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.
Yeah, sorry I didn't use it, but it just made no sense to me.
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Cardions (Base Race RP +3) (35 on the race concept list 'The man whose heart Smeagol stole, and he wants it back.')
[There was a man whose heart was somehow stolen by a mutant halfling and somehow he's survived and trying to get it back and now I have to come up with a race based on this. Nevermind that it uses an entirely different and specific world-setting, history, and gods.]
Long ago, a human traveler ran afoul of a strange creature bearing an artifact ring of a dark deity intent on conquering the realm. The history, life, alignment, and principles of the traveler prior to this are little-known though often speculated upon. What is known is that somehow, likely due to the presence of the artifact ring on the hand withdrawing the heart, the traveler survived the theft and has been roaming the lands ever since seeking his stolen essence. He is often-times referred to as the Heartless Man, and is spoken of in terms of a bogey-man, though he rarely brings trouble to those with no actual connection to his heart or who don't hinder him.
Unfortunately, due to an epic series of events (and fairly-rolled random encounters), this strange, mutated goblin-like creature ended up at the penultimate showdown of good vs. evil. Ultimately, he was cast, slipped, or fell into the volcano in the heart of the dark god's domain, where it is believed the ring was forged, thus shattering the entity's power and scattering his armies. Unfortunately, the creature was also carrying the aforementioned stolen heart, which was also presumably destroyed.
In truth, however, this is where the origin of the Heartless Man and the race known as the Cardions, sometimes called Heartseekers, begins. In the release of powerful, deific energy and, later, a large explosion from the volcano, the essence of the Heartless Man's heart was released into the surrounding area. Almost invisible, this dusty essence nonetheless fell upon the surrounding armies and creatures still around and took hold upon them in subtle ways. Over time, these creatures (some say 'chosen creatures') realized they were now different, possessing hearts with stronger qualities and enhanced stamina. These racial qualities also seem to pass down through their off-spring, though with no apparent rhyme or reason to when or how they manifest (though rarely ever before young adult age).
Cardions are only ever from intelligent races and are predominantly from the races forming the armies at the final Battle of [copyright]. As such, they can be from human, elf, dwarf, [copyright] (lets call them 'halflings') or orc and half-orc stock. There have been very rare instances of ogre and troll cardions, however. Most cardions are fighters, due to their Soldier's Heart trait, but they are otherwise unrestricted. Very few cardions make effective barbarians due to their Hard-hearted natures, which restricts the benefits of rage.
Same as the base humanoid race except where noted otherwise. (Cardions of half-orc stock have darkvision, dwarves have 20 foot speed, etc.)
Cardions have the same type and subtype as their base race but gain the augmented subtype.
Racial traits: (+5 RP total)
Enduring Heart: All cardions receive the Endurance feat for free due to the resiliency and efficiency of their augmented hearts. (+2 RP, Static Bonus Feat)
Heartsense: By concentrating as a move action, cardions can detect the presence of creatures with beating hearts within 30 feet as though using blindsense. This ability is blocked by 1 foot or more of intervening material but otherwise functions through doors and walls. Creatures under a fear effect can be pinpointed as though with blindsight. This ability can be used for up to 1 minute per day but may be broken up into rounds. (+1 RP)
Hard-hearted: The immutable nature of their hearts makes cardions resistant to strong emotions. They receive only half the benefits or penalties from morale effects. This includes fear and rage effects. This only applies to benefits or penalties, other effects, such as fleeing in panic, still occur. (0 RP, I think it balances out.)
Soldier's Heart: Cardions treat the Fighter class as a favored class in addition to any other favored class they've chosen. Some believe this is due to the original nature of the Heartless Man, others believe this has developed as a defense against the constant hunting and depredations of the Heartless Man and others seeking the cardions. (+2 RP, Multitalented)
Weaknesses (-2 RP total)
Sense of Loss: The Heartless Man's sense of loss over his heart and the scattering of his essence inhabits the heart of every cardion. As such, they suffer from an inherent lack of 'completeness' as though they are never quite whole. Whenever a cardion fails a Will save they also receive 1 points of Charisma damage due to the feelings of self-doubt that plague them. (-1 RP)
Hunted by the Heartless Man: Every cardion is hunted by the Heartless Man. At least once a week they'll wake up breathless, sensing someone nearby, seeing shadows move, feeling fingers around their heart. While these are typically only phantom sensations (some believe they're the sensations of those being slain by the Heartless Man elsewhere), the truth is that the Heartless Man really is after them. Once a week, the GM can declare a cardion to be overcome with feelings of paranoia, receiving a -2 penalty to all checks for an hour.
Worse than these bouts of paranoia are when the Heartless Man does find them. Once per level, at a time of his choosing, the Heartless Man separates a cardion from reality, drawing them to a place of his choosing where the two battle. The Heartless Man always gives his prey a chance, only appearing as a CR challenge appropriate, but the two must fight nonetheless, fleeing is impossible and no known wards, protections, or guardians can stop this from occuring. Indeed, no one else even seems to notice anything amiss during this time, the battle happening in an instance within the cardion's own mind, though the damage is real and appears on their body after the fight.
If the cardion survives, they gain 1 maximum hit point. If they fail, they are not killed, but instead stabilized at -1 hit point and unconscious, losing 1 maximum hit point as the Heartless Man steals away a portion of their essence. If two cardions are together when the Heartless Man finds one, they both must face him in their own realities. [I am gonna leave the details alone here for now.] (-1 RP)
Alternate racial traits
Heartseeker: Some cardions feel the Heartless Man's drive to complete himself and they feel the need to hunt down others of their kind. Heartseekers can constantly sense the presence of other cardions nearby as though using Heartsense. Other cardions also sense their presence when they are near.
If a heartseeker slays another cardion with a coup de grace attack (piercing them through the heart) they gain 1 maximum hit point. A cardion killed this way loses 1 maximum hit point if they are later returned to life. A heartseeker may only gain as many bonus maximum hit points in this manner as they have HD. This trait replace the Heartsense trait.
Poet's Heart: Some small portion of the Heartless Man's past life surfaces in some cardions. They may choose any two Charisma-based skills and gain a +2 bonus to them. In addition, the chosen skills become class skills to the character. This trait replaces the Soldier's Heart trait.
|Gark the Goblin|
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307 = 307
307. 'Liqueur-fueled barnacles (gamblers)'
. . . My browser ate my original version of this actually. I think it's trying to stage an intervention. So from now on: No more ideas from GTW or Pizza Lord.
Among the more outgoing of the undersea races, the monstrous-looking cirrips are well-known in coastline settlements for their hunger for sugary alcoholic beverages and their love of games of chance. These creatures pilot under-wave ships that float along just at the water surface or crawl deep below ice sheets, collecting salvage and rare ingredients for the cirrips' own inventive alcoholic concoctions. Not all cirrips choose such a life; quite recently in their evolutionary history the entire species survived entirely off collecting alcohols from seawater-borne bacteria, and some cirrips still brand themselves "sessiles" and remain free-floating in the ocean waves.
Physical Description: A cirrip seems to be some sort of colorful slug when resting. However, when speaking, eating, fighting, or walking, they can stand on a thick foot of muscle and extend a meter-high body composed of blue and pink flesh with a head-like antennaed organ, two chitinous horn-like arms, and a central proboscis-covered mouth. In the water, a cirrip expands to an airy, delicate-looking being with tendrils of its mucous-covered skin floating in an aura around it.
Society: Cirrips typically live in small groups aboard their underships, their crews a rotating group that changes out when young free-floating cirrips are found and when older cirrips transform into the species' stationary, reproductive life phase. Some cirrips, particularly those who have not yet been picked up by an undership crew, simply hang suspended in the oceans' depths, and are entirely solitary, but still thinking. These nomadic hermits are not typically antisocial, however, and cirrip culture places a strong emphasis on holding some sort of party whenever a new person is encountered under the waves; few can be sure that they will see their acquaintances again when they roam so expansively.
Relations: Cirrips are well-known and well-respected in dwarven and human coastal settlements for their ability to drink massive quantities of sickeningly sweet alcohol, and cirrips are welcome customers in taverns even far inland. Gnomes are some of the only creatures who can drink cirrip drinks and enjoy them, while offal buckets are some of the only creatures who can imbibe the concoctions as they were meant to be enjoyed. Blesmolfolk, particularly their warriors, mistrust the rootless and apparently irresponsible cirrips. Kindercloaks like to gamble with cirrips, while spindlavs like to earn money by gambling with cirrips.
Alignment and Religion: Many cirrips follow an aquatic interpretation of the janiform deity Shimye-Magallah, though many also worship a pantheon of water wendo who are interpreted differently for each different undership. Some few sessile cirrips follow the Old Cults, and woe awaits travelers who put their trust in these rare monsters. For the most part, however, cirrips are neutral good.
Adventurers: Most cirrips seek adventure close to the ocean's edge, but inland travel is possible and even comfortable if the cirrip has access to a large supply of salt. Those cirrips who do seek adventure may be trying to fuel one of their natural habits, or may simply want to help people. Cirrip adventurers are often oracles, kineticists, or rangers.
Medium (0 RP): Cirrips are Medium creatures, and gain no bonuses or penalties based on their size.
Aberration Type (3 RP): Cirrips are aberrations with the aquatic subtype. They breathe and sleep, and imbibe sugars and alcohols through their skin and mouth rather than eating (they require specialized rations which cost 5 sp per day but have negligible weight; ideally, these are imbibed while taking a saltwater bath).
Amphibious (2 RP): Cirrips are amphibious and can breathe both air and water.
Slow (-1 RP): Cirrips have a base speed of 20 feet. However, a cirrip's speed is not reduced by wearing armor or by carrying a medium or heavy load.
Born to the Drink (3 RP): Cirrips have a swim speed of 20 feet. In addition to the bonuses a swim speed normally grants (see the Swim skill), a cirrip is comfortable in any water temperature above 30 degrees Fahrenheit, and it gains a +2 bonus on all Fortitude saves against aqueous hazards. Most injury and ingested poisons, and most diseases, are aqueous phase; the GM determines if a save against poison does not gain this bonus due to being oil-based or in a solid form.
Gamers (1 RP): Cirrips gain a +2 racial bonus on Profession (gambler) and Profession (sailor) checks.
Darkvision (from aberration): Cirrips can see in the dark up to 60 feet, whether in water or air.
Saltwater Dependency (-1 RP): Cirrips must immerse themselves in saltwater at least once every 24 hours. They can survive an additional number of hours equal to their Constitution score, but then begin to suffer as if from thirst (see PRPGCR). A cirrip who immerses themselves in seawater for 24 hours absorbs alcohol-generating bacteria and does not need to eat that day.
Languages (1 RP): Cirrips begin play speaking Cirrip and Common. Cirrips with high Intelligence scores can choose from any non-secret language for their bonus languages.
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Corvids, Cardions, Cirrups... Is this the 'C' section of the race ideas?
. . . My browser ate my original version of this actually. I think it's trying to stage an intervention. So from now on: No more ideas from GTW or Pizza Lord.
I learned from my old Sierra games long ago. "Save early. Save often."(Thank you, Leisure Suit Larry. You were my only middle-school friend.)
Nice work, that was never intended to be a serious suggestion, as you probably suspect, but you still pulled it off.
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1d307 ⇒ 74 A race of hotchi, complete with rooster steeds.
Echidaens (Eck-id-ee-enz) (6 RP)
Physical Description: Echidaens are humanoid creatures with short, spiny quills along their backs and heads. Typically between 3 to 4 feet in height they tend to be rather light, averaging between 70 and 100 pounds. They have facial features resembling hedgehogs, with slender noses and deep brown or black eyes. Typical colorations are a tan or light-brown skin with the quills being a darker brown at the base and lightening to white at the tip. Echidaens have four digits on their hands, a thumb and three fingers, though they perform manual tasks as well as any other race.
Society: Clans and families, called arrays, typically live in simple dwellings and protect a valley, hollow, or area in general harmony with nature. A normal size community is between 20 and 40 adults consisting of three or four separate family groups ruled by a chieftain who can be either male or female. Larger communities have been noted, however, with rulers being the equivalent of a king or queen.
Echidaens have an inexplicable fascination and attraction to collecting gold rings, often wearing multiples on each of their four-digit hands as a sign of importance and status.
