sometimes show great prescience even when "mostly" caught off-guard. -2 RP
Darkvision: Minionkeys gain darkvision out to 60 feet.
Languages: Minionkeys begin play speaking only Draconic. Minionkeys who have high Intelligence scores can choose any of the following bonus languages: Halfling, Common, Gnome, and Undercommon. -1 RP
Balance Notes: As flight is often a gamebreaking power at lower levels, I chose to make the minionkeys both mentally weak and very clumsy in flight. The former is intended to hamper a mage seeking to take advantage of the race, while the latter is intended to make the race inconvenient for archers who want to take advantage of their flight. Without major investment, that archer will have to wait until midlevels to really reliably hover, at which point flight is a lot less problematic.
|2 people marked this as a favorite.|
176. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
1d176 ⇒ 157
157. Naked mole rat people (not composed out of multiple naked mole rats, but wrinkled-ass blind humanoids with big teeth who don't cope well with high gravity and have an empathic connection with all their hive members)
Oh god not the horrific rodent people.
That said, I see an opportunity here...
The blesmolfolk are an industrious, if isolated, people. Their tunnel systems can span up to a hundred miles, but as they never open up to the surface, it is rare that they ever encounter outsiders. Despite the great size of their hives, only a small portion is ever occupied, and it is much more common for miners, or creatures from the Darklands, to encounter a blesmolfolk tunnel and never know who made it. Blesmolfolk have even been mistaken for kobolds, and are likely the source of the "rat dog" image some ascribe to the latter.
Adulthood: 20 years
Middle: 500 years
Old: 1,000 years
Venerable: 1,600 years
Max: 1,600 + 5d% years
Certainly, the blesmolfolk workers' love of traps does not help the confusion between them and kobolds. It's a different sort of love, though. While kobolds love traps as sadistic defense measures, the blesmolfolk workers find traps to be more an art form than anything. Blesmolfolk workers, male and female alike, are badly repressed by the structured eusocial society. Traps and puzzles are their one route of self-expression, and they express it very well. Many adventurers wonder who builds the needlessly elaborate traps in the dungeons they explore, or how a strange creature like the trapper, seemingly designed purely to kill adventurers, could ever evolve. Often, the answer lies in the bored mind of a blesmolfolk worker with too much time on their hands.
Physical Description: Blesmolkfolk workers share the massive, slightly prehensile incisors that sets their species apart, as well as the poor eyesight and folded pink skin. They are, however, much smaller than most blesmolfolk—the tallest blesmolfolk stand only about 3'5", and most are much shorter, as workers tend to develop bad posture. They weigh about 40 pounds. Their eyes are black and beady, their bodies round and plump. Blesmolfolk workers tend to wear brown robes to cover most of their bodies, as they are more likely than most castes to run into outsiders. Thanks to their slow metabolism, workers, like all blesmolfolk, can live as long as 2,000 years. Like most blesmolfolk, workers move and speak rather slowly.
Society: Blesmolfolk workers, whether sterile females or non-consort males, are at the very bottom of the social order, and they are made very aware of that. Workers spend most of their lives hard at work on behalf of the Queen and her consorts, and those who protest this are handled very harshly. An idle worker is an overpaid worker, and so the workers are always building, digging and designing—even when there is no need to. This accounts for the disproportionate size of the blesmolfolk hives. Besides, it often suits Queens' and consorts' egos to see the borders of their domains grow wider, even if nobody ever inhabits the tunnels made. Workers themselves have very tight bonds amongst their own caste, even developing their own rapidly-shifting cant so they can speak of the higher-ups without being overheard.
Relations: Along with warriors, blesmolfolk workers have the most frequent dealings with outsiders. That is still not saying much, though; a given worker is likely to encounter dwarves at least once every ten years. They live quite long, however. Workers get along very well with dwarves, and love to compare notes—and trade whatever they have on hand to get brewing tips, as workers are great admirers of the dwarven ales. Dwarves, for their part, usually have nothing but respect for the hard-working creatures, and value the highly detailed maps the blesmolfolk can provide.
Workers almost never encounter elves, humans, halflings, half-orcs or halflings, and members of those species rarely even know that blesmolfolk exist. Gnomes and halflings tend to try to persuade workers to escape, or rise up, and workers treat them very warmly—even though they rarely take their advice. Humans, elves and half-orcs are handled politely, but firmly, as potentially invasive forces. They are offered whatever assistance is needed, then instructed to leave.
Kobolds have a sort of love-hate relationship with workers. They often enjoy their company, as workers will accept the kobolds' abrasive, arrogant treatment without complaint, and their ugliness makes kobolds feel pretty good about themselves. Kobolds also like to compare each others' trapbuilding, usually deriding the workers' traps, then stealing their ideas. Despite their abusive attitudes, kobolds rarely give the workers any real trouble. They probably see themselves as the workers' only true friends in the world.
