PaRaProMo 2017 - 1,001 PC Race Ideas


Homebrew and House Rules

51 to 100 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1 person marked this as a favorite.

Sorry if my initial post came off as confrontational/critical. I just wondered what itches/ideas you had that xills weren't scratching.

Kobold Cleaver wrote:

Gark didn't clarify here, but he did mention this idea to me, so I'll give the impression I got.

First, and obviously, xill aren't playable. They're also evil and have a lot of Ethereal baggage.

Second, xill pretty much "impregnate" just about anything alive. Tarantula hawks have a very specific type of target.

Third, Gark specifically mentioned to me a race dependent on the parasitism of a "Gargantuan-sized creature". Maybe these are "dragon hawks", let's say.

Would they stick to nonsentient arachnids, or would they also parasitise the various spiderfolk too? I wonder how to mechanically emphasize their particularly painful sting in a PC race without being overpowered (or shooting too low and being underpowered).

---

I had an idea for psychically-/psionically-inclined race that found that their offspring had improved viability if they spent some development time parasitically attached to (voluntary) human(oid) hosts. While attached, they and the host might exchange some genetic material, granting the host a minor mechanical benefit (say a character trait's worth), in addition to the gratitude of the baby's parents.


He never stated a specific host, exactly, so...


1 person marked this as a favorite.

253. A humanoid plant race related to the common figs. In late adulthood, it puts down roots in a chosen location and metamorphosizes to its final Large immobile form. It begins emitting alraune-like aromas to attract humans, using them in place of wasps to crawl inside the oversized fruit, pollinating it and thus spawning the next generation.

Liberty's Edge

Xill don't look like tarantula hawks. I was actually thinking along the lines of, a race that more closely resembles t-hawks not just something that occupies a similar ecological niche.

254. Feathery dinosaur people (e.g., just take away a deinonychus' claws and give it hands; think there was some sort of 3.5 supplement like this but I can't remember specifics)
255. Tony Hawk people but different from #252


256. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.

Liberty's Edge

257. Giant isopod people

Liberty's Edge

Quote:
[9:18 PM] sbnkalny: Maybe beeps? like angry gecko sounds tame if it just used that word right now please help me with doing the map of where you are in a bit of

258. Angry geckos, named "beeps"

Liberty's Edge

259. Somehow we haven't already gotten tardigrade people on here?


260. Elephantfolk.

261. A race with every kind of movement speed.


262. A race of giant babies. They have to crawl everywhere, but can serve as very slow mounts to other PCs.


3 people marked this as a favorite.

263. One of these guys. Warning: Highly disturbing video.


2 people marked this as a favorite.

You have disturbed TimeBaby. Prepare to feel the repercussions!


264. Cockney people.

Liberty's Edge

265. Gamers

Liberty's Edge

266. This man


1 person marked this as a favorite.

267. Symbiote symbiotes (They attach themselves only to symbiotes)


268. Dipper people. These birds live solely along rivers, like in desert gorges and mountains and stuff, and never stray from those rivers. They swim under actual icewater at times for long periods of time. Pretty extreme.

269. A race of faulty clones.

270. A race of honeybee people. Not to be confused with Thriae—these are plump, fuzzy bee people.

271. A race of bumblebee people. Again. Don't monster girl them.


Kobold Cleaver wrote:
268. Dipper people.

My immediate thought was instead an entire race of Dippers from Gravity Falls.


Pathfinder Adventure Path Subscriber

272. A race where every limb is a separate consciousness

273. A race that becomes more or less intelligent depending on how close all of their fingers are together

274. A race of sentient string that control puppet bodies to interact

275. A group that can not say that most common non-consonant.

Liberty's Edge

276. Aliens with ancestral memories and short lifespans


Just a couple months before the event proper!

277. Centaur frog-goblins.

278. Girl With All The Gifts-style zombies—plague zombie children born to people who were infected while pregnant, allowing their brains to adapt enough to keep sentience, but retaining the hunger. Basically, dhampirs, but for zombies, and also unable to grow up (or they grow up so slowly, and the race is so new, that no adults yet exist).