Echidaen society also places importance on the rooster-like, flightless birds ridden by their warriors. Known as fiadori, in the echidaen's tongue, these birds have long been domesticated and used as companions, pets, and steeds. (Stats as a diatryma, a medium size relative of the axe beak but its bite does only 1d6 damage and it gains a glide ability, able to move 5 feet horizontally for every 1 foot vertically it drops, at a speed of 60) Combat-trained fiadori are also trained to use steel fighting spurs, giving them one additional claw attack at 1d4 damage as a secondary attack. A fiadori gliding into a target may attack with its bite and two claw attacks.
Relations: Echidaens are generally friendly except towards those seeking to exploit their territory, generally driving off loggers or poachers, but otherwise willing to give most visitors the benefit of the doubt, but they refuse to be insulted or pushed around while in their territory. Conflicts generally result in the Echidaens fleeing rather than fighting, but this is only to alert the rest of the community and to bring their riders and guardians down on the intruders.
Echidaens get along best with halflings and elves, but dwarves and gnomes have been known to interact positively with them as well. Humans, half-elves, and half-orcs are generally judged on the behavior of the nearest settlement or the last interaction the echidaens had with their race. Echidaens distrust serpents and most predator birds, especially owls.
Alignment and Religion: As a race, Echidaens tend towards neutral good with a few more 'civilized' or worldly specimens who become taken with knightly orders or religious organizations becoming lawful and some of the more tribal ones being chaotic. Only rare, aberrant individuals have been noted to be evil.
Adventurers: Echidaens tend towards nature-oriented professions for adventuring, such as rangers or druids. Otherwise they tend to do well as fighters or barbarians when from more primitive or remote areas. Certain well-traveled echidaens become enamored of knightly or religious orders, sometimes becoming paladins or priests. Very few feel the same way about monastic orders or such pursuits, however, valuing honor, glory, and inspirational courage higher than personal deprivation or contemplation.
Racial qualities: (-1 RP)
- Ability Score Racial Traits: Echidaens are agile and observant but physically weak. They gain +2 Dexterity, +2 Wisdom,
and -2 Strength.
- Type: Echidaens are humanoids with the ratfolk subtype. They may take feats as ratfolk provided they meet the other prerequisites.
- Size: Echidaens are Small and thus 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.
- Speed (Slow): Echidaens have a base speed of 20 feet. (-1 RP)
- Languages: Echidaens begin play speaking Common and their own language. Echidaens with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
Racial traits: (11 RP)
- Natural Armor: Echidaens receive a +1 natural armor bonus. (2 RP)
- Low-light Vision: Echidaens see twice as far as a race with normal vision in dim light. (1 RP)
- Spines: An Echidaen's spines are not terribly sharp, nor are they easily detached. They can still be an effective deterrent to attackers getting close however. Echidaens wearing no armor count as having armor spikes and are considered proficient with their natural spines. They may also take feats related to armor spikes if the GM approves, such as Quillbreaker Defense. While not able to be sundered, if the quills are broken, such as through use of Quillbreaker Defense, they receive the same attack penalties as for any other broken weapon. If the quills would be destroyed, this trait is effectively lost for 24 hours, at which point an echidaen will have replaced broken and damaged spines. (1 RP)
- Fiadori Bond: Echidaens have a cultural bond and history with their fiadori mounts. Echidaens receive a +2 competence bonus to Ride and Handle Animal checks for fiadori and never receive a penalty for riding one bareback. Additionally, echidaens that receive animal companions or mounts as class features may instead choose a fiadori. (4 RP, Skill Bonus x2)
- Defensive Ball: Echindaens are able to curl themselves into a ball as a Total Defense action, projecting their quills outward. While in this ball, they are effectively blind and cannot attack or move voluntarily (they do not lose their Dex bonus) and their Natural Armor bonus increases by 1 in addition to the other benefits of Total Defense. Additionally, any creature striking them with a natural weapon or a small or larger size creature trying to move into or through their square (such as tumbling or with a bullrush) takes damage as though from armor spikes, assuming the echidaen has the Quills ability. Combat-trained fiadori are trained to carry echidaens in this form, though their riders typically can't effectively guide them, being blind.(2 RP)
- Echidaen Weapon Familiarity: Echidaens are automatically proficient with darts and the new echidaen weapons listed below. (1 RP, Weapon Familiarity)
Weaknesses: (-4 RP)
- Restricted armor: Echidaens find armor more restrictive than other races. All armor (not shields) has double its armor check penalty (minimum 1) unless custom made at double its base cost. (-1 RP)
- Restricted Magic Items: Echidaens can wear sashes, bandoliers, and belts, but their quills interfere with items that cover their backs. Magical cloaks, mantles, shirts, vests, and robes are useless and do not function for them (others may also fail to function at a GM's discretion). Magical armor functions, though they find it restrictive in other ways (see Restricted Armor above). (-3 RP)
Alternate Racial Traits:
- Loose Quills: While most echidaens quills don't come loose easily unless ill or damaged, some have slightly more malleable hides and spines that are easily shed or pulled free. With this trait, an echidaen can use a full round action and a free hand to throw handfuls of quills into an adjacent square to treat it as though trapped with caltrops. Quills shed in this manner lose rigidity and crumble to uselessness within 8 hours. This ability may be used up to twice per day, at which point the echidaen loses the Spines quality for 24 hours. This trait alters the Spines trait and replaces the Natural Armor trait.
- Forest Runner: Some echidaens are natural scouts and prefer to rely on themselves rather than the fiadori. Echidaens with this trait tend to have quills slightly more adapted to their environment and move faster than others of their kind. Forest runners gain a +2 racial bonus to Stealth and their base speed increases to 25 feet. This replaces the Fiadori Bond trait.
- Venom Resistance: Certain members of this race are naturally resistance to serpent venoms. They receive a +4 bonus to saves against such poisons. This trait replaces the Natural Armor trait.
- Sonic Infusion: A rare few echidaens have enhanced metabolisms and seem capable of surprising bursts of speed. Once per hour, an echidaen with this trait may sprint at 10 times their base speed as a full-round Run action. They also possess sonic resistance equal to half their HD. Echidaens with this trait tend to have broad, flattened quills bearing a faint bluish-grey hue and seem to be driven and obsessed with collecting gold rings far more than others of their kind. This trait replaces the Defensive Ball, Fiadori Bond, and Spines traits.
- Echidaen draglance (Exotic, 2 handed, reach, damage: 1d4 small, 1d6 medium)
Similar to a lance in many qualities (one-handed while mounted, double damage on a charge, etc.) an echidaen draglance has forked arms at the end, like a pitchfork or mancatcher. On a successful charge attack against a target within one size category of the wielder, a proficient user may attempt a free bull rush attempt (this does not provoke). The wielder must move forward an equal distance that they push the target back, the lance will not knock them backwards (the attacker must have movement remaining). If mounted, the attacker may use their mount's size and add the bonus from the charge to the CMB check. On a failure, however, the draglance gains the broken condition (or is destroyed if already broken.)
- Echidaen war fan (Exotic, light, non-lethal, distracting, damage: 1)
Echidaen's use the long, bright tail-feathers of fiadori as war fans, which function more as banners and symbols than weapons. Typically, only feathers from prestigious fiadori are made into war fans and a true war fan's origin can be identified by a skilled or knowledgeable observer (typically a DC 20 Knowledge (nobility) check for an echidaen, 25 or 30 for another race if they even have a chance of knowing such things.)
The war fan does almost no damage (bonus damage from strength does not apply) but the plumage causes allied fiadori within 30 feet to attack with a +2 morale bonus and, in addition to its distracting qualities, the war fan can blind targets it strikes. On a successful hit, a proficient wielder can attempt a free Dirty Trick maneuver against the target (this does not provoke). On a success, the target's eyes are struck and all targets are considered to have concealment against him for 1 round. If the manuever succeeds by 5 or more, the target is blinded for 1 round. Creatures that don't use eyes or can't see are immune to this effect.
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Here we go!
1d307Garbage-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.
Everyone knows about the will-o'-wisps, those sadistic lures of the marshes and gallows that feed on creatures' fear. A lost soul, devoid of easy vision in the mist and desperate to find the path, might notice a glimmering light off in the distance and strive to reach it, only to be cast into quicksand or over the edge of a mist-shrouded cliff.
But the will-o-wisps are not alone in the misty moors, nor are they the only sources of mysterious, bobbing lights. Other travelers tell stories of glimmering lanterns leading them to safety, their bearers shrouded in darkness. They often assume that these lanterns are born by kindly but antisocial rangers, helpful nature spirits, or the spirits of departed loved ones. Others assume that the lanterns themselves are alive—lantern archons, for instance, or some other unknown creatures of light.
In truth, both groups are both right and wrong. The lanterns do not fly under their own power—they are carried. But the carriers are not alive.
Glimmen are not wandering balls of light, or kindly folk carrying lamps to light the way. They are walking lighthouses.
Nobody is sure where glimmen came from, or how they constructed the construct shells that transport them. The shells seem very, very old, however. Some speculate that glimmen are the faded souls of dead native outsiders, while others think they're just very, very clever fireflies.
Physical Description: The shells of glimmen are crafted from bog iron and tin, but they often cover themselves in murk and moss and lichen to avoid reflecting the glow of their lanterns. When seen outside the shadow and mist, glimmen bear vaguely humanoid shapes—stocky and broad, like dwarves, with slight humpbacks. Their faces are painted, often in garish, overly-cheerful designs reminiscent of carousels or certain toy trains, and their mouths do not move when they speak.
The true life of a glimmin lies within its lantern. Every glimmin carries a lantern, and inside that command center dwells a single minuscule entity running the show: A creature of pure, powerful light that is too bright to look directly at. Those who have tried sometimes claim to see vaguely insectile forms, and this is how the glimmen describe themselves. Of course, descriptions for them are difficult. Glimmen see more in motion and heat than in light.
When a glimmin speaks, its voice reverberates from within the lantern, echoing around the shell in a manner that can be a bit unsettling.
Society: Glimmen rarely gather together for long, save for brief periods to mate. Isolationist by nature, glimmen have trouble talking to others of their kind. They prefer to wander the bogs and caves of the world and help out other sapient species.
Relations: Glimmen are best-known to dwarves, blesmofolk and elves, as shallow caves and misty marshes are both places where their paths can cross, and they generally get along fine—though they think elves are a bit too excitable and loud. Glimmen cannot stand gnomes. They are tired of goblins trying to use them to start fires.
Alignment: In spite of their preference for solitude, glimmen are usually kind and generous to those who earn their regard, and they always try to help those who have lost their way. Most glimmen are neutral good.
Adventurers: While glimmen usually content themselves with wandering alone, even they can get lonely. Those glimmen who wander out of the moors and caverns usually go into adventuring—a profession that enables them to mostly avoid society while interacting on a casual basis with a small number of known quantities.
+2 Constitution, +2 Wisdom, -2 Dexterity: Glimmen are tough, and their shells are strong, but they are also often rusted and caked in mud and moss.
Magical Beast: Glimmen are magical beasts. (4 RP)
Slow and Steady: Glimmen have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Medium: Glimmen are Medium creatures and gain no bonuses or penalties based on their size.
Darkvision: Glimmen can see out to 60 feet in total darkness.
Low-Light Vision: Glimmen can see twice as far as a race with normal vision in conditions of dim light.
Constructed Shells: While themselves biological, glimmen live inside constructed metal bodies. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), glimmen count both as magical beasts and as constructs. Glimmen are not subject to nonlethal damage, fatigue or exhaustion, and are immune to poison, paralysis, disease and sleep effects. (6 RP)
Shell Dependence: A modern glimmin depends utterly upon its shell to survive on the Material Plane, and must make a DC 30 Fortitude save every round it is outside its shell or die instantly from pressure. While outside its shell, a glimmin is effectively Fine size, has a Strength of 1 (this score cannot be in any way modified), 1 Hit Point (unmodified by any damage the shell took), and loses the benefits of Constructed Shells. Glimmen cannot "share" shells, though one can live inside another glimmin's shell as long as it does not attempt to control it. (-1 RP)
Lantern: All glimmen dwell within a magical lantern, from which they control their constructed shells. This lantern sheds light as either a bullseye lantern, a hooded lantern, a common lamp or a candle, depending on its age. This choice is made at character creation and can never be changed without finding an unused replacement shell. The light of the lantern comes from the glimmen itself—as a standard action, the glimmen can suppress its glow. Any subject deliberately looking straight at the glimmen for more than 1 round must make a Fortitude save (DC 10 + the glimmin's Charisma modifier + 1/2 the glimmin's hit dice) or be blinded for 2d4 rounds and dazzled for 1 hour after that. On success, they are merely dazzled for 1 hour. The lantern can be moved around on the glimmin's person (put into a backpack, for instance, though this blinds the glimmin) but it cannot be separated from the shell without the glimmin losing all bodily autonomy. (1 RP)
Languages: Glimmen speak Common and Sylvan. A glimmin with a high Intelligence score can choose from the following: Elven, Dwarven, Celestial, Aklo.
|Gark the Goblin|
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Oh, one small thing I forgot to mention: Glimmen lose almost all of their glow while they sleep. Additionally, a glimmin traveling with only its lantern, but without its shell, is treated as an ordinary bullseye lantern for the purposes of determining Armor Class, hit points and hardness. It is effectively paralyzed, and can only take purely mental actions.