Alignment and Religion: Blesmolfolk workers are stalwart and friendly, and often put up with intolerable conditions simply out of a wish for regularity. They are usually lawful good. Workers geneerally have little patience for religion.
Adventurers: Workers who choose to leave their hives often become adventurers, using their experience with dungeon oddities to become valuable members of the team. Others simply choose to explore and exercise the freedom that has so long been denied them.
Blesmolfolk workers tend to become somewhat unorthodox rogues, sticking to the shadows to avoid harassment, or rangers.
Small: Blesmolfolk workers are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Blesmolfolk workers have a base speed of 20 feet. (-1 RP)
Burrow: Blesmolfolk workers have a burrow speed of 30 feet. (6 RP)
Small Eyes: Blesmolfolk workers can only see clearly out to 30 feet. Beyond there, all subjects gain Concealment. Blesmolfolks take a -4 penalty on sight-based Perception checks. (-5 RP)
Dungeon Diggers: Blesmolfolk workers gain a +2 bonus on Knowledge (engineering) and Knowledge (dungeoneering) checks. (4 RP)
Weapon Familiarity: Blesmolfolk workers are proficient with lantern staves, and treat lantern flails as martial weapons. (1 RP)
Pain Immunity: Blesmolfolk workers do not feel pain, and are immune to all pain-based effects. They are never knocked unconscious from nonlethal damage, though they can still begin to take lethal damage if their nonlethal damage is equal to their total maximum hit points. (3 RP)
Hold Breath: Blesmolfolk workers can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Languages: Blesmolfolk workers begin play knowing Blesmol, their racial language, and Worker's Cant, a language with many dialects spoken only by their caste. Workers with high Intelligence scores can also learn the following languages: Dwarven, Common, Gnome, Draconic, Undercommon, Terrain. (-1 RP)
Next up: Blesmolfolk Warriors!
|2 people marked this as a favorite.|
Just a hair above the workers and keenly aware of their insignificance, blesmolfolk warriors are frequently split between two factions: Those who seek better treatment for themselves and the workers, and those who abuse what little authority they have to mercilessly bully their inferiors. They are the defenders of the hives, fierce warriors who will fight to the death to protect their own.
Physical Description: Blesmolfolk warriors are much taller than workers, standing around 5'6''. They, too, tend to wear clothes, generally favoring bright colors—this is a matter of pretension as much as it is for diplomatic purposes when dealing with outsiders. Their pink skin is full of unsightly folds, and their eyes, like those of the workers, are black and beady. They are still round and plump, though slightly more muscular. Unlike other blesmolfolk, blesmolfolk warriors have relatively short lifespans due to their more energy-intensive work (use aging numbers for elves). Warriors are by far the most energetic of the castes, but they still speak slowly, mostly out of habit from dealing with other blesmolfolk.
Society: Warriors serve as the bodyguards and border watchers for the blesmolfolk, and spend a good deal of time with the workers as a result—time which they tend to resent, as they know it lessens their own status. Some do seek change, and they have slightly more leeway to do so, but they lack the workers' structured mindsets and tend not to work together as well as a result. As such, a rebellious warrior will quickly find themselves alone. Some warriors are potential queens, and these are often treated very warily by the reigning monarch.
Relations: Like workers, warriors have relatively frequent dealings with other races, especially dwarves and evil races like moorlocks and troglodytes. Because they are a caste guided to fight, however, dealings tend to be much more terse. Dwarves find blesmolfolk warriors to be terse and disrespectful, and halflings and gnomes, if they ever encounter blesmolfolk, tend to assume that warriors are the main caste oppressing workers—this is a simplification, of course.
Alignment and Religion: Also like workers, warriors are not especially religious. They have no strong tendencies towards order or cohesion, nor towards kindness or selfishness. Most warriors are true neutral.
Adventurers: Blesmolfolk warriors are by far the most likely to exit the hive, and often do well as hireswords. Others become mages or alchemists. Regardless, they almost invariably construct their own magic weaponry.
Medium: Blesmolfolk warriors are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Blesmolfolk warriors have a base speed of 30 feet.