279. Piggybacking off the last one, a race that undergoes metamorphosis like butterflies and frogs—only they live so long, nobody's ever seen the final form, not even them.

280. Bat people.

281. A race of people whose entire life stories are chronicled in a book/some sort of record they keep on their persons.


282) A race that consists of a mask which animates other cloth to use as, and approximate in appearance, a body.

283) Purple mushroom people with eyes everywhere on their bodies and no mouth.

284) Buff Koopa Troopas.

Liberty's Edge

285. TV-headed people


286. Gelatinous Icosahedra


287. A race of Tiny to Large humanoid sentients composed primarily of felt, fabric, and stuffing: Muppets


KahnyaGnorc wrote:
286. Gelatinous Icosahedra

288. Gelatinous Icosa-hydra? Gelatinous Ice-o-hydra?

Liberty's Edge

289. Beings with humanoid forms, but typically lacking certain normal body parts: many are headless, some are composed only of two legs with no body above the waist, and some are simply floating busts. They have smooth skin that stretches over any points where an orifice would normally be located. It's possible that the rest of their bodies are simply permanently invisible a la phantom fungus.

Liberty's Edge

290. Millipede-shaped (or centipede-, or remorhaz-shaped if you prefer) people who can manipulate things with their mouthparts and first ten legs
291. Egg-phase psychic beings that hatch into horrible CE monsters on a day randomly chosen by the GM


It's coming up, guys! Less than three weeks!

292. Remember that fairy tale where the girl spits out gemstones whenever she tries to speak, and then the other mean girl tries to get it, too, but she gets bugs and vermin? Imagine a race of that second girl.

293. Any Chuck Tingle character.

294. Chuck Tingle.

295. Chuck Tingle's frozen wife.

296. A Chuck Tingle book (admittedly, this also technically falls under #293).

297. Driders, but they're small-sized and based on jumping spiders.

Liberty's Edge

298. Puddleglums


We'll be starting in just a couple days now! Are you ready? Please tell me it's not just Gark and me this year. ;P

Liberty's Edge

299. Lantern jacks (thematic)


Kobold Cleaver wrote:
Please tell me it's not just Gark and me this year. ;p

It's just you this year. Gark was an elaborate hoax and computer algorithm created long ago to distract you on the boards and keep us safe from your numerous topic lists (we have another one for Goth Guru... shhh). It follows a simple numbering system and strings adjectives together with nouns.

300. 'Onion-scented Turntables (ornamental)'
301. 'Transparent, octagonal handkerchiefs (scented)'

They weren't all winners... sorry we let it go on so long...

Liberty's Edge

302. Cockroach-people (who hate being discriminated against) (no one did this yet?)

303. Wasp/spider/snake/scorpion(all at once)-people (who are very nice and polite, but nightmare inspiring)

304. Sloth race (which pretend to be slow but are extremely fast)

305. Eelfolk (who both inspire nightmares and are actually terrifying)

Liberty's Edge

Kobold Cleaver wrote:

Then, in the month of October, it gets interesting—because we'll be combining our efforts to shove thirty-one of these races against the membranes of reality until it gives way and they are statted up for all to see.

So how will this be done/organized?


1 person marked this as a favorite.
Pizza Lord wrote:
Gark was an elaborate hoax and computer algorithm created long ago to distract you on the boards and keep us safe from your numerous topic lists...

Considering the Gark and KC know each other in real life, this would have been quite a feat to pull off.


Also, will they be built exclusively with Pathfinder mechanics, or will there be imaginary bonus points for Starfinder versions too?


1 person marked this as a favorite.
Ambrosia Slaad wrote:
Pizza Lord wrote:
Gark was an elaborate hoax and computer algorithm created long ago to distract you on the boards and keep us safe from your numerous topic lists...
Considering the Gark and KC know each other in real life, this would have been quite a feat to pull off.

Professional actors hired for such things that the algorithm can't handle (they're actually identical triplets who switch out at various times, like the Olsen twins of Full House fame). It's really elaborate. We set up a 3rd party publisher to fund the whole scheme and all the awesome products Kobold Cleaver has contributed to (101 Spells for the Common Man, 101 Cursed Items, etc.) have all gone to fuel the hoax. Check 'em out and make the world a safer place.