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Hmm, it seems like KC neglected to remove this one from the list of race ideas. I like the more specific stats for rooster steeds, though!
What? Go'l darnit. Not only was I worrying about poaching some other author's world and (granted, only briefly mentioned) race, but now I see almost identical stuff with something from a year ago. [sigh]
Of course, we're too mature to name names and play the blame game... we'll just... stare... at who's responsible. [glances upward (not at God, at the post above.]
|Gark the Goblin|
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1d307 ⇒ 32
34. The Last of the Summer Wine.
Actually interesting, but I made a promise to myself. NOPE.
1d307 ⇒ 104
119. A race that looks like whoever's looking at them.
There we go.
Most people project their feelings onto others. It's common to sense grumpiness in others when oneself is angry, or to assume your ways of dealing with sorrow will be useful to others. The unconscious supposition of similarity is a known phenomenon taught to students of the psyche in the greatest magical schools of Vudra, and it was at one of these schools that a star pupil, a tiefling, began working on a spell to disguise themselves using that instinct of projection to make themselves look more "normal." The student was successful, but something went wrong. Their mirror-soul, which had given them their unattractive appearance but also such a ready grasp on the mind's workings, twisted the magic.
At the end of the ritual, the student looked down. They couldn't understand what they were looking at. When they rushed out of their dormitory room, people began to point and scream. "My doppelganger!" "I don't have a twin!" "Am I unstuck in time?" Each person saw their own face and body, wearing the clothes of the tiefling. The student tried to explain, tried to work out what had gone wrong, but their tongue stuck. They tried to gesture, but it came out wrong - threatening. Their spiteful mirror-soul had taken control. The other students, fearing a rakshasa, bombarded the tiefling with their own unpracticed spells. One improperly used stunning spell later, and the tiefling was dead.
But their mirror-soul was not. Broken in seven parts, it invested itself in the souls of the seven students who were present when the tiefling died. Each of them suddenly looked upon the others and was horrified by the inexplicable melange of six nothingnesses they saw in each face. They fled the school and the city, leaving behind only a cautionary tale about using untested spells. In the centuries since, the original seven also died, each passing on the curse. They spawned a race of shard-souled beings: the espejlar.
Physical Description: Espejlar are nothing but their viewer's projection - visual, vocal, olfactory, even textural. Each espejel was originally someone and something - but now it has no visible corporeal form. An espejel who goes too long without being seen by a similarly-sized humanoid begins to lose even the invisible portion of its form - such an espejel slowly forgets the shape of hands, arms, legs, and eventually even its head.
Society: An espejel tends to revile other espejlar - not necessarily out of self-loathng, but because to gaze upon a creature that appears like yourself when you yourself are nothing is a mentally uncomfortable undertaking. This is not to say that espejlar never form bonds with each other; once the initial horror subsides, the shared experience of having one's identity spontaneously revoked can bind two espejlar together quite tightly indeed.
Relations: Espejlar don't normally experience welcome and friendship with other races, either. Among dwarves, half-orcs, and humans, they're usually confused with evil shapeshifters. Blesmolfolk are glad to find other creatures meeting their standards of beauty, and a down-to-earth worker may offer beleaguered espejlar provisions under the noses of their superiors. Fumelungs respond violently to espejlar for "jacking their mode," but also want to ask where they got that sweet flave. Elves are ashamed to admit it, but many of them feel compelled to ask espejlar out for a date.
The only creatures that repulse espejlar, besides espejlar themselves, are tieflings. Espejlar aware of their history know that their own latent shard-souls can take over at any moment, and they fear how much stronger a true tiefling's mirror-soul can be. Even evil espejlar are jealous of tieflings for this strength of soul.
Alignment and Religion: Espejlar can be created from any humanoid race, and as humanoids can be any alignment, they do not gravitate towards any in particular. On average, espejlar are neutral. They tend towards no specific religion, but some espejlar claim Count Ranalc as a kindred spirit, while others worship Irori and hope to reach perfection despite their physical nebulousness. Evil espejlar often devote themselves to the destruction of intelligent races, allowing themselves release only once all who can look on them are dead, and often worship asura ranas like Vritra.
Adventurers: The life of an espejel adventurer is not a happy one. Each new town means a new bout of people shocked by the appearance of their double and the risk of violence or prison. If possible, an espejel settles down in a place accepting of their curse. For those espejlar who do adventure, a voluminous cloak and mask can make travel bearable. Espejlar have a natural predilection for experimenting with magic and are often mesmerists, arcanists, or witches.
Medium (0 RP): Espejlar are Medium creatures and gain no bonuses or penalties based on their size.
Normal Speed (0 RP): Espejlar have a 30 foot base speed.
Outsider Type (3 RP): Espejlar are outsiders with the native subtype. They breathe, drink, and sleep, and may (but do not need to) eat.
Darkvision (from type): Espejlar can see in the dark up to 60 feet.
Projection (1 RP) (Sp): Every creature that sees an espejel sees a version of itself wearing the espejel's attire. This functions as a constant veil spell-like ability with a caster level equal to the espejel's character level. A successful Will save (the DC is based on an espejel's Charisma) reveals that there is an illusion in effect, but does not show its true form. This is a phantasm, rather than a glamer, effect.
Self-Preservation (2 RP): Attacks against an espejel are confounded by the emotional difficulty of hurting something that looks exactly like you - something that the espejel can take advantage of. Espejlar gain a +1 dodge bonus to AC.
Clone (1 RP): For any effect used by a creature that is based on type (such as a ranger's favored enemy, or a spell that only affects humanoids), an espejel counts as the same type as the caster or user of the ability in addition to their normal type. (E.g., a human could cast reduce person on an espejel despite the espejel being an outsider, but a ranger with favored enemy (native outsider) would still gain their bonuses gainst espejlar.)
Illusion Mastery (2 RP) (Su): Espejlar treat their caster level as 1 higher for all illusion spells and spell-like abilities they cast. In addition, they do not need to understand the unusual senses (e.g. blindsense) of a creature in order to mimic stimuli for those senses with illusions.
Void Form (1 RP) (Su): The first time a creature looks on an espejel's true lack of a form, it must make a Will save or gain the confused condition for one round, save that rolling 26-75 replaces the confused condition with the panicked condition for 1 minute. The DC for this ability is equal to 10+1/2 the espejel's character level+the espejel's Constitution modifier. This is a mind-affecting, but not compulsion, effect. In order to see an espejel's form, a non-espejel creature must be able to see past illusions (or the espejel needs to have dispel magic cast on it).
Fast Healing (6 RP): Beings fighting an espejel discover that their own perception of themselves as healthy seems to strengthen their enemy. As long as a creature thinks of an espejel it can perceive as its enemy AND has more hit points than that espejel, that espejel gains fast healing 2.
Perception of Form (0 RP) (Su): An espejel does not need to eat, but it does need to be seen by other creatures. An espejel can last as long without being seen by another humanoid as a human can last without food, and begins suffering from starvation just like a human. An espejel in the advanced stages of starvation begins to lose the use of body parts, subject to GM ruling. An espejel who is perceived by other creatures, but not by humanoids, becomes something like those other creatures when it would normally "die" from starvation. It is recommended that the GM modify the espejel's statistics to reflect their new form in such an event, but such an experience can completely destroy an espejel's sense of self - espejlar who transform to the shape of another creature type may become NPCs.
Shattering Curse (0 RP) (Su): The moment an espejel dies, the evil shard embedded in its soul shatters again. Every humanoid that could perceive the espejel at the moment of death, or the seven nearest who could perceive, (whichever is a smaller number) instantly transforms into an espejel.
Quick Build Rules: A creature recently transformed into an espejel switches to the outsider (native) type, as well as the projection, void form, and curse abilities. They retain their original ability scores, class levels, skills, and feats, but lose any racial traits based on a specific form (for example, the wings of a strix). They retain any racial traits that were the result of training or education (generally, racial bonuses to Intelligence- and Charisma-based skills are trained, while racial bonuses to Perception and physical ability-based skills are inherent to that race's form). An espejel's shattering curse can be removed by remove curse within a week after it was imparted, but after that only break enchantment or more powerful magic can return an espejel to its original form. The DC to dispel the shattering curse is equal to 10 + the dead espejel's character level or the new espejel's character level, whichever is higher.
Missing Piece (-1 RP): In order to raise an espejel from the dead, all of the espejlar its death created must first be returned to their original forms (e.g through break enchantment or greater dispel magic), or must die without being witnessed by any other creatures. Only then can spells such as reincarnate and resurrection bring an espejel back. True resurrection, miracle, and wish bypass this requirement.
Languages (0 RP): An espejel begins play speaking Common and Infernal. Espejels with high Intelligence scores can choose from the following bonus languages: Abyssal, Aklo, Blesmol, Celestial, Draconic, or Elven.
|Gark the Goblin|
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So . . . realization time, here. Instead of rolling 1d307 a couple posts ago, I rolled the number 307 . . . and surprisingly got 307 . . .
Here's what would have been if I'd actually used the dice roller correctly.
1d307 ⇒ 103
118. A small race capable of physcically enhancing each other.
Interesting, but I've already done one of lucky7's ideas. From the same post, no less!
1d307 ⇒ 95
95. Leading off of the "coral people" notion, a race with a built-in shelter it can go into. It can be snail-people, hermit crab people, coral people, people who just happen to live in shells like hermit crabs, turtle people, etc.
Anthrozoans kill me for these puns though
The anthrozoans (definitively a misnomer) are among the most humanoid of the aquatic races, with feet, arms, faces, and even hair that are familiar to the least outlandish of the land races. However, unlike any other known species of humanoid, the anthrozoans carry voluminous limpet-like shells on their backs. Anthrozoans are solitude-loving beings who dwell in beautiful, but silent, cities deep below the water surface of lonely, unpopulated continental slopes.
Physical Description: An anthrozoan stands 4-6 feet tall and carries an oblong conical shell that reaches from the top of its head to well below its tailbone. Anthrozoans have as much variation in skin tone, hair color, and eye color as any other humanoid, and lack the fins and scales common in races like the gillmen, aquatic elves, and tritons. They do have gills on their necks, and they have the aforementioned shells, but they are otherwise similar to humans in appearance. An anthrozoan can fit itself completely inside its shell and hold itself against a surface with an adhesive secreted through its skin; anatomists have discovered that anthrozoan bones are much more flexible than those of land-dwelling species.
Society: Anthrozoans live for hundreds of years, and build tight-knit cities with like-minded members of their kind. After generations of destructive war with horrors of the deep and a great diaspora from their original homes, most anthrozoans prize quiet, isolated creation above all else. They farm the extremely fragile xenophyophores, which provide most of the nutrients needed to keep their shells in healthy condition, and grow cold-tolerant coral to quarry for the lofty buildings they spend so much time constructing. These cities are silent, apart from whispered conversations inside anthrozoan dwellings, and strikingly unpopulated, with settlements covering multiple square miles only counting a few hundred anthrozoans. Anthrozoans have children like many land species, but even these children are taught very early to value silence - a scream at the right time in the right place can be carried by the currents all the way to the deepest abyssal trenches, they say.
Relations: dwarves elves blesmolfolk workers half-elves spindlav halflings cardions Of the surface races, elves have perhaps the most similar outlook to anthrozoans, and aquatic elves are among the few creatures anthrozoan cities regularly trade with. Anthrozoans who come to the surface also readily befriend blesmolfolk (though they have more appreciation for the creative workers than the ruling castes), dwarves, and cardioids (they can relate to the sense of loss very well). They like half-elves and halflings just as well as elves and dwarves, perhaps out of a magnetism to human-like creatures. They don't really understand the concept of sweaters and tend to think spindlavs are some sort of cosmic horror.
Alignment and Religion: Most anthrozoans value stability and safety above all else, and are lawful neutral. Homogeneous anthrozoan cities tend to worship Abadar in an aspect called the Pearl Architect. Good-aligned anthrozoans often worship Shelyn for her domain over art.