Burrow: Blesmolfolk warriors have a burrow speed of 20 feet. (3 RP)
Small Eyes: Blesmolfolk warriors can only see clearly out to 30 feet. Beyond there, all subjects gain Concealment. Blesmolfolks take a -4 penalty on sight-based Perception checks. (-5 RP)
Weapon Familiarity: Blesmolfolk warriors are proficient with lantern staves and lantern flails. (1 RP)
Craftsfolk: Blesmolfolk warriors gain a +2 racial bonus on all Craft checks to create weapons from metal or stone. They are treated as proficient with any weapon they have personally crafted. (2 RP)
Master Craftsman: Blesmolfolk gain Master Craftsman as a bonus feat, even if they do not fulfill the requirements. (3 RP)
Pain Immunity: Blesmolfolk warriors do not feel pain, and are immune to all pain-based effects. They cannot be knocked unconscious from nonlethal damage, though they can still begin to take lethal damage if their nonlethal damage is equal to their total maximum hit points. (3 RP)
Hold Breath: Blesmolfolk warriors can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Languages: Blesmolfolk warriors begin play speaking only Blesmol. Warriors with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, Draconic, and Undercommon. (-1 RP)
Lantern Staff: The upper quarter of this quarterstaff is encased in a lantern-like enclosure of wire and glass. The lantern staff can be lit to shed light as a lantern (a lantern staff costs as much as either a bullseye lantern or a hooded lantern +30 gp, and sheds light accordingly). The lantern staff deals damage equivalent to a quarterstaff. Whenever the wielder rolls a critical hit, they can choose to attempt to set the target ablaze. The target must make a Reflex save, DC 15 (DC 20 for a masterwork lantern staff) or be set on fire, taking 1d6 fire damage per round. This reduces the lantern staff to an ordinary quarterstaff until it is repaired (requiring access to a forge, 15 gp of materials, and a DC 15 Craft (glassblowing) check).
Lantern Flail: This flail bears three glass spheres filled with oil-soaked rags in addition to its normal spiked metal ones. It deals damage equivalent to a heavy flail, and costs 45 gp. Each of these spheres costs 10 gp on its own. A sphere sheds light as a hooded lantern for 6 hours on one pint of oil. Whenever the wielder rolls a critical hit while at least one sphere is burning, they can choose to attempt to set the target ablaze. The target must make a Reflex save, DC 15 (DC 20 for a masterwork lantern flail) or be set on fire, taking 1d6 fire damage per round. This destroys the sphere.
Next up: Blesmolfolk consorts!
|Gark the Goblin|
|2 people marked this as a favorite.|
1d175 ⇒ 129
129. The bourgeois.
As long as there have been cities, villages, and castles, there have been townies. These fey beings arise spontaneously when large groups of humanoids gather, springing fully-formed from the desires of the working class and immediately seeking to accumulate power and wealth.
Physical Description: Townies appear as members of the dominant species and ethnicity of the place they arose in, whether that is a drow noble in Blackstrand, a Chelish human in Eleder, or a lashunta in Qabarat. They can slowly mold their forms to take on the appearances of other races, but as this process often gives them a disconcerting aspect, they typically stick to one form. Townies range in weight from 25 to 500 pounds, and can be anywhere from 30 inches to 7 feet in height.
Society: A townie typically integrates rapidly into the humanoid society in which it was birthed. Using their powers to modify memories and their instinctual charm, townies quickly install themselves in positions of power, becoming business owners, burgomasters, esteemed professors, and even sheriffs and militia leaders. Because of its relative rarity - there are only a handful of townies per thousand normal residents - and its skill at evading detection, a given townie may never know another of its kind exists. Those townies who do discover each other, however, can work together to run entire countries.
Relations: Townies regard "savage" nonhumanoids like terpetis and minionkeys with suspicion, seeing them as potential threats to their power. They appreciate and often form unexplained bonds with individualistic peoples like elves, half-elves, and epochs, which they see as close to their own family-less experiences even if they are dangerously unpredictable. As spindlav are industrious and civilized, townies tolerate their alien mindsets. Fumelungs are also respected for their artistic skill, and many townies make a point of patronaging these creatures.
Alignment and Religion: Townies are amoral, having no interest in doing any kindness that does not also benefit themselves. They have no special love for an order greater than themselves, but they are not disposed to hasty actions. Most townies are neutral evil. Their favored deities are Norgorber, Asmodeus, and Abadar.
Adventurers: Townies are rarely adventurers, but some see a wandering life as the easiest way to quickly accumulate wealth. Townies whose schemes collapse may turn to adventuring until they can establish themselves in a new population center. The majority of townie adventurers are vigilantes, but they may also be occultists or rogues.
Fey (2 RP): Townies have the fey type. They are born of humanoids' desires for control over their lives, and are composed of leftover soul energy coalesced at the borders of the Material Plane and the First World.
Medium (0 RP): Townies are Medium size, and have no bonuses or penalties due to their size. Note: A townie can be born in the form of a Small race. In this case, it gains a +1 size bonus to its AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Once a townie uses its mold form ability to assume the form of a new race, its base size changes to the base size of that race.
Low-light vision: Townies can see twice as far as a race with normal vision in conditions of dim light.