It's really quite elegant, unlike some of the G.A.R.K. code our techs have to intercept and 'humanize' before postings. (Global Agenda to Restrain Kobold-Cleaver)
306. 'Scheming witch snowflakes'
307. 'Liqueur-fueled barnacles (gamblers)'
I don't know where it gets this stuff.

Liberty's Edge

Jace Nailo wrote:
Kobold Cleaver wrote:

Then, in the month of October, it gets interesting—because we'll be combining our efforts to shove thirty-one of these races against the membranes of reality until it gives way and they are statted up for all to see.

So how will this be done/organized?
You just pick a race you want to build and build it! Here are some examples. Generally I think we avoid doing a prompt someone else has already done, but I don't think there's any harm in repeats. You can also post an independently brainstormed race if you like.
Ambrosia Slaad wrote:
Also, will they be built exclusively with Pathfinder mechanics, or will there be imaginary bonus points for Starfinder versions too?

I don't have Starfinder yet so I probably won't be doing those. But I'd definitely appreciate Starfinder stats for when I can use them.

I can neither confirm or deny my humanity.

In honor of tradition, I'll pick a prompt randomly: 1d307 ⇒ 68

68. The Id of another player character given manifestation as a raven. Will get started on this this week!


1 person marked this as a favorite.

Here we go!

1d307 ⇒ 133

Garbage-Tier Waifu wrote:
150. People who are so tiny they have had to create halfling sized constructs to get around and be involved with the world.

Hm. I can see two methods of going about this: Hiveminds or Jaegers.


Gark the Goblin wrote:
I can neither confirm or deny my humanity.

Hmm... if only there were some way to tell whether or not you were just the alias of some human...

"RNG gods be kind to me!"
1d307 ⇒ 35

Quote:
35. The man whose heart Smeagol stole, and he wants it back.

Oh c'mon! That can't be real! This clearly isn't a collection of people with a shared culture and history! I need a ruling!

So where do we write these things? Post them here?


Generally, yes, or at least link them! Gark's link to the previous thread should serve as a good guideline.

Also, man, tough luck. You got a Garbage-Tier Waifu entry. She made a lot of these, and she is a cruel and harsh mistress. If it helps, here's the context of her terrible s!$!post:

GBT wrote:

34. Smeagol but with a heart.

35. The man whose heart Smeagol stole, and he wants it back.

You can also just snub the roll and choose one arbitrarily/roll again, if you really got nothing. Alternatively, we can trade, if you like—I'm cool with either.


Naw, I got this. I will base the race of the man's origin story. Just have to, cut any specific mention of names, settings, dark gods, or races that start with 'H' with hairy feet. I will do this random one then I will feel I deserve the right to pick one (probably my own).


I'll get to this later lol

1d307 ⇒ 221

Matthew Shelton wrote:
221. A race of sentient cravings for various kinds of food.

Hmmm...I'll see what I can do.


1 person marked this as a favorite.

I finally wrote up some stats for #82 in the previous thread. They're here if you're interested.

Liberty's Edge

Gark the Goblin wrote:
Jace Nailo wrote:
Kobold Cleaver wrote:

Then, in the month of October, it gets interesting—because we'll be combining our efforts to shove thirty-one of these races against the membranes of reality until it gives way and they are statted up for all to see.

So how will this be done/organized?
You just pick a race you want to build and build it! Here are some examples. Generally I think we avoid doing a prompt someone else has already done, but I don't think there's any harm in repeats. You can also post an independently brainstormed race if you like.
Ambrosia Slaad wrote:
Also, will they be built exclusively with Pathfinder mechanics, or will there be imaginary bonus points for Starfinder versions too?

I don't have Starfinder yet so I probably won't be doing those. But I'd definitely appreciate Starfinder stats for when I can use them.

I can neither confirm or deny my humanity.