Adventurers: Upon reaching adulthood, an anthrozoan chooses to either leave home and seek a community that matches their philosophy, or to stay at home and help the building of their maze-like haunting city. Most anthrozoans eventually settle down with others of their species, but a sizable number (particularly young adults) can be found in more cosmopolitan undersea and coastal communities. Anthrozoan adventurers are those who see something important outside of their beautiful cities; they are often paladins, occultists, or investigators.
Humanoid Type (0 RP): Anthrozoans are humanoids with the aquatic subtype. They do not gain the improvements to Swim that an aquatic creature normally possesses, but do breathe water.
Slow Speed (-1 RP): Anthrozoans have a base speed of 20 feet. They are accustomed to bearing heavy loads, however, and their speed is never reduced by armor or encumbrance.
Amphibious (Ex) (2 RP): Anthrozoans have the aquatic subtype, but can breathe both water and air.
Natural Armor (2 RP): Anthrozoans gain a +1 natural armor bonus to their Armor Class.
Shell Retreat (Su) (2 RP): An anthrozoan can tuck its appendages inside its shell and cement itself to a flat surface as a full-round action. This gives all the benefits of the total defense action, but also replaces the anthrozoan's Dexterity modifier to Armor Class with its Constitution modifier. While using shell retreat, an anthrozoan is blind. An anthrozoan can exit shell retreat as a swift action.
Water Dependency (Ex) (-1 RP): An anthrozoan's body requires constant submersion in fresh or salt water. Anthrozoans who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours. An anthrozoan can survive outside of water for longer while using its shell retreat ability, but is still limited by starvation and thirst as any other humanoid.
Deepsight (Ex) (2 RP): Anthrozoans first lived in the lightless depths of oceanic trenches, and they retain many of their adaptations. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Piezophile (Ex) (1 RP): Anthrozoans do not take damage for pressures between 0.1 and 150 MPa (about 1-1500 atmospheres). They take a -4 penalty on Fortitude saves to survive low-pressure environments (such as mountain peaks and interplanetary space).
Hatred (1 RP): Anthrozoans fled the depths from monsters of which they do not speak. They gain a +1 racial bonus on attack rolls against creatures with the aberration type.
Languages (0 RP): Anthrozoans begin play speaking Aquan and Anthrozoan, a whisper-language that seems peculiarly designed to avoid the most sibilant consonants and the loudest vowels. Anthrozoans with high Intelligence scores can choose from the following bonus languages: Aboleth, Aklo, Azlanti, Ceratioidi, Common, Elven, Sahuagin.
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Magic has become so ubiquitous to daily life in Setting, it is difficult for many to imagine a life without it. No village healer, no artificers peddling their wares from town to town, no magicked streetlamps or wand-toting guards. But in some corners of the world, magic is not only rare—it is all-but nonexistent. In these wastelands, strange aberrations and technologically-adept scavengers tend to reign supreme.
But even in the most extreme environments, adaptation can occur. By exploiting safe "magic bubbles", fringes, and other places of lingering arcana within these wastes, the waste chickens managed to eke out dangerous existences. The waste chickens would venture outside these bubbles each night for food, returning home each day to work healing spells and such. And over many generations, a new mutation began to emerge.
The waste chickens began to carry magic out with them.
Physical Description: From the waist down, waste chickens* closely resemble enormous sage grouses, with fanned feathered tails, speckled plumage, and weak wings that can barely lift them off the ground. From the waist up, however, their appearances are vaguely humanoid—with white or brown feathers in place of hair and pitch-black eyes.
Waste chickens like to wear dull colors and baggy clothes over their humanoid halves, more for warmth and to mask their frail forms than for modesty. Waste hens do not possess mammary glands. The gular is the term for the two plump sacs hanging over most prairie cocks' chests which very closely resemble mammal breasts. The gular does not produce milk, however—it is a storage system for raw magical energy.
Society: Waste chickens have extremely strong traditions, and their elders spend a great deal of time arguing about which tradition is the most optimized for survival. Survival is always at the forefront of any conversation, no matter how trivial.
Because only** waste cocks possess the gular, waste chicken society tends to elevate them to the positions of elders, healers, and community leaders. They serve as family leaders, responsible for raising the children, tidying the homes, organizing social gatherings, handling diplomacy with other waste chicken clans (and other groups within the wastes). It is their duty to resolve family feuds and seek peaceful solutions, and a waste cock elder who fails to do this may soon find himself replaced.
Waste hens, meanwhile, are traditionally expected to serve as hunters, gatherers, builders, and warriors. They learn magic—usually druidic or clerical, but wizards and magi are not uncommon—and are accompanied outside the bubbles by waste chickens with the gular, allowing them to use that magic even in the midst of the magic-dead wastes. Waste hens often rise to positions of authority during times of particularly brutal conflict, and some clans possess both a peacetime Patriarch and a wartime Matriarch.
Some waste chicken clans reverse this practice completely, subjugating the more passive males to the positions of servitors to the more martially-minded females.
Mates (and often clan leaders) are chosen during leks, in which the waste cocks deliberately discharge their stored magic to show how much they're able to contain. It's quite a sight. The fireworks can be seen for miles.
Relations: Waste chickens trade frequently with other races, primarily humans, who they generally like well enough. They can be difficult to talk to, however—their obsession with survivability can come across as cowardice, paranoia or fatalism, depending, and only half-orcs and kobolds really seem to "get" waste chicken humor. Waste chickens cannot stand hotchis and echidaens due to many years of prickly encounters—they are quick to clarify to the eager porcupine-folk that they are not chickens and not big enough for riding.
Gnolls and waste chickens tend to become either close trading allies or fierce enemies, largely based on a roll of the dice—their inverted gender roles can lead to dangerous miscommunications and culture shock during negotiations. Interestingly, matriarchal waste chicken clans are most common when the clans are put into direct and extended conflict with gnoll neighbors.
Alignment and Religion: Waste chickens are practical and orderly, but willing to bend a tradition if it doesn't seem to work out quite as it should. They dislike needless war, except when they don't. Waste chickens are usually neutral. They tend to favor deities of magic, but lean more towards animism and acknowledgement of spirits and fey rather than gods.
Adventurers: Waste cocks do leave their clans on occasion, particularly when there are too many cocks already. Despite this, most waste chicken adventurers are hens—their combative skill, plus their tendency to find their ambition unmatched by their options within their clans, leads them to wander in search of those who will appreciate the full extent of their talents.
Community Role: +2 Dexterity, +2 Charisma, -2 Constitution (0 RP): Waste chickens who fill the community role are quick and learn to manage others, but can be quite frail, particularly in their upper bodies.
Martial Role: +2 Dexterity, +2 Wisdom (2 RP): Waste chickens who fill the martial role are quick and cunning, and have learned to nurture surprising endurance within their frail frames.
Small: Waste chickens are Small and thus 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.
Monstrous Humanoid (3): Waste chickens are monstrous humanoids.
Normal Speed: Waste chickens have a base land speed of 30 feet.
Martial Role: Flight (4 RP): Waste chickens unburdened by the gular have a fly speed of 30 feet with clumsy maneuverability.
Darkvision: Waste chickens can see in darkness out to sixty feet.
Community Role: Frantic Flapping (2 RP): Although too heavy and plump in their lower bodies to fly, gular-burdened waste chickens' wings do have enough power to aid flight attained by some other method, and they gain a +4 bonus on Fly checks.
Martial Role: Camouflage (2 RP): Waste chickens born into the martial role have much duller plumage, and gain a +4 bonus on Stealth checks when hiding within plains, desert, or tundra (chosen at character creation). They take no penalty for using Stealth while moving at full speed within this terrain.
Community Role: Store Spells (4 RP): Once per day, the waste chicken may allow another creature to imbue a spell slot into their gular. This expends the spell slot and uses up any required material components. The waste chicken cannot imbue their own magic. At any time after the spell is imbued, any friendly magic-user (or successful user of a spell trigger item) can touch the gular and gain the spell slot back at the same level, assuming they have already expended it—if they have full slots, or cannot cast at that level, they instead recover a spell slot of the next-highest level they can cast (or recover a charge of their spell trigger item). This spell must be cast immediately, but can be cast even in an antimagic field, without any components required. The waste chicken can hold onto more than one spell slot in this way. A spell will remain inside the waste chicken for a number of days equal to the chicken's Charisma score.
Community Role: Gular Discharge (2 RP): At any point, a waste chicken containing spell slots in their gular may voluntarily release all of the magic at once (even in an antimagic field). This produces a number of random effects equal to the waste chicken's stored spells, the power of which is determined by the number of slot levels.
• 1-4 spell levels stored: The effects mimic prestidigitation versions of Rod of Wonder rolls.
• 5-12 spell levels stored: The effects mimic versions of Rod of Wonder rolls, but with spells chosen from the Sorcerer-Wizard and Druid spell list.
• 13-89 spell levels stored: The effects are identical to the effects of rod of wonder rolls.
• 90+ spell levels stored: The effects are identical to the effects of a deck of many things (or wish versions of rod of wonder rolls, if preferred).
Note: If the waste chicken goes past the day limit on a stored spell slot, the discharge triggers involuntarily.
Languages: Waste chickens speak Cluck and Common. Waste chickens with a high Intelligence score can learn Gnoll, Elven, Gnome, Giant, and Aklo.
* Ha see I did a pun too.
** Mostly. There are, of course, waste cocks and waste hens with less common body configurations, and they tend to be placed into the role their bodies recommend—a waste hen with the gular is still expected to be a community leader, while a waste cock without is expected to assume a more martial role.
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Living Labyrinths: Built by a minotaur for giant masters. Torn between loyalty to creator and to their charges, fled to a world in miniature. Unable to solve themselves (they're bad at mirrors), they can still jumble themselves up real good.
Once upon a time, there was a mighty and proud council of giants in the clouds. This council had seven kings. Each king had seven daughters. Each daughter had three puzzles. And the whole of the council had a single individual to thank for these gifts: A hardworking minotaur slave named Cleopatra.
Cleopatra was a master of woodcarving and puzzles. Tasked with keeping the kings' daughters entertained while the kings argued about taxes, and fiefdoms, and other dull things, she set about constructing what would become her life's greatest work: Forty-nine sets of oversized moving block puzzles that could serve not only as logic games, but as playmates, guardians...and, known only to Cleopatra, assassins. The puzzles were clever—almost as clever as their maker—and strong enough to withstand the giant children's sometimes rough treatment.
Cleopatra's plan was to revenge herself on the kings for her mistreatment. Unfortunately for her, but fortunately for the forty-nine daughters, the "bloggolems"—named for the younger daughters' mispronunciation of their true name, simply "block golems"—developed a fondness for their playmates, and when the time came to choose between their friends and their maker, they simply fled. The bloggolems scattered to the grounds below, many smashing apart in the process.
And they found themselves lost in a world in miniature.
Physical Description: Initially, most bloggolems closely resemble the extraplanar modrons, but closer inspection reveals that they are, in fact, gigantic puzzle cubes. Each individual block of a bloggolem's body is painted a different color, and many bear curious symbols unique to the bloggolem in question—eyes, ears, a mouth or two, images of flames and swords and lightning bolts, and sometimes stranger things still . Bloggolems move about in vaguely humanoid manners, similar to modrons, though their hands and feet are, in fact, as wispy and sticklike as they look—they can walk, and pick things up, and even tinker with fine things like paints or machinery, but any heavy lifting requires the involvement of their actual blocks, which shift and interlock and click into new positions constantly.
Every bloggolem has a "solved" state, which fully assembles their features into a puzzle result that makes sense only to them and their loved one/s. This state can, at their choice, "unlock" a smaller bloggolem inside them, who will grow to a full "adult" within seven years. Bloggolems cannot attain this state on their own—they must find someone else to form a bond with. Bloggolems are actually incapable of solving their own puzzles, even with mirrors. Many of them find the very suggestion perverted. Some believe that their creation is closely linked to the souls of the living humanoids closest to them, so to create a new being by oneself would be something akin to incest.
The state of a bloggolem sleeping has been described by onlookers as reminiscent of watching a sandcastle crumble and liquefy—then start to boil.
Society: Bloggolems often gather together in small communities in dungeons or suburbs. They tend to prefer "geometric" locations, as more organic environments, like forests and swamps, make them queasy in a way they struggle to explain. They prefer to settle their disputes in "parties"—tea parties, gift parties, and similar festivities. This is left over from learning systems of governance from a bunch of children, but strangely, it seems to be working out okay so far.