Mold Form (3 RP) (Ex): Townies can regrow and reshape their bodies simply by holding a desire to do so at the back of their minds. With a process taking 1 week, a townie can change to look like any humanoid creature of Small or Medium size, as the spell alter self but permanent. During the 1-week period of transformation, a townie takes a -2 penalty on all Charisma-based checks due to its disconcerting, slightly molten appearance. It is still recognizable as its original self until the week is over, though it may use the Disguise skill to appear as another creature.
At character creation, you choose the race your townie initially resembles. If this is a Medium race, you gain a +2 size bonus to Strength. If it is a Small race, you gain a +2 size bonus to Dexterity. These bonuses are replaced when you transform to another race - if you start out resembling a halfling and then transform into an elf, you lose your +2 size bonus to Dexterity and gain a +2 size bonus to Strength.
Modify Memory (4 RP) (Sp): Once per day, a townie may modify a short section of someone else's memories. This works as the spell modify memory, but only affects humanoid creatures. A townie uses her character level as her caster level, and the save DC is Charisma-based.
Integrated (1 RP): Townies gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Weapon Familiarity (1 RP): Choose one simple or martial weapon in which a humanoid race is automatically proficient (e.g. battleaxes, an automatic proficiency for dwarves). You are proficient with this weapon.
Languages (1 RP): Townies start play speaking Common. Townies with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
|3 people marked this as a favorite.|
145. People that are DUNGEONPROOOOOOF! HAHAHAHAHAHAHAHAHAHAAHAHA!!!
The darings are a species of humanoids with the head of a songbird and with sleeves of wing feathers along their arms. The darings may have been capable of flight at one point, but they have since lost the ability and are only able to glide. Darings are known for their bravery in the face of danger, and incredible knack for finding it. The darings are drawn to wild and hostile environments as a test of their abilities, and the greatest art of all darings is Dungeon Running, or entering, looting and then escaping the trap-filled haunts of monsters and ancient civilizations.
Physical Description Darings have heads that resemble songbirds, and downy feathers that cover their entire body. Their arms and legs terminate into claw-like hands and feet, but their arms have long sleeves of wing feathers. Darings are able to billow these ‘wings’ like a cape, and gently float through the air. This ability allows them to more easily maneuver over precarious drops and survive pit traps. Darings are not much taller than a human, but are usually more thin than one, standing on average about 5'2.
Society Darings are largely found in either communities that have located themselves close to dungeons or dangerous locations from which they can easily attempt dangerous runs inside. Within their culture, a daring is regarded as having achieved adulthood once they have taken something of value from a dungeon or ancient ruin and presented proof of their accomplishment to their community. This process is also what keeps many of their communities financially afloat, as dungeons usually hold numerous treasures within that can keep a town affluencial for years, if not decades.
Relations Darings are seen as reckless and foolish by many other races, particularly elves, who view their need to constantly throw themselves into danger a sure sign that their race will not live long. Humans can appreciate their high-octane living, but would rather they keep out of ancient human ruins that have historical significance to them. Dwarves are especially hesitant to praise darings, though find them handy for hazardous exploration into unexplored underground territory. Halflings find that darings make remarkable thieves, but believe themselves still far better at dungeon running, mostly through lower casualty rates.
Alignment and Religion Darings are drawn to adventure and danger, and so are almost always Chaotic, though some older darings have long since put aside their dungeon running days, and so usually tend towards Neutral or Lawful alignments. Desna is a regular favorite among the darings, her aspects of travel and luck fundamental to the daring way of life. As a result, most darings are Good aligned. Evil aligned darings tend to worship demons, believing that their power and might can help guide them through their journeys underground, and garner favor with many underground squatters and denizens, which helps to make their plundering easier. Pazuzu, and his connection with their avian form, is the most common demon lord.
Adventurers It goes without saying that a daring is an adventurer. All darings enter the adventuring life at some point or another, even if it is a brief and horrifying experience that turns them away forever. Due to their history of dungeon-delving, they are invaluable to any party seeking a skilled and capable thief.
+2 Dexterity, -2 Intelligence, +2 Wisdom 1rp
While somewhat birdbrained, darings have incredible reflexes and perception.
Size Darings are Medium size, and have no bonuses or penalties due to their size.
Type Darings are humanoids with the daring subtype.
Base Speed Darings have a base land speed of 30 feet.
Languages Darings begin play speaking Auran and Common. Darings with high Intelligence scores can choose from the following: Abyssal, Aklo, Celestial, Dwarven, Elven, Gnome and Halfling.