In honor of tradition, I'll pick a prompt randomly: 1d307

68. The Id of another player character given manifestation as a raven. Will get started on this this week!

Thanks! Now to see what I get:

1d307 ⇒ 46 The smoke from the vaping that spells the words 'Ugh' and 'Kek'.
'Ugh', really? I have absolutely no clue how I would do this. I am going to reroll:
1d307 ⇒ 5 Donald Trump as a Person
Still have no idea how to do this one, so I will reroll once more:
1d307 ⇒ 93 A Humanoid race, bred to be Familiars.
Finally an idea that I can wrap my head around! I already have an idea for them, I will likely have it finished relatively soon.

Liberty's Edge

3 people marked this as a favorite.

Well, here goes my first race. (And what appears to be the first overall.)
.
.
.
.
.
Mundanes
Mundanes are a race of tiny humanoids. In the distant past, a now long dead brotherhood of wizards altered them through selective breeding and magical influence combined. The were attempting to create a race that could serve as perfect familiars, and they succeeded. However, after the wizards all died, their familiars began to change again. Having no masters, they developed to where they were able to harness their own magical energies. This destroyed their ability to serve as a familiar, but they now have a free will.
Physical Description: Standing around 1 foot in height, Mundanes appear to be miniature humans. They universally have a lightly tanned skin, short brown hair, and vibrant yellow eyes. In addition, each Mundane has black tattoo-like markings covering their entire body. These markings are each associated with a school of magic, and Mundanes with the same school represented on their body have near identical markings
Society: Mundanes typically live in ruined wizard towers or similar infrequently visited locations with groups of their kin. They are extremely focused on the survival of the group. Occasionally, a member of such a clan will be sent out to other clans to get news and trade.
Relations: Typically easy-going among their own kind, Mundanes distrust most other races. They are particularly skeptical of arcane casters or anyone with a familiar. This stems from the belief that these individuals may know the Mundanes for what they used to be, and will attempt to revert them to their previous role as a familiar.
Alignment and Religion: Mundanes can be of any alignment, but they tend towards neutral good. They most often worship the god Nethys.
Adventurers: Mundane adventurers are typically outcasts from their clans or are the sole remaining member of their clan. However, based on their magical nature, Mundane adventurers are in high demand from adventuring parties in need of a translator or scholar.
Names: Mundane names are normally based around their ancestors, which were named by their wizard masters. As such, a Mundanes name can be almost anything.

Mundane Racial Traits
-4 Str, -2 Con, +4 Int: Mundanes were bred to be intelligent, but are also extremely weak.
Mundane: Mundanes are humanoids with the Mundane Subtype.
Tiny: Mundanes are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty to their CMB and CMD, and a +8 size bonus on Stealth checks. In addition, their natural reach is 0 feet.
Slow: Mundanes have a base speed of 20 feet.
Darkvision: Mundanes can see in the dark up to 60 feet.
Low-Light Vision: Mundanes can see twice as far as humans in conditions of dim light.
Arcane Focus: Mundanes, being bred to be familiars, are each attuned to a school of magic. At character creation, a mundane chooses a single school of magic from the wizard school list. The Mundane treats all spells he casts from this school to be one caster level higher. Once this choice is made, it cannot be changed.
Envoy: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.
Languages: Mundanes begin play speaking Common and Draconic. Mundanes with a high intelligence can choose any language they want (except secret languages, such as Druidic).

Total RP: 13

Liberty's Edge

I will roll three races and work up the one that I think is the most interesting.

First: 1d307 ⇒ 283

SilvercatMoonpaw wrote:
Purple mushroom people with eyes everywhere on their bodies and no mouth.

or: 1d307 ⇒ 199

Matthew Shelton wrote:
A race of intelligent, free-willed evolving undead. They have a distinct life cycle: they start their existence as mostly intact ghouls, then evolve progressively into other forms: zombie, skeleton, swarm of bones, undead cloud of ash, incorporeal humanoid form, incorporeal floating head, and finally total invisibility before losing all ability to affect reality altogether (essentially becoming a powerless ghost). This race may be functionally immortal but has a finite 'lifespan' of being able to interact with the mortal realm.

or: 1d307 ⇒ 231

Pizza Lord wrote:

A race spawned by rare simulacrums that are able to continue living through their 'children', which they sculpt themselves and lie dormant until the creator's death. They have fire vulnerability (being animated ice and snow) and bonuses with illusion magic (though they aren't illusory, like simulacram's.)