Relations: Bloggolems are seen by most races as strange and bizarre. Dwarves and gnomes are incessantly curious about how the bloggolems work and how to solve them, and perhaps surprisingly, bloggolems's most common non-block suitors may in fact be dwarves. Giants seem to regard bloggolems as either charming or hilarious, and bloggolems, for their part, try to avoid giants these days.
Alignment and Religon: Bloggolems have very structured and orderly minds, though since their flight from the clouds, they've come to abhor all forms of tyranny and oppression. Most bloggolems are lawful good. Bloggolems have little interest in religion, but several interesting philosophies have been devised by bloggolem scholars. They have a tendency to take contrary positions, like "the gods aren't real unless we believe in them", just to see if they can find something useful in it.
Adventurers: Many bloggolems enjoy traveling and exploring the strange world, though they prefer to keep to paved roads and carved dungeons. Quite a few bloggolem adventurers get their start protecting merchant caravans. But there is one very common motivation for bloggolem adventurers:
Giants and minotaurs both live a very long time. There are still bloggolems searching for both Cleopatra and the forty-nine princesses—who would by now, logically, be giant queens.
Bloggolem Names: Bloggolem names tend to be inspired by the most prominent and unusual drawings on their blocks. While many bloggolems do have gender identities, they do not tie names to these.
Bloggolem Names: Tictactoe, Vanishingpumpkin, Womanatgallows, Sevenhearts, Dogstaringatbrokenclock, Eighteenpinetrees, Eaglefeedingitstwohatchlings, Grumpycat.
+4 Strength, +2 Intelligence, -2 Dexterity: Bloggolems are big and bulky, and have very keen minds, but their bulk can make them extremely clumsy.
Large (7 RP): Bloggolems are large and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A bloggolem takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Half-Construct (7 RP): Bloggolems are humanoids with the half-construct and giant subtypes. They gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue, and cannot be raised or resurrected. Bloggolems do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a bloggolem can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Slow Speed (-1 RP): Bloggolems have a base speed of 20 feet.
Natural Armor (3 RP): Bloggolems are treated with a colorful resin to protect them from the elements, granting them a +2 natural armor bonus.
Shifting Form (-5 RP): Due to their shifting, blocky bodies, bloggolems do not have magic item slots for Feet, Hands, Neck, Ring, or Wrist (they have slots for everything else; it just looks really silly). They can wear armor, but armor must be specially crafted for them around each block, costing five times as much as human armor. Likewise, weapons cost three times the listed price (rather than two times for their size). The cost of magical enhancement remains the same.
Jumble (2 RP): When a critical hit or sneak attack is scored on the bloggolem, they may as an immediate action jumble their blocks, creating a 10% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Shifting Senses (2 RP): A bloggolem has multiple blocks containing eyes, ears, and other sensory detectors, and constantly rotates them to see what's going on. Bloggolems gain a +2 bonus on Perception checks. When determining whether or not they are flanked, they may as an immediate action ignore a single enemy of their choice.
Compression (2 RP): With help from another creature making a DC 15 Intelligence check to rearrange them, a bloggolem can pass through any space small enough for a 6"x6" wooden cube, though they are considered to be squeezing while doing so. A bloggolem cannot use any of their block-shifting abilities while squeezing under any circumstance, and can in fact do nothing physical apart from move through the space. As soon as they fully exit the space, they return to their jumbled state.
Solvable: Bloggolems can only be solved by another creature as part of a willing process that can take anywhere from one minute to several days. When the process is completed, however, they are forever bound to that creature. Their puzzle re-jumbles, but that creature never needs to make Intelligence checks to activate the bloggolem's puzzles. There is no way, outside of a limited wish, wish or miracle, to undo this process, though it can be undergone with multiple creatures. This process can produce a young bloggolem, but only if the bloggolem chooses it. Instead of the (giant) subtype, this bloggolem will have a subtype possessed by the solving "parent".
Mind for Puzzles (1 RP): While incapable of solving themselves, bloggolems are still excellent at puzzles and riddles, and gain a +4 bonus on checks made to solve such puzzles, saves against maze and similar effects, and Survival checks to avoid getting lost in deliberately worked environments (including carved tunnels and city streets, but not including forests and swamps).
Breakable (2 RP): Bloggolems were designed to be broken up and put back together with minimal hassle—children can be rough with their toys, after all. A bloggolem does not risk bleeding to death when reduced to below 0 hit points and instead enters stasis, remaining in this state until either mended or dealt additional damage sufficient to kill them. Bloggolems are immune to bleed effects and death by decapitation.
Healing Immunity (-3 RP): Due to their curious status between "alive" and "created", bloggolems are not affected by positive energy. They are still affected by negative energy.
Vulnerability to Fire (-2 RP): Bloggolems are vulnerable to fire, and take half-again (150%) damage from fire-based attacks.
Mending Puzzle (3 RP): When in stasis, the bloggolem can be "restored" simply by making a straight line of red crosses along their front, requiring another creature to make a DC 18 Intelligence check as a full-round action (they gain a +2 bonus if they have solved this puzzle in the past). Success causes the bloggolem to gain regeneration 1 until they have recovered their maximum hit points, at which point the blocks re-jumble. They remain in stasis until the healing ends, and can still be destroyed by fire during this time.
Languages: Bloggolems communicate in Scramble, a visual language that involves shifting their blocks in a highly emotive, high-context manner. Non-bloggolems that learn Scramble cannot speak it, but can understand any given statement with a DC 10 Intelligence check. Bloggolems with high Intelligence scores can learn Common, Giant, Gnome, and Dwarven.
Roll (replaces Jumble and Compression): Some bloggolems were designed to be spherical, resulting in slightly less variety in their configurations, but a peculiar sort of advantage. By slightly rearranging themselves, a bloggolem can deliberately roll down any slope steep enough to grand elevation bonuses. This is considered identical to the Run action, except as follows: They can only go downhill in a straight line, do not lose their Dexterity bonus to AC, are unhindered by heavy armor, and can take a five-foot step prior to entering the configuration. If any creatures are in the bloggolem's s path, they may make a Reflex save, DC 15, to avoid being hit—otherwise, they are hit head-on, taking damage as if an object half the bloggolem's size had fallen on them from the distance the bloggolem has rolled, and are knocked prone. Alternatively, they may make a CMB check against the bloggolem's CMD to intercept—if they succeed, the bloggolem's roll is halted. Otherwise, the bloggolem may keep rolling as if they'd made an overrun attempt.
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An unspecified number of days ago*, an alien and terrible civilization sank deep into the depths of the earth, rendered prisoner to its own creations.
Fifty days ago, an ambitious kobold clan stumbled upon the remains of the civilization. Though the vast majority were killed by the twisted lich that now governs the empty passages of the ruins, a few managed to escape untold treasures—glowing panels allow plants to grow in the depths, tubers imbued with harnessable energy, lovable cubes...and the adobe daughters.
The adobe daughters were curious entities, capable of free thought but dedicated to their duties. They were designed to kill, and they killed very well. But the kobold trapsmiths already knew how to kill. They sought to make something greater.
Ten days ago, the first adobe daughter reached the world's surface. It was strapped to a dwarf's back, facing away from her, and it saw the sun for the first time in its long existence. It stared up into the heavens and wondered:
Is anyone there?
Physical Description: Crafted from multiple panels of hard, smooth adobe, the daughters resemble small pods propped up on three spidery bronze legs. Each adobe daughter has three eyes (an improvement made by the kobolds during modification, who felt like leaving so many blind spots was a rather shortsighted move), gleaming red sunstones that shine fine lines of light wherever they point. An adobe daughter is capable of opening its panels, revealing interiors absolutely covered in carved Draconic runes.
Adobe daughters cannot move. They can pivot to some extent, thanks to the kobolds' modifications, and they can hold items, and they can even attack those nearby them through jabbing with the items they hold, but their tripedal forms do not move. They can, however, be carried: Adobe daughters are extremely light, each weighing only 5.678 pounds.
Society: Adobe daughters have an inexplicable way of congregating when nobody is watching them—presumably, they persuade other creatures to move them where they want to go, but they often seem to end up together. They have a curious fixation with death, and many of these congregations take place in graveyards. Some suspect that adobe daughters are, themselves, linked to undead in some way—inhabited or tainted by the spirits of those they've killed. Adobe daughters, being prone to terse, cryptic explanations, themselves are quite unsure where they come from.
Relations: Adobe daughters have few dealings with any creatures aside from kobolds and dwarves, who often employ them. A few adobe daughters have been known to bond with misborns, as they share a link with death. Adobe daughters are poor communicators, though. Elves tend to treat them as omens and portents, and halflings share stories of adobe daughters like they're spirits from the earth. Half-orcs and half-elves have been known to form friendships with adobe daughters so they can carry them on their backs. It's nice to have conversation. And it's nice to have someone watching your back.
Gnomes won't stop tipping adobe daughters over.
Alignment and Religion: Adobe daughters were built to kill, but they don't always need to kill anymore, and this confuses them. Killing gives them purpose and direction, and the idea that it may not be necessary can render them scared, alarmed, and angry. Quite often, telling an adobe daughter that killing is wrong is enough to send them on a murderous rampage. Some adobe daughters have of late tried to find different paths, but it is difficult going, and most adobe daughter are chaotic evil. They almost universally worship gods of death and undeath.
Adventurers: The idea that killing is wrong challenges even the most advanced, worldly of adobe daughters. But the idea that killing isn't always right is something they can understand. And adventuring is a great profession for someone who's still working out when is the right time. The only trick is, adventuring requires mobility. There are no solo adobe daughter adventurers.
Names: Adobe daughters still don't quite understand names, and most go by their serial numbers.
Sample Adobe Daughter Names: 5621, 9567, 2912, 0378, 0003.
*A number of days not smaller than 9,999,999.
Small: Adobe daughters 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.
Construct (20 RP): Adobe daughters are constructs. They gain all construct immunities, are immediately destroyed when reduced to 0 hit points or fewer, and cannot be raised or resurrected. They do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities.
Half-Undead (3 RP): Adobe daughters have the (half-undead) creature subtype. Unlike most constructs, they are harmed by positive energy and healed by negative energy (even if these effects require Fortitude saves).
Immobile (-8 RP): Adobe daughters have no base speed and cannot move under their own power, even if granted a different movement speed, such as via flight. This is true even if they shift forms—the concepts of movement across distances simply have not been properly programmed into their brains.
Carrion Sense (1 RP): Adobe daughters' strange attraction to death grants them something akin to the scent ability, but only for corpses, undead, and badly wounded creatures (creatures with 25% or fewer hit points).
Farsight (2 RP): Adobe daughters can see perfectly in darkness of any kind (except deeper darkness), and take no penalty to sight-based Perception checks due to distance.
Natural Armor (2 RP): Adobe daughters gain a +1 natural armor bonus.
Stationary Turret (1 RP): Though incapable of moving across distance, adobe daughters have very nimble "motor skills" and can use their beads of red light to target very, very effectively. They gain a +2 racial bonus on all ranged attack rolls.
Lightweight (2 RP): Stationary turrets are extremely light and surprisingly easy (and fun!) to toss around. A stationary turret can be thrown as a weapon without being treated as an improvised weapon. When thrown, they have a range increment of 20 feet, inflict 1d6 + the attacker's standard modifiers in damage, and may choose to either seek to aid their thrower's attack roll or make their own readied attack with a +4 competence bonus. They may make a DC 10 Reflex save following this throw—success indicates they land on their legs in an adjacent square, while failure indicates a 25% chance that they land prone. However, relocate, pull, and bull rush attacks against them gain a +4 circumstance bonus.
Breakable (-4 RP): Unlike most small constructs, adobe daughters only gain 7 bonus hit points—they are quite fragile. When falling at least 10 feet, they are always considered to have fallen 30 extra feet when calculating damage.
Languages: Adobe daughters speak Common. Adobe daughters with high Intelligence scores can learn Draconic, Dwarven, Undercommon and Aklo.
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I'm gonna actually reroll, I have no idea how to do my previous roll. Genuinely, that one is more abstract than anything I suggested.
1d301 ⇒ 71
88. A playable, race-builder-style gnoll race, with a racial witch archetype that plays off the "cackle" class feature.
Since gnolls already exist, I suppose I'll just redo their race traits to make them better. Because as a baseline, gnolls kinda suck.
Ability Score Racial Traits Gnolls gain +2 to Strength and Constitution, representing their natural prowess and resiliency to sustain their diets.
Type Gnolls are humanoids with the gnoll subtype.