Gliding Wings Darings can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. 3rp
Dungeon Sense Darings gain a +2 to Perception checks against traps and hazardous environments. They also gain an additional +1 to Reflex saving throws against traps if they have the trap sense or danger sense class feature. 2-3rp
Dungeon Running Whenever the daring moves more than 5 feet on their turn, it gains a +2 dodge bonus to their AC. If they have the uncanny dodge class feature, this bonus doubles against attacks during a surprise round, against invisible creatures, and against traps that they have not detected. 4-6rp
Talented Darings always treat Acrobatics, Appraise and Disable Device as class skills. If they already have these skills as class skills, then they must choose one of these skills to gain the skill unlocks for that class at the appropriate ranks for that skill. 2rp
Dungeon-proof enough without being over the top.
136. Peasants who can only take levels in Commoner, but gain incredible powers at later levels.
THIS IS STUPID
CONSIDER THIS HALF A RACE
This is, in reality, a normal member of any other humanoid race that has absolutely no reason to ever join an adventuring party. Ambitious, but foolhardy, the filthy peasants of the world unite to fight against horrible evils, deadly foes, and delve into secrets humanity was never supposed to see.
Unfortunately, they are utterly useless.
Parent Race Filthy Peasants choose any other available race. They gain the racial abilities and ability score adjustments of that race, and are treated as a member of that race, but also gain the filthy peasant subtype. The filthy peasant subtype prevents a race from gaining levels in any class other than Commoner, but gain a d10 hit dice and treat Fortitude as a good save instead of the normal statistics of the Commoner class. They also gain full BAB progress.
Epic Potential At 20th level, a filthy peasant gains incredible and unexpected power. The filthy peasant can choose two states, Epiphany or Apotheosis.
Epiphany The filthy peasant gains the spellcasting progression of a wizard equal to their commoner level, and use any mental stat of their choice for their spellcasting. They gain spells known as a sorcerer equal to their commoner level, and cast their spells spontaneously, like a sorcerer. They can choose to use spells from either the wizard/sorcerer spell-list or the cleric/oracle spell-list, but once this choice is made, it cannot be changed. In addition, they also gain 2 metamagic feats of their choice.
Apotheosis The filthy peasant gains the smite evil class feature, using their levels in commoner to determine their bonus, and using any physical stat in place of Charisma for the feature. In addition, they gain 5 combat feats of their choice.
You tell me what their RP is.
|2 people marked this as a favorite.|
Second only to the Queen—and his fellow consorts—in power, the consort occupies a truly privileged position in blesmolfolk society. Consorts bear all of their Queen's power and none of the responsibility, and they let the "lesser castes" know it.
Physical Description: Consorts are almost identical to warriors, standing around 5'6''. They generally go naked, however, only wearing loincloths—clothing is not a blesmolfolk custom, and is often seen as a mark of lower status. They have wrinkly pink skin and beady red eyes. Their round, plump bodies are weak and sluggish, and blesmolfolk consorts speak with slow drawls. Thanks to their slow metabolism, consorts, like most blesmolfolk, can live as long as 2,000 years.
Society: Consorts love to abuse their power, ordering warriors and workers to carve immense statues and monuments to their greatness—and the greatness of their Queen, of course. They are fiercely loyal to the breeding female, mainly because she is the source of their social rank, and without them, they're no better than dirty warriors. Those consorts who are willing (or forced) to contribute to society tend to occupy managerial positions, such as clergymen or magistrates. Consorts make up a fairly small minority of a hive, rarely accounting for more than 5% of the population.
Relations: Consorts see association with outsiders as a "lower-caste duty", and avoid it on principle. They treat smaller races like servants, and taller races, like half-orcs and elves, like the closest thing it gets to a equal. Dwarves see them as foppish and vain. Elves, sharing the consorts' chaotic mindsets, find them to be decent friends for a one-night outing, but rather unsuited for long-term friendships due to their selfishness.
Alignment and Religion: Consorts are self-interested and chafe under restrictions, believing that rules are made to suit them. Most blesmolfolk consorts are chaotic neutral. Consorts are positively religious about their Queen, and rarely have time for other gods—save the Great Matriarch.
Adventurers: It is worth remembering, with regards to consorts and queens, that some blesmolfolk hives are very small. Some contain fewer than twenty members. As such, it is not uncommon for a blesmolfolk consort to simply find himself without a hive after a run-in with some monsters. Others leave after falling out of favor with their Queen. Consorts like to become clerics or sorcerers, favoring adventuring jobs with minimal risk and work.