Each one has the ability to craft a simulacrum of themselves (100 gp. in snow or ice materials + 500 gp. in rubies per HD). Requires 1 day per 1,000 gp price and a Craft (Sculture) check at DC 15 + 1 per per HD. They can do this once per level and only one simulacrum progeny can be viable at a time. If a new one is made, the old one melts away, never to exist.

The progeny remains dormant and must be kept in a cool, not necessarily cold or icy location (though this won't harm it.) At the creator's death, their body melts away, like a simulacrum. They can only be returned to life with a wish, true ressurection or spell of similar power. Otherwise, within 1 day their life-force animates their 'child' and they may continue living.

If the body is of a lower HD than the creator at the time of its demise, the newly animated body may expend 500 gp. in rubies per HD to increase its levels to that limit. This ritual takes 24 hours and the character must make all the same choices regarding levels, skills, feats, etc. including hit points (which should be readily available, since the original sheet should still be there.) This does not count as gaining levels, for the ability to craft a 'progeny'.

If it chooses to remain at a lower HD, it may advance normally and take any new classes or choices it wishes when it gains a new level. This option is sometimes chosen to allow the creature to craft a new 'progeny' quicker (as a 'safety net'), since it can only do this when gaining a level and at higher levels this becomes longer and harder to achieve.

Hum, difficult choice between the last two. I think that I will attempt to do both of them.

Liberty's Edge

1 person marked this as a favorite.
Garbage-Tier Waifu wrote:
80. The Id of another player character given manifestation as a raven.
Quote:
[11:02 PM] Coelocanth: holy s**! gg every single new roll was one of your ideas

Corvid

Ravens rise from mortality like beetles from wood,
What then rises from the death of a concept
What then emerges from a god's corpse?

It is known that ravens follow certain armies in numbers exceeding those of the warriors below. Rarer are the ravens that track individual warriors: those that sense a person bound with a destiny of violence and power and follow them without rest. Each of these enormous intelligent birds, called corvids, seems to spring from nothingness to follow a specific adventurer and constantly verbalize that adventurer's basest desires.

Physical Description: Corvids look much like mundane ravens, but stand 60-80 centimeters in height and weigh some 1,3-2,8 kilograms. To most humanoids, their feathers appear black with a light iridescent sheen, though some corvids have white patches around the neck or on the wings. However, corvids are actually covered with vibrant patterns beyond the human color spectrum.

Corvids have three fingers and one thumb on each foot, and use their feet as humans use hands. Their beaks, which are slightly shorter than those of normal ravens, are about as useful to them as a human's mouth.

Society: Corvids do not naturally socialize with each other, but do form close connections with the adventurers they follow. Typically, these relationships are complicated by frustration on the part of the specific adventurer a corvid bonds with, but the inscrutable birds do truly care about the groups they work with. If a corvid meets another corvid, they often engage in duels of vulgarity or outright violence.

Relations: Corvids are usually distrusted by dwarves and elves, who see corvids' existence as an unfair invasion of privacy. Gnomes are delighted by corvids . . . until they realize that an adventurer's basest desires are pretty boring once you've heard them the first dozen times. Herb oozes are uncomfortable around corvids who express a desire to eat them, but are otherwise friendly. Some half-orcs appreciate corvids' frankness, but their full-human relatives often worry that the strange birds can see their own thoughts, even when they are not the ones bonded. Spindlavs are not at all concerned by this, as a spindlav wants the corvids to know it wants to be worn by them.

Alignment and Religion: As pure manifestations of an adventurer's id, almost all corvids are chaotic neutral. This does not mean a corvid is bound to act out the adventurer's base desires, however - they merely express those ideas for the world to hear. Many corvids adopt an unusual interpretation of Pharasma's theology, claiming that they are favored creatures of hers for their ability to sense the strands of fate around specific people. However, some Pharasmin inquisitors claim that corvids are anomalous fate-parasites that exacerbate the collapse of prophecy, particularly omens around the adventurers they follow. Evil corvids who derive joy from seeing their adventurers act on their id, or that regularly feast on the flesh of fallen enemies, often follow the goblin hero-god Venkelvore in her crow aspect.