Size Gnolls are typically hunched, and stand as tall as a human at roughly 6 feet on average. Gnolls are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed Gnolls have a base speed of 30 feet.
Languages Gnolls start knowing Gnoll. Gnolls with high Intelligence scores can choose from the following: Abyssal, Aklo, Common and Goblin.
Corpse Feeder A gnoll never lets a meal go wasted. Gnolls are immune to diseases from spoiled meat.
Darkvision Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.
Natural Armor Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
Weakness Sense Gnolls can keenly tell when a creature is on its last legs. Gnolls know when a creature's current hit points at 50% below its maximum, and has scent against such creatures.
Gnolls capture and put to work slaves in order to maintain their hedonistic lifestyles, rather than labour themselves. To oversee such labours, cackling slavemasters are employed to keep their servants in line, and to remind them that their gnoll captors will gladly make them suffer for insubordination.
Armor and Weapon Proficiencies
You are proficient in the whip and scorpion whip.
This alters the witches weapon proficiencies.
Knowledge of Agony
You gain the following spells as witch spells at the listed levels; 2nd—persuasive goad, 4th—inflict pain, 6th—excruciating deformation, 8th—symbol of pain, 10th—inflict pain, mass, 12th—eyebite, 14th—harm, 16th—maze, 18th—symbol of vulnerability.
These spells are added to the spells known by your familiar. Should you later replace your familiar, it automatically knows these spells.
This replaces patron spells.
Mad Cackle (Su)
At 1st level, you gain the cackle hex, and can utilise it to extend the duration of more than your hexes. While a creature is affected by a pain effect, you can use cackle to extend the duration of that effect for 1 round, and inflict an amount of nonlethal damage equal to your Intelligence modifier. The creature can make a Will Save against your hex DC to negate this damage.
Your cackle hex cannot extend the duration of any effect that has a duration of instantaneous or concentration, and if you choose to extend an ability this way, you cannot increase the duration of any hex this same round. You can only use this cackle hex once per round as normal.
This replaces the hex gained at 1st level.
Biting Lash (Ex)
At 2nd level, you gain the ability to apply aggravating wounds with a whip or scorpion whip. While a creature is suffering from a pain effect or its current hit points are below 50% of its maximum hit points, you gain a +1 insight bonus on attack and damage rolls with a whip or scorpion whip against that creature. If you successfully hit a creature while you have this bonus, you can apply your cackle hex as a swift action to the creature.
This bonus increases at 6th and every 4 levels after 6th, to a maximum of +5 at 18th level.
This replaces the hex gained at 2nd, 6th, 10th, 14th and 18th level.
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1d307 ⇒ 113
A race that starts venerable and becomes younger as they age.
Okay, so I need to build a race based on a mechanic that almost never comes into play normally, only now it's backwards. I am clearly going to have to add some qualities that actually take effect in-game.
Voltaorians (8 RP) (vole-tay-ore-ee-unz)
Physical Description: Voltaorians are humanoid creatures with light blue-grey skin and pale slit-like markings on their necks, resembling gills, but purely cosmetic. When born, they are wrinkled, hunched, and their hair is a white to steel-grey in color. As they age, youthening, they tend to stand taller, have brighter teeth, and more lustrous hair with stocky, muscular limbs in their prime.
Once, they resembled humanoids like elves or humans, but over the unknown expanse of null-time that they've existed in their isolated dimension their physiology has altered to the point where their organs and structure are sufficiently alien from most other races; internally, if not always apparent from the outside.
Voltaorians stand between five and six feet in height and their weights fluctuate between 150 and 250 pounds depending on their muscle mass. Their lifespans are almost always exactly 100 years in length. In reverse chronology, they are venerable from 100 to 70 years, then old from 69 to 53, middle age from 52 to 35, and in their adult to young adult prime from 34 to 15. After that, they gain the Young simple template. Once a voltaorian reach the age of 5, they undergo a transformation where their bodies become a one-foot-diameter crystal sphere. A voltaorian may hold off this transformation with a DC 10 Fortitude save each day, with a +1 to the DC for each previous check. A voltaorian will always attempt to return to Voltara before this occurs. Only a wish or miracle can restore a voltaorian from this chrysalis and will give them an additional year before requiring a save.
Society: Voltaorian society is difficult for outsiders to observe since their race comes from a pocket dimension outside of the temporal stream. They are a race united by an ancient catastrophe and tend to exist in relative harmony with each other as a civilization. They have an emperor but also a ruling council consisting mainly of middle-aged or adult voltaorians. While venerable and old members are more mentally flexible, they lack the learning and experience the others have acquired.
The unknown deity that severed their realm from time to protect the world and timeline created the dimension in such a way that voltaorians have no displacement or anomalies while there. In their own dimension, time flows in harmony with their altered natures, so despite living from old age to birth, their environment, society, and interactions seem perfectly natural from their perspective. Unfortunately, like any inquisitive race, they often step back into the mainstream timeline and dimensions to explore and learn. It's during these interactions with other races where the chronological differences become apparent and confusing, to both them and those they encounter.
No non-native race has ever successfully been able to travel to Voltara. The interaction of time and anti-time tears their very beings into non-existence. It is only through what would amount to centuries of evolution, mutation, and careful calculation of temporal anomalies that the voltaorians have figured out how to travel and explore other realms in search of knowledge through the use of constructed portals and rituals.
Relations: Typical voltaorians never interact with other races since they never leave Voltara, knowing only the species of animal and plants that exist there except through stories and tales. Most traveling voltaorians tend to be observant and unobtrusive with other races, tending to avoid dangerous conflict since they know that if they die they are unlikely to be restored to life and unless they live out their full lifespans they will never become life crystals to birth new generations.
Other races find their rarity either fascinating or disturbing. Dwarves and elves tend to understand them well, having long enough lifespans that they are mentally able to deal with friends of other races aging and dying, so the concept of reverse aging is not too hard for them to comprehend. Plus, voltaorians tend to have interesting concepts of art which touches on both races' artistic temperaments. Other, shorter-lived races tend to find them disturbing, ranging from confusion to jealousy over their own desires to be young again as they age. The only races they have trouble interacting with are hybrids. Whether half-elves or half-orcs, aasimar or tieflings, these races are left with feelings of unease in a voltaorians presence. There is no mechanical effect to this and its origins are unknown, but voltaorian visitors in communities predominantly of these species tend to have harder times assimilating into or interacting with them.
Alignment and Religion: Voltaorians tend to be largely lawful in their outlooks. Most live their lives with a philosophy of community and care for each other. Granted, this is mostly restricted to their own kind and communities which are largely isolated and have no actual trade or interaction with other races. However, it also tends to apply to their explorers and adventurers who do visit other realms and locations, since only those who prove themselves capable of loyalty, trustworthiness, and skill typically get the opportunities to travel elsewhere. As such, most voltaorians that other races encounter tend to do their best to assimilate or work with others. Only if one encounters a powerful artifact, magic item, or arcane research that might be of interest or help to their people back home might they consider theft, betrayal, or underhanded means to acquire it.
Voltaorians do not worship deities. Ever. They know about them, they believe in them, but for some reason deities' powers cannot reach them in their domain and, over the unknown span of time they've existed, they have ceased worshiping them. This carries over even to those who travel to other planes. Even the unknown deity that pulled them from their world and dimension into Voltara is just a part of a historical event. Voltarian priests choose domains as normal, but most priests in their home dimension worship a philosophy of lawful community and knowledgeable study and service to all. Their usual duties include attending to newborn voltaorians and providing them with access to learning and knowledge.
Adventurers: Voltaorian adventurers tend to multiclass far more than other races. Most start their lives pursuing arcane, divine, or even psychic disciplines thanks to their enhanced mental capabilities early in life and to compensate for their physical frailties. However, as they transition in life, they tend to become enthralled and enamored with martial prowess because of their keen recollection of what it was like to be enfeebled and nearly helpless early in their lives (a memory most races can't recall as easily or as objectively, as their brains aren't as developed as voltaorians' at the start of their existence.)
Voltaorian PCs typically start at Old age. 'Younger' characters of venerable age would not be hardy enough to survive the rigors of the shift into the worlds outside their isolated dimension. They may later end up at venerable, through reincarnation for instance.
Racial Traits (6 RP):
+2 to any one ability score (0 RP)
Medium (0 RP):
Normal speed (0 RP): Voltarians have a 30 foot base speed.
Aberration type (3 RP): Voltaorians aren't just a race that magically ages backwards, they possess alien and unusual physiology and internal organs that react differently to the stresses of a normal timeline. They eat, sleep, and breathe.
Extraplanar (0 RP): Voltaorians are extraplanar in any location other than their home dimension of Voltara.
Darkvision (from Aberration type): As aberrations, voltaorian's can see in the dark up to 60 feet.
+2 Natural Armor (3 RP): Voltaorians have much denser skin and internal organs than most races. However, this doesn't manifest until they near their primes, between old and young adult ages.
Venerable and young individuals do not have this benefit, being too underdeveloped physically.
Racial Qualities (6 RP):
Altered Aging (0 RP): Voltaorians progress through a unique life-cycle. They begin life with the equivalent benefits and penalties of being venerable (-6 to physical statistics and +3 to mental statistics). Despite the fact that aging penalties do not typically reduce scores below 1, voltaorians must start with at least a 3 in all ability scores after applying all penalties. Any lower and it indicates that the individual wouldn't have had the physical strength to survive to die of old age at the end of their lifespan, thus never being able to be 'born'.
Unstable Chronology (3 RP): Aging and youthening effects, as well as haste and slow effects, are reversed on voltaorians (They may choose whether to attempt saves or not in either case.) This does not prevent damage from rapid aging or youthening, such as the system shock from a ghost's corrupting touch.
In addition, as a swift action once per day, a voltaorian may extend or reduce a magical duration on them by 1 round (minimum 1 round). They may do this an additional time per day for each 3 HD they possess, though it may only be used once per individual effect. A voltaorian may do this on even effects that normally prevent them from taking actions, such as magical dazing, paralysis, or even time stop and they may choose to do this to extend an effect's duration at the start of their turn, even if it would have otherwise ended immediately prior.
Past Visions of... the Future? (0 RP): Voltaorians sometimes receive fleeting empathic sensations of events about to occur. Sometimes they are prophetic, other times they are distracting. Whenever a voltaorian rolls initiative, there is a 50% chance that they receive either a +2 racial bonus or a -2 penalty to the result.
Mnemonic Conditioning (3 RP): Unlike most races that lose mental capacity and recollection as they age, voltaorians have evolved minds capable of retaining knowledge despite the loss of mental flexibility. When a voltaorian reaches a new age category, even one that does not reduce mental ability scores, they may choose one benefit to represent their race's ability to cope with their unique aging process. These benefits may be chosen more than once and their effects stack with themselves. Ultimately, these choices will have a net positive effect for characters, not just mitigating the losses, but that would require selecting the same benefit two or more times.
- Class: As a race that transitions easily from mental professions into martial roles as their physical bodies evolve, voltaorians can choose to gain a new favored class in addition to any they already possess. If they already have levels in the chosen class, any bonus hit points, skill points, or alternate favored class choices are gained retroactively.
- Saves: Their alien minds grant them a +1 racial bonus to Will saves.
- Skills: Gain a +1 racial bonus to all Intelligence-based skills in which they possess at least 1 ranks.
- Spells: Count Intelligence, Wisdom, or Charisma as 2 higher (chosen when this benefit is taken) for purposes of bonus spell slots or spells per day.
Weaknesses (-4 RP):
Late For Their Own Funeral... Or Too Early? (-2 RP): The temporal confusion of backwards lives prevents voltaorians from being raised easily. Returning them from death requires magics of resurrection strength or greater. A reincarnation spell or a similar effect will work, but the voltaorian will always return in their true form and one age category older (middle age to old, for instance), losing any benefits they gained for aging (such as from Mnemonic Conditioning). Voltaorians of venerable age cannot be reincarnated.
Elder Ailments: (-2 RP): Every voltaorian suffers lingering, chronic ailments from old age, even as they get younger. These debilitations cannot be removed short of a wish or miracle or when a voltaorian transitions from the young adult to young age category. Characters typically start with mundane items or gear that allow them to mitigate most penalties of the ailment. If they are lost, however, they must be replaced.
- Bad Back: Voltaorians with this ailment count their Strength scores as 2 less for purposes of determining encumbrance and a GM may impose the fatigued condition for extended periods of exertion, such as dragging, tugging, or lifting objects. This condition can be mitigated by a back brace, but this device restricts and prevents the use of shoulder slot magic items. Some wear customized masterwork back braces (of at least 100 gp value) that can be enchanted, however.