Medium: Blesmolfolk consorts are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Blesmolfolk consorts have a base speed of 20 feet. (-1 RP)
Burrow: Blesmolfolk consorts have a burrow speed of 20 feet. (3 RP)
Small Eyes: Blesmolfolk consorts can only see clearly out to 30 feet. Beyond there, all subjects gain Concealment. Blesmolfolk take a -4 penalty on sight-based Perception checks. (-5 RP)
Weapon Familiarity: Blesmolfolk consorts are proficient with lantern staves, and treat lantern flails as martial weapons. (1 RP)
Focused Study: At 1st, 8th, and 16th level, blesmolfolk consorts gain Skill Focus in a skill of their choice as a bonus feat. (4 RP)
Silver Tongued: Blesmolfolk consorts gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. (3 RP)
Pain Immunity: Blesmolfolk consorts do not feel pain, and are immune to all pain-based effects. They cannot be knocked unconscious from nonlethal damage, though they can still begin to take lethal damage if their nonlethal damage is equal to their total maximum hit points. (3 RP)
Hold Breath: Blesmolfolk consorts can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Languages: Blesmolfolk consorts begin play speaking only Blesmol. Consorts with high Intelligence scores can choose from the following: Common, Elven, Dwarven, Draconic, and Undercommon. (-1 RP)
And next up tomorrow, on the last day: Blesmolfolk queens!
|2 people marked this as a favorite.|
97. What about a human (or other humanoid) offshoot bioengineered as a high-speed, high-G pilot. Kinda like a Starfinder version of Graham.
Australia’s national icon
Oddly-shaped beings from another world. The Grayhiem are horrifically similar to humans, and are believed some off-shoot of the human race. What this means for humans and their presence on other worlds can only be speculated upon, but undoubtedly the Greyhiem are either an evolution to accountant for some other kind of world conditions, or they are the creation of some kind of mad scientist on a distant world.
Physical Description Greyhiem are almost round-like in their body structure. While possessing some of the physical characteristics of humans, their skulls are concave into their own skulls, and their heads possess absolutely no neck. Their torsos possess bag-like swellings that serve as anatomical cushions. Their limbs seem designed for more impacts of heavy speeds, as is the rest of their body.
Society Greyhiems are almost unheard of in some parts of the world. They appear among populations, and reveal absolutely nothing of their own origins or where they had come from. Most greyhiems seem obsessed with finding some kind of magical artifact or object, of which are never the same, and talk of subjects nobody has much understanding. They appear to eventually make their way to Numeria in time, seeking the technology and expertise found within.
Relations Greyhiems frighten humans on a fundamental level, and most are chased out of their towns and cities as quickly as possible. Half-orcs find them slightly relatable, to both the subject of a degree of prejudice, but even they think that greyhiem are definitely the product of twisting human nature. Most all other races are simply made deeply uncomfortable by greyhiem.
Alignment and Religion Nobody seems to know who or what the greyhiem worship. They speak frequently of some kind of holy being that guides them, but the nature and origin of this being is indiscernable. Greyhiem are largely Lawful Neutral, and seem particularly focused on protection measures and safety. Those greyhiem who have come to adopt Golarion gods frequently put their faith in Abadar, who they believe may even hold some of the secrets they seek to recover.
Adventurers Greyhiem are only ever encountered as adventurers. But few ever want to spend much time around a greyhiem. They are, however, seemingly quite talented in unexpected ways, and possessing abilities that astound and horrify.
+4 Constitution, +2 Intelligence, -6 Charisma
Greyhiems are well-made and seemingly possessing intelligence beyond even a human, but are horrifyingly ugly.
Size Greyhiem are Medium creatures, and thus gain no bonus or take no penalty due to their size.
Type Greyhiem are humanoids with the grehiem and human subtype.
Base Speed Greyhiem have a base land speed of 30 feet.
Languages Greyhiem begin play speaking Greyhiem. Greyhiem with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Collision-Proof Greyhiem have damage reduction equal to half their character level. This damage reduction only applies to bludgeoning damage. In addition, greyhiem ignore 10 feet of a fall for calculating damage.
Gravity Resistant Greyhiem are quite resistant to gravity effects. They have a +2 bonus on saving throws against gravity-based effects, and are not negatively affected by high gravity environments.
Technological Understanding Greyhiem are extremely familiar with technology. They gain a +2 bonus on all associated checks for identifying, constructing and repairing technology.
Horrifying Presence Greyhiem unsettle humanoids on a fundamental level. Greyhiem gain a +4 racial bonus on Intimidate checks against humanoids and monstrous humanoids, but take a -4 penalty on Diplomacy checks with these same creatures so long as these creatures can perceive the greyhiem’s form.
Need for Flight At every level that they can, a greyhiem must put ranks into Fly until their ranks equal their character level, if possible. They do not need to have access to any form of flight to be able tobout ranks into Flight.
|2 people marked this as a favorite.|
Above all the rest, to every hive there is a Queen. A blesmolfolk queen might rule over a thousand of her lesser kindred or a mere twelve, but to her own hive, her position remains close to deification. The Queen is the hive's mother, its ruler, and, on the almost-unheard-of occasion when true diplomacy is needed, its representative to other peoples.