Adventurers: All corvids are adventurers - even the most vile of them is still bound to an adventurer by virtue of their empathic link, and to ensure their continued survival, all corvids aid their adventurers in their quests. Corvids are usually classes that complement their adventurer; many are skalds, swashbucklers, or transmuter wizards.

Racial Traits (11 RP, but has flight):
+4 Dex, +2 Cha, -2 Wis, -2 Str (0 RP): Corvids are fast, but too small to have much strength. They are skilled at manipulating others, but don't always know when to stop.

Tiny Size (4 RP): Corvids are Tiny creatures. Tiny races 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. Tiny races typically 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. Tiny creatures typically cannot flank an enemy.

Fey Type (2 RP): Corvids have the fey type, which grants them low-light vision. Corvids eat, breathe, and sleep.

Slow (-1 RP): Corvids have a base speed of 20 feet.

Id Link (Sp) (2 RP): A corvid establishes a bond with one player character during character creation. (This character is hereafter referred to as the adventurer.) The corvid is treated as having a constant detect thoughts-like effect targeted on the adventurer (this works at any range as long as the two are on the same plane), though this spell-like ability only reveals basic desires such as "I want to eat that bread" or "I want to kill that goblin." The adventurer can, in turn, sense the general emotions of the corvid as the familiar ability empathic link (see the wizard class description). This is an emotion-based effect - a corvid cannot have a link to a creature without emotions. The caster level for this ability is equal to the corvid's character level.

Death Instinct (Su) (-1+1=0 RP): Corvids are bound to their adventurers, and their adventurers are bound to them. If either is slain, the other takes an amount of damage equal to the dead character's total level times 1d6. A corvid whose adventurer is slain cannot form an id link with another character without powerful magic such as miracle or wish, though they revive their link should the adventurer be revived.
Additionally, corvids have a natural ability to sniff out the id of beings tied to fate. This functions like the scent ability, but only works on creatures with a higher CR than the corvid's character level. Creatures without emotions cannot be tracked with a corvid's death instinct.

Creation Instinct (Su) (1 RP): Corvids are compelled to express the id of their adventurers. Each time a corvid expresses that id in a public manner (using a free action) - typically through speech, though gestures, sketching, and similar forms of expression also work - it gains a +1 competence bonus to one d20 roll in the next minute, decided before rolling. It can instead grant this bonus to its adventurer. A corvid can use this ability at will, but can only have one creation instinct active at a time. A corvid whose adventurer is dead loses the use of this ability, but instead gains the following:
Devouring Instinct (Su): A corvid gains power from the web of fate surrounding powerful creatures. Corvids whose adventurers are dead can become predators, rather than benign parasites that merely siphon that fate into luck for themselves. Such corvids can cast death knell at will, but only on creatures with a higher CR than their character level.

Flight (Ex) (2 RP): Corvids have a 30-foot fly speed with clumsy maneuverability.

No Legs to Stand On (Ex) (0 RP): Corvids can wield weapons in both feet by using their tail as a prop and flapping madly. They can cast spells with somatic components as long as at least one leg is neither holding an item nor standing on the ground.

Versed in Legend (1 RP): Corvids gain a +1 racial bonus on Knowledge (nobility) and Knowledge (history) checks.

Languages (0 RP): Corvids begin play speaking Common. Corvids with high Intelligence scores can choose bonus languages from the list of bonus languages available to their adventurer.


Jace Nailo wrote:


Thanks! Now to see what I get:
1d307 The smoke from the vaping that spells the words 'Ugh' and 'Kek'.
'Ugh', really? I have absolutely no clue how I would do this.

Lacking context this is less funny. I actually made the race this one was tied to. They're the Fumelungs, the original prompt being something like 'a hipster that vapes'.

Since many of my submissions crop up a lot, and are usually multi-submission silly jokes like the one without a heart, it ends up being really silly not contextualized in the original list. That said, I'm always impressed by how people turn my crap submissions into decent races but I don't fault anyone for not having a clue how to do it.

51 to 100 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / PaRaProMo 2017 - 1,001 PC Race Ideas All Messageboards

Want to post a reply? Sign in.