- Bad Knees: Individuals with this ailment have a base speed of 5 less than normal unless using a cane, staff, walking stick, or similar implement.
- Bad Vision: Voltaorians with this ailment have a -2 penalty to Perception, receive double range penalties for ranged attacks, and targets are considered to have concealment at distances greater than 30 feet. This can be mitigated with special goggles or spectacles but these prevent the use of eye slot magic items and restrict certain face or mask items. Special masterwork spectacles (of at least 100 gp value) can be enchanted to duplicate many eye slot items, however.
Alternate Racial Traits:
Legacy Born: You came from the life crystal of a noted voltaorian, perhaps one who achieved great power. While you have no actual hereditary or even passing resemblance, your people feel you have a special destiny. Maybe you do. You receive a +1 racial bonus to all saving throws and once per day may reroll any natural 1 on a d20. You must choose two Elder Ailments from the list above instead of one. You may select the same one twice, which doubles any penalties and mitigating items only reduce the penalties as though by one ailment. This alters the Elder Ailments trait.
Versatile Professional: Your life was one of many professions and occupations... or at least... it will be. When using the Mnemonic Conditioning trait at each age category you must choose the Class option. You gain the benefits of both the Skill Focus feat for a class skill of that class and the Eclectic feat for that class (+1 hit point or skill point). This trait alters the Mnemonic Conditioning trait.
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Race: 1d307 ⇒ 10
Race: 1d307 ⇒ 232
Race: 1d307 ⇒ 84
I like 84 the most.
101. An incorporeal creature that possesses bodies. Possession lasts until the physical body dies.
Folklore is filled with tales of creatures that stalk the shadows, laying claim to those of weak wills and walking in their victims skin. Habitar are frequently likened to these more vicious body-snatchers, though their intentions are never so much insidious as it is one of necessity. A habitar exists as a shadowy, ghostly entity outside of the shell of another creature. To keep itself alive, habitar must take possession another living being's body, usually a humanoid. This process leaves many habitar conflicted with their own existence. As part of this possession, the original creature's soul is expelled from their body and the creature it was 'dies'. The habitar then fills the body, still alive but empty, and gain sustenance as it ages around them.
Habitar go to great lengths to disguise their trespass and either move as far away from their new shells previous lives as possible, alter their forms magically to fit a specific identity they call their own, or attempt to pass as the creature's identity as best as possible. Habitar exist as transitory beings, and their longevity, near endless short of violence to their true forms, means that no one habitar is like another, and often habitar possess incredibly complex memories and experiences from their years of shifting between bodies.
Physical Description Habitar outside of a shell seem to exist almost like shadows, hardly there at all and nearly formless. Habitar in sufficiently bright light sometimes appear to take on a definable form or shape, usually appearing to be their preferred physical appearance for claimed bodies or even a self-idealised form. Often, their experiences and mental state seems to have an effect upon this appearance, and those who have experienced incredible trauma may even seem nightmarish to an unwitting observer.
Society Habitar have no society of their own, entirely reliant on moving in and among those of other creatures as a matter of habit. Habitar are capable of seeing one another while they inhabit a body, but these meetings are, while infrequent, do not usually elicit joy. Habitar either see the presence of another as competition for bodies or potentially jeopardising to their current identity, with the fear that the other could compromise them. Therefore, habitar may even go to lengths to destroy one another to protect themselves, or simply abandon their current identities and flee rather than risk exposing themselves. When two or more habitar choose to co-exist in a region, often this leads to a habitar cabal, where their mutual agreements of coexistence ensure their safety and allow them a measure of protection in their joint cooperation. Habitar in positions of power sometimes use this to protect kin within these cabals, and a group of habitar can use their longevity and body possession to instigate plans spanning centuries entirely in the shadows, though most simply wish to exist peacefully.
Relations Habitars are seen as predators, and even habitars cannot deny this. To other creatures habitar are a threat to their existence, and often habitar are hunted and destroyed whenever discovered. Even the noblest of habitar could find itself the target of such hunters, and few are willing, maybe understandably so, to see it from the habitar's perspective.
Alignment and Religion Habitar struggle with their own existence, and no one habitar can truly claim to have come to terms with their nature. Often, habitar are simply neutral, existing out of habit and acting entirely for the sake of their personas and never tackling the ramifications of their actions short of accepting that it is necessary. Some habitar, however, exploit their abilities as terrifying villains, seeing other beings as simply playthings which they can rob of life as they see fit. A few habitar try to follow some guideline or code to which they will adhere rigidly, such as only claiming the bodies of violent or dangerous villains and trying to make amends for that creatures actions, or claiming the bodies of those who willingly accept the possession, such as those with a terminal illness or injury (which habitar seemingly cure once they claim dominion over a body). This latter group are typically lawful good, but most recognise their codes of ethics are not a perfect solution and that there never will be.
Typically, religion is an entirely personal matter among habitar, should they follow one at all. No single god truly represents them perfectly, though Norgorber is held in high regard among some habitar as the master of secrecy, and with the hopes that he might protect them should they act in his name and contribute to his spy network through their natural ability to assume another's identity.
Adventurers Habitar often assume the career of an adventurer. The life suits those whose longevity is assured via newly claimed bodies, and adventure leads naturally to the acquisition of such. In addition, the presence of allies ensures their safety and proof of their worth, for those who care about such things.
Ability Score Racial Traits Habitar gain a +4 bonus to Intelligence and +2 to Charisma, and a -6 penalty to Constitution. Habitar live for some time, and their longevity allows them a great deal of learning, but their natural form is extremely brittle. Habitar are incorporeal creatures, and therefore do not have a Strength score.
Type Habitar are outsiders with the native subtype.
Size Habitar 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 Habitar have a flying speed of 30 feet with perfect maneuvability. This speed is not magical, and therefore works in an antimagic field or similar effects, but does not work while inhabiting another creature via possession.
Languages Habitar start knowing Common and two languages of it's choice. Habitar with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Darkvision (Ex) Habitar have darkvision and so can see perfectly in the dark up to 60 feet.
Incorporeal (Ex) Habitar are incorporeal creatures. Unlike other incorporeal creatures, habitar are fully affected by spells from corporeal sources and take 50% damage from nonmagical corporeal weapons and full damage from magical weapons and spells. Habitar cannot utilize any equipment that is not ghost-touch weapons or armor while in their true forms.
Possess (Ex) Habitar can lay claim to the bodies of other creatures. As a hour long ritual, you can can force the soul of a helpless or willing living creature out of a body and possess the now empty body. You must maintain contact with this creature during the entire ritual. When the ritual is completed, the targeted creature must make a Will saving throw against a DC of 10 + half the your character level + your Intelligence modifier. On a failure, the creature's soul departs, effectively dying, and you now inhabit the body. This functions as greater possession, as the spell, but with a permanent duration until the body the dies, ending the possession. On a success, the creature survives the attempted possession and cannot be the target of this ability again.
Possession Immunity Habitar cannot be possessed by another creature, such as via the spell possession or magic jar. This functions even while inhabiting another body, effectively preventing another creature from possessing any body you currently inhabit.
Life-eater You do not need to eat, sleep or breathe in your true form, but if you do not inhabit a body for a whole month via possession, you die from starvation. You cannot die this way while possessing a creature.
Physical Decay Habitar draw the life force of the bodies they possess into themselves for sustenance. Any body you inhabit via possession always uses your Constitution modifier and hit points instead of its own.
Incognito You can pass easily as another creature while possessing their body. You gain a +20 on Disguise checks to pretend to be the body you inhabit, and scrying effects used to detect your possessed body's former identity instead attempt to detect you, allowing you to resist the effect in their place. Scrying effects targeting your true form affect you normally, regardless if you are currently possessing a body.
You can see how to format your posts by looking just below the reply window. There will be a list of things, one of which tells you how to do common formats like italics, bold, spoilers, and dice rolls.
In the case of spoilers, you will put the word 'spoiler' in brackets  and you will end the spoiler with '/spoiler' in brackets. To name the spoiler when you make it, you would use 'spoiler=(name)' in brackets.
The only format that I don't see listed is the strikethrough format. And that's done using 's' in brackets and /s in brackets at the end of what you want to
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You can see how to format your posts by looking just below the reply window. There will be a list of things, one of which tells you how to do common formats like italics, bold, spoilers, and dice rolls.
In the case of spoilers, you will put the word 'spoiler' in brackets  and you will end the spoiler with '/spoiler' in brackets. The name the spoiler when you make it, you would use 'spoiler=(name)' in brackets.
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.
I finally finished this race! However, the other race I have tried to do, but I have lost most of the interest that I originally had in it, so if anyone else wishes to work on it, they may.
The Dying Ones
The Dying Ones are the result of a magical plague. This plague was originally a magical spell developed to protect individuals from dying. This it still does, but not in the way it was originally intended to. It now changes those affected into an undead form of their previous identity that slowly degrades until there is nothing left except the base thoughts of the individual.
As a Dying One ages, their physical form changes. They start in a form that resembles what they used to be, and they are called Plague-Born. This form typically last anywhere from six months to a year. In their second form, where they are known as Rot-Kin, their flesh begins to shed itself from their bodies. This form last for roughly four-five months, or until all of their flesh is torn from their body, whichever comes first. The next form, known as the Revealed, is when their form is reduced to simply their skeleton. This form lasts for roughly six months, give or take two months. After this, they become known as Swarmers, and consist of a roughly humanoid shape of bones swirling around each other. This form lasts for roughly six months, give or take a month. This form leads to the form known as the Dustlings, where all of the bones have been broken down into dust sized fragments held together by magic. This form lasts for roughly a year, but can last as little as two months or up to two years. Once the dust is unable to be held together by the magic, they change into the Freesouls, an incorporeal, glowing ghost-like form which resembles exactly what they looked like before becoming a Dying One. This form lasts for roughly two years, give or take four months. The last form that The Dying Ones take is that of the Finalities, an incorporeal, glowing ghost-like head with magical powers. This form lasts for roughly two months. After this point, they fade into nothingness. The only way to prevent this from occurring is to have a wish or miracle cast upon the Finality, which will extend their life for another two months.
The Dying Ones have no society of their own, and are often kicked out of societies that they were born into.
The Dying Ones themselves are typically accepting of all other races, as any humanoid race can join their ranks. However, other races are typically distrustful of The Dying Ones, for roughly the same reason.
Alignment and Religion
The Dying Ones are always the same alignment as they were before becoming one, ad typically continue to worship the same deity.
The Dying Ones are often already adventurers, and those that were not often quickly become one.
The Dying Ones typically keep the names that they had before becoming one, but occasionally they will choose to take on a new name.
Plague-Born (+3 RP(~))
-2 Con: Plague-Born retain the ability score adjustments they had before becoming a Plague-Born, but their health has started to deteriorate
Plague-Born: Plague-Born are not yet fully dead, and as such are their previous creature type (and subtype), but gain the half undead subtype
Inherited Size: Plague-Born are the same size as they were before becoming a Plague-Born, and have all the bonuses and penalties associated with their size
Inherited Speed: Plague-Born have the same move speeds as they had before becoming a Plague-Born
Darkvision: Plague-Born gain the ability to see in the dark up to 60 feet. In addition, they possess all the senses that the had before becoming a Plague-Born
Deathless Plague: Plague-Born are transmitters of a disease called the Deathless Plague. Each creature that physically touches a Plague-Born needs to roll a Fortitude (DC 10) save or risk contracting the disease. When a humanoid creature contracts this disease, its effects are dormant until that individuals death occurs. The first time after the individual is reduced to a number of negative hit points equal to half their constitution modifier, they are restored a total amount of hit points equal to half their total hit points. However, 24 hours after this event, they change to being a Plague-Born.
Languages: Plague-Born speak all the languages that they knew before becoming a Plague-Born
Rot-Kin (21 RP)
+2 Str, +2 Int, -2 Cha: Rot-Kin grow stronger as they no longer feel pain in their muscles and smarter as their mind is freed from the restraints of a physical brain, but their body is rotting
Undead: Rot-Kin are full Undead
Inherited Size: Rot-Kin are the same size as they were as a Plague-Born, and have all the bonuses and penalties associated with their size
Inherited Speed: Rot-Kin have the same move speeds as they had as a Plague-Born
Darkvision: Rot-kin can see in the dark up to 60 feet
Lightblindness: Abrupt exposure to bright light blinds Rot-Kin for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Plague Aura: Rot-kin secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect. Additionally, creatures who fail this save also contract the Deathless Plague.