Physical Description: Blesmolfolk queens are massive and bloated, often standing nearly ten feet tall and weighing upwards of a thousand pounds. Their skin is pink and wrinkled, and they often go unclad when possible. Unlike other blesmolfolk, a queen's eyes have no constant coloration, though red, black and green are most common. Queens share the massive, slightly prehensile incisors that sets their species apart, and thanks to their slow metabolism, queens can live as long as 2,000 years. Like most blesmolfolk, queens move and speak with painstaking slowness. Their bulk sometimes leads to their backs becoming weaker as the years go by, and so many queens lean upon staves.
Society: Although the Queen's technical duties are simple reproduction, and they are expected to allow the consorts to handle the actual ruling, it is rare that this suits either side. The Queens thus serve as the arbiters of blesmolfolk law, managing their hives to a microscopic level. Queens tend to treat consorts as being rather disposable, and watch warriors closely—some warriors are potential queens, and these are, in a best-case-scenario, kept under heavy surveillance at all times. They get along well with workers, the few times they interact, and it is generally out of respect for their Queen that blesmolfolk workers obey the whims of consorts and workers.
This said, there is a darker side to the Queen's role. Many queens, particularly of larger hives, are heavily restricted in their options, forbidden from ever leaving the hive—or even their bedchambers. When consorts seek to treat the Queen as a puppet, it frequently leads to the truly decadent societies, ridden by corruption and intrigue. Alternatively, it can result in outright civil war: Queen and workers against consorts, with the warrior caste generally either splitting amongst themselves or deciding the outcome with their favor.
No blesmolfolk queens are born as queens—they start out as warriors, before the death or departure of the previous queen launches one lucky female warrior into power. However, this process almost always selects a newborn warrior, with the exception of coups and such things, and queens who have been raised as warriors are exceptionally rare.
Relations: Queens have virtually no interaction with other races, but those who leave their hives, or who are forced to deal diplomatically with outsiders, tend to get along equally well with all lawful-inclined races. They respect discipline and tradition above all else, and so a duergar, a hobgoblin and a dwarf will inspire roughly equal regard from an average blesmolfolk queen.
Elves and gnomes are regarded as very wild by the queens, who see them as little better than their flighty consorts, and halflings are expected to show or feign respect: Those that do are paid very little mind, but those that don't are seen as insubordinate, a grave offense in a queen's eyes. Humans are seen as a difficult quantity to calculate, and so most queens look for a simple motivation to ascribe all humans, such as "gold" or "land". It makes things easier in their minds.
Alignment and Religion: Blesmolfolk queens have painfully rigid, traditionalist views. They always seek what is best for their hives, but see their methods as being utterly superior. Most blesmolfolk queens are lawful neutral, and the rest are usually lawful good—evil queens and nonlawful queens are equally rare. Blesmolfolk queens honor the Great Matriarch, a Lawful Neutral goddess of birth and wisdom. To contrast, the mindset of a queen who spent her early life as a warrior tends to closely match that of other warriors, leading to rather dysfunctional hives.
Adventurers: A blesmolfolk queen abroad has either been driven out by a rival queen or lost her hive to some calamity. They tend to struggle with this role reversal, and tend to embrace party roles that allow them to manage the battlefield. As such, most blesmolfolk queens who adventure are bards or summoners.
Large: Blesmolfolk queens are Large creatures and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A blesmolfolk queen takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)
Slothful Speed: Blesmolfolk queens have a base speed of 15 feet. (-1 RP)
Burrow: Blesmolfolk queens have a burrow speed of 10 feet. (3 RP)
Natural Armor: Blesmolfolk queens' blubbery skin grants them a +3 natural armor bonus to their Armor Class. (5 RP)
Stubborn: Blesmolfolk queens gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a queen fails such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If they have a similar ability from another source (such as a rogue's slippery mind class feature), they can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. (2 RP)
Small Eyes: Blesmolfolk queens can only see clearly out to 30 feet. Beyond there, all subjects gain Concealment. Blesmolfolk take a -4 penalty on sight-based Perception checks. (-5 RP)
Pain Immunity: Blesmolfolk queens do not feel pain, and are immune to all pain-based effects. They cannot be knocked unconscious from nonlethal damage, though they can still begin to take lethal damage if their nonlethal damage is equal to their total maximum hit points. (3 RP)
Hold Breath: Blesmolfolk queens can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Languages: Blesmolfolk queens begin play speaking only Blesmol. Queens with high Intelligence scores can choose from the following: Common, Elven, Dwarven, Draconic, and Undercommon.
As a correction: I have been mistakenly assuming that Xenophobic costs -1 Race Points. In reality, it is only 0. As such, some corrections:
Blesmolfolk consorts are 9 RP.
Blesmolfolk warriors are 10 RP.
Blesmolfolk workers are 11 RP.
Minionkeys are 12 RP.
Bunnytaurs are 11 RP (phew, finally broke the pattern).
28.5 out of 31! 2.5 left, guys!
|2 people marked this as a favorite.|
Let's get seasonal!
177a. Jack-o-lantern people.
177b. Or a race inspired by the Jack-of-the-Lantern story.
178. Spooky scary skeletons.
179. Actual monster mash given sentience.
Alright, GTW ditched my "parasite" prompt, so I'll pick up her slack.
A parasitic relationship is a complicated thing on an emotional level. When it is on a physical level, it can quickly scuttle over the basic boundaries of morality. The travelers are a race inextricably linked to their hosts right up until the day their hosts die, at which point they simply jump off and scurry to the next.
Travelers claim to be fleeing a "Deep Ill" that banished them from the "Peaceful Flow". It is believed that they are the survivors of some ancient conflict with aboleths, in which their ability to breathe both air and water was somehow stripped from them, but they have repressed such memories far beyond recollection.
Physical Description: An unbound traveler closely resembles a cat crossed with a grub—a slender, fuzzy, many-legged creature that weighs about 12 pounds on average. Travelers' lungs are too weak to keep them alive for long, though. At least alone. A traveler attaches to a host by burrowing into a humanoid's back, melding with the creature's skin in a brutal and horrific process until it might as well be another organ. They then seize control of the host's nerves. A traveler's host quickly develops a glowing green film over their eyes. Traveler hosts live for only about a year, but a traveler parasite can live to be a hundred.
Society: Travelers seem to avoid each other on principle, perhaps to avoid attracting attention. They try to blend as well as they can into societies, often forming close relationships with humanoids who never know their true nature. Travelers are, in fact, usually highly productive members of society, though they do their best to avoid publicity.
Relations: Most races regard travelers as dangerous monsters, no better than intellect devourers or other "body riders". The arcane-minded elves understand travelers slightly better than most, but they tend to still conclude that the only good traveler is a dead traveler. Those gnomes and half-orcs who know the nature of a traveler are slightly more likely to show mercy, as they know what it is like to be seen as, respectively, an exile or a monster. Gillmen attack travelers on sight, and offal buckets are capable of detecting a traveler's presence instinctively—and instinctively view travelers negatively.
Alignment and Religion: The plight of the travelers is an unhappy one. In order to survive, a traveler must necessarily subjugate the will and body of a sentient creature, and so there are virtually no non-evil travelers. This does not mean that a traveler cannot do great good, nor that travelers feel no remorse for their acts—only that any traveler who is still alive has consented, to some degree, to subjecting another person to a slow, lingering death. Many become very dedicated donors to churches and charities, deciding that they can "pay back" their ill deeds, but religion among travelers is oddly rare.
Adventurers: Travelers who become adventurers often do so out of a sense of guilt, or as a way to avoid the prying eyes of the "Deep Ill" by traveling with a heavily-armed band.
Aberration: Travelers are aberrations. (3 RP)
Medium: Travelers (in a host) are Medium and have no bonuses or penalties related to their size.
Tiny: Travelers are Tiny size. They gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Travelers take up a space of 2-1/2 feet by 2-1/2 feet, so up to four can fit into a single square. They have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. They do not threaten the squares around them. Travelers typically cannot flank an enemy. Use of reach weapons is one way to get around these restrictions. (4 RP)
Darkvision: Travelers can see in the dark up to 60 feet.
Rebellious Host: A traveler has almost completely replaced its host's mind, but there is always a small subconscious hint of what once was that occasionally fights back. Each time the traveler takes damage, there is a 10% chance that it is confused for 1 round, with no save. Once the traveler has been confused in this way, the host is quelled for the rest of the day. (-1 RP)
Amphibious: A traveler is amphibious and can breathe both air and water. (2 RP)
Water Child: A traveler gains a +4 racial bonus on Swim checks, and can always take 10 while swimming. (4 RP)
Flee Host: As a full-round action, the traveler parasite—a Tiny creature—can climb bloodily out of its host's back just as it came in. If there are others observing it, it can attempt a Stealth check to conceal its departure. The host remains active for 1 round, attacking the nearest creature, then collapses, dead. The host has the statistics of the base traveler character, but with the Zombie template applied. The traveler parasite's statistics are modified as follows: (6 RP)
Languages: A traveler begins play speaking Common and Aklo. Travelers with high Intelligence scores can choose from the following: Aquan, Aboleth, Undercommon, Dwarven, Elven, and Orc.