Unnatural: Rot-Kin unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Rot-Kin take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward Rot-Kin is one step worse than normal.
Languages: Rot-Kin speak all the languages that they knew before becoming a Rot-Kin
Revealed (19 RP)
-4 Str, +2 Dex, +2 Int, -2 Cha: Revealed are faster but weaker with no muscles, and their mind is freed from the restraints of a physical brain, but many people find it unnerving to look at walking skeletons
Undead: Revealed are full Undead
Inherited Size: Revealed are the same size as they were as a Plague-Born, and have all the bonuses and penalties associated with their size
Inherited Speed: Revealed have the same move speeds as they had as a Plague-Born, but they are 10 feet faster
Darkvision: Revealed can see in the dark up to 60 feet
Bone-Body: Revealed consist of only a skeleton, and as such have no padding to absorb damage from falling. This results in Revealed taking double damage from falling. Additionally, Revealed have absolutley no sense of smell or taste, and as such make Perception checks related to these.
Claws: Revealed receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size.
Light Sensitivity: Revealed are dazzled as long as they remain in an area of bright light.
Silent Hunter: Revealed reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Skeletal Damage Reduction: Revealed gain DR 5/bludgeoning.
Languages: Revealed speak all the languages that they knew as a Plague-Born.
Swarmers (19 RP)
-4 Str, +2 Dex, +2 Int, -2 Cha:
Undead: Swarmers are full Undead
[b]Inherited Size: Swarmers are the same size as they were as a Plague-Born, and have all the bonuses and penalties associated with their size
Inherited Speed: Revealed have the same move speeds as they had as a Plague-Born, but they are 10 feet faster
Darkvision: Swarmers can see in the dark up to 60 feet
Claws: Swarmers receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size. These claws count as magical for the effects of bypassing damage reduction.
Floating: Swarmers bodies continuously float six inches above the ground. This leaves them immune to ground based effects, such as caltrops or Grease. However, they can still take falling damage and sink into liquids if they walk over them.
Skeletal Damage Reduction: Swarmers gain DR 5/bludgeoning.
Magical body: Magic holds together the bodies of Swarmers. As a result of this, whenever they enter an antimagic field or similar effect, their speed is reduced to 0 ft. and they count as helpless for all effects.
Languages: Swarmers speak all the languages that they knew as a Plague-Born
Dustlings (10 RP)
-8 Str, +2 Dex, +2 Int, -2 Cha:
Undead: Dustlings are full Undead
[b]Inherited Size: Dustlings are the same size as they were as a Plague-Born, and have all the bonuses and penalties associated with their size
Hovering: Dustlings have no land speed, but they do have a fly speed of 20 feet (perfect maneuverability)
Darkvision: Dustlings can see in the dark up to 60 feet
Damage Reduction: Dustlings gain DR 5/magic.
[b]Dust body: The bodies of Dustlings, consisting of a fine dust, are more susceptible to higher winds. They count as two size categories smaller when calculating the effects of wind speed. Additionally, higher wind speeds cause physical damage to Dustlings, increasing in the following manner: Strong 1d6, Severe 1d8, Windstorm 2d6, Hurricane 2d8, Tornado 3d6
Magical body: Magic holds together the bodies of Dustlings. As a result of this, whenever they enter an antimagic field or similar effect, their fly speed is reduced to 0 feet and they immediately drop to the ground, taking falling damage. They also count as helpless for all effects.
Telekinetic hands: Dustlings have no hands, but can manipulate items though their magical natures. They can still wield weapons, tools, and shields. However, they cannot wear any form of armor.
Languages: Dustlings know all the languages that they knew as a Plague-Born, but they cannot speak
Freesouls (28 RP)
-2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha:
Undead: Freesouls are full Undead
Inherited Size: Freesouls are the same size as they were as a Plague-Born, and have all the bonuses and penalties associated with their size
Inherited Speed: Freesouls have the same move speeds as they had as a Plague-Born, but they are 10 feet faster
Darkvision: Freesouls can see in the dark up to 60 feet
Glowing form: Freesouls bodies glow from within with a specific color. This causes them to shed dim light in a 20 foot radius. They can suppress this glow, but maintaining this follows the same rules as maintaining a spell. Additionally, this ability is suppressed if a spell or effect such as invisibility is put upon the Freesoul or if a Freesoul enters an area of magical darkness.
Incorporeality: Freesouls are incorporeal, and have all the bonuses and penalties associated with being such. Additionally, the possess incorporeal forms of all the equipment that they possessed as a Plague-Born, but no other creature can use this equipment.
Languages: Freesouls speak all the languages that they knew before becoming a Plague-Born
Finalities (44 RP)
-8 Str, +6 Dex, +4 Int, +2 Wis, +4 Cha:
Undead: Finalities are full Undead
Tiny: Finalities 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. Finalities 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. Finalities 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. Finalities typically flank an enemy.
Floating: Finalities have no land speed, but they do have a fly speed of 70 feet (perfect maneuverability)
Darkvision: Finalities can see in the dark up to 60 feet
Glowing form: Finalities bodies glow from within with a specific color. This causes them to shed dim light in a 20 foot radius. They can suppress this glow, but maintaining this follows the same rules as maintaining a spell. Additionally, this ability is suppressed if a spell or effect such as invisibility is put upon the Finality or if a Finality enters an area of magical darkness.
Handless: Finalities have no hands, and cannot use any items that requires their use.
Incorporeality: Finalities are incorporeal, and have all the bonuses and penalties associated with being such.
Master of Telekinesis: Finalities are greatly influenced by their magical nature. This gives them two spell-like abilities, Mage Hand (at will) and Telekinesis (1/day). The caster level of these is equal to the Finality's character level.
Vision of Magic: Finalities can see the magical nature of the world around them, gaining Detect Magic as a Constant spell-like ability. The caster level of this is equal to the Finality's character level.
Languages: Finalities speak all the languages that they knew before becoming a Plague-Born
As with last time, I will roll three races and pick the most interesting. (and yes I will only pick one)
1d307 ⇒ 176
176. A race where, every day, you have to roll a d6, 1-2 you are small sized, 3-4 you are medium sized, 5-6 you are large sized.
1d307 ⇒ 73
90. A race of cactacae, complete with rivebows.
1d307 ⇒ 21
21. Like the Dvati, but for Pathfinder.
I am going to pick the race of cactacae, because both of the others involve having to develop multiple stats blocks, and I am tired of that from The Dying Ones.
The races worked up so far are the Mundanes, Corvids, Cardions, Cirrips, Echidaens, Glimmen, Espejlar, Anthrozoans, Waste Chickens, Bloggolems, Adobe Daughters, Unchained Gnolls, Voltaorians, Habitar, and The Dying Ones.
This is a total of 15 races.
|Gark the Goblin|
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1d307 ⇒ 276
A distant planet of aggravated seasonal extremes is home to a short-lived species of mammal-like beings adapted for a chaotic and mercurial environment. Called valses among their own kind, these small creatures had snatches of ancestral memories and the ability to physically mold their child-reincarnations through mental focus at the time of death. Unfortunately, as they were terraforming the only other potentially habitable planet in their star system, they unwittingly contracted a curse - a variety of nanite that, once it had infected a valse, stripped away their ability to pass on physical and mnemonic gifts to the children born from their corpses. Within the first year of this disease reaching their home world, the valse population had more than halved from the loss of their ability to adapt to the temperature and environmental extremes of their alternately frozen, flooded, and scorched world. The valses' natural fragility under stress became a deadly weakness.
The species did not die out, though. One of the remaining scientists devoted her short life to studying the disease that so ravaged the valses. She isolated herself, fearing that even the smallest shock might kill her and wipe her memories from the world. Finally, when she was the last who remembered the disease's approach, she discovered a remedy. The spell - for no mundane medicine could compete with the robust nanites - let each inoculated valse pass on the complete set of their memories, from the moment of their birth to the moment of their death, to the children that were born from their cooling corpses. The only consequence of this spell was that memories were no longer split between children - only one child could be born from each valse, which would lock their population at its current level. She enchanted herself, and then died. Her daughter continued the work, teaching others how to cast the spell and distributing mages across the world that was slowly making sense of its forgotten science and culture.
The valses took centuries, by Golarion reckoning, to finally resume the exploration of their solar system. When they donned protective suits and scouted the world they had cursed them, they discovered that the nanites had been protecting a silvery lake - actually a portal to another world. The valses have just made contact with the creatures of this world's northern pole, but they can already tell that they are very different.
Physical Description: A valse is a 4-foot-long furred quadruped with a wedge-shaped tail about 3/4 again their length. Valses have expressive, but decidedly inhuman, faces, with natural variation in the species allowing for e.g. (exterior-) ear-less individuals and individuals with exaggerated noses. All members of this species can stand on their back feet and walk like a humanoid, though they prefer to run on all fours like one of Golarion's mammals if not carrying items in their hand-like forepaws.
The most obvious trait that differentiates valses from true mammals is their skeletal structure. Inside their chests, where a human would have a heart, is a thick cage made of bone. Inside this cage is the valse's child, the reincarnation who will inherit their memories and break free when the valse dies. A valse's organs are smaller than those that serve similar functions in similarly sized organisms, chiefly because so much space is taken up by the valse egg. They are therefore much more susceptible to shock and stress than most similarly sized organisms, and their unique reproductive system makes dying a (relatively) nonviolent death from such anxiety actually beneficial for the valse in question.
Even if not exposed to stress, valses have very, very short lifespans; few live beyond the age of two Golarion years.
Society: In the centuries since they almost went extinct, the valses have developed a cult of adoration for their savior. Each new iteration of the line descended from that scientist assumes the mantle of Orosa, a name meaning "parent," and is expected to spend their life working in a tightly secured lab artificially creating new members of their kind. This prevents the species from slowly dwindling to nothing from accidents that completely destroy a valse's body.
Valse culture focuses first around the Orosa, but secondly around the memory of past lives. Some valse can remember hundreds of generations - but others were newly created, or their parent was not inoculated before dying, and have no memories at all. The latter are seen as both dangerous and weak by the more endowed valses, because someone who has not learned the reasons behind traditions may question those traditions with violence or with foolishness.
Relations: Valses come from a world with only one sapient remotely "mortal" species - they are plagued by strange varieties of skin-shedding undead and bodiless arcane horrors that compel death by elemental exposure, but are not used to the profusion of other races found on Golarion and its sibling planets. They made first contact with the adlets, and have with that people, in addition to the northern Triaxian clans, the longest trading history. However, they also form easy friendships with the more contemplative species, particularly the isolationist spinehairs. Valse culture is prejudiced towards parthogenetic creatures that lack ancestral memories, such as the sleepwalkers (oddly, this means they respect the vile aboleths). They are also afraid of laialar, which instinctually remind them of an ancestral predator.
Where the cultural contrast is not too stark, valses can become fast friends with the short-lived bunnytaurs and the ecologically-minded tatuka.
Alignment and Religion: Most valses revere first the Orosa. This does not preclude worship of deities, however, and many valses follow Gozreh, Sarenrae, or Nethys. Valse are often neutral in alignment, with a "truth in the middle" ideal among those who have lived many lives. The society might trend towards lawful, but the personality quirks introduced by each rapidly living generation prevent actual stagnation.
Adventurers: Valse adventurers are uncommon among other species, as they risk mnemonic death if their child can't cast the inoculation spell before themselves dying. It is for this reason that most valse adventurers are spellcasters - druid, spiritualist, and magus being common orders on their planet.
Small Size (0 RP): A valse 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.
Monstrous Humanoid Type (3 RP): Valses have the monstrous humanoid type. They eat, breathe, and sleep.
Darkvision (Ex) (from monstrous humanoid): A valse can see in the dark up to 60 feet.
Mnemonic Gifts (Ex) (5 RP): At character creation, you choose if your valse has memories of their past lives, or if they are a blank slate. A valse with memories of their past lives can select one extra feat at first level. A valse without memories of any past lives replaces Mnemonic Gifts with Phenotypic Stochasticity:
Phenotypic Stochasticity: Valses without memories of their past lives tend to have exaggerated physical adaptations, even if they were not designed by the Orosa - valse scholars theorize that the spell to prevent mnemonic death dampens the randomness of phenotype that used to be common before the plague. In any event, valse benefiting from phenotypic stochasticity gains one 1-point evolution from the APG eidolon evolutions list. This does not grant the valse an evolution pool, and does not allow the valse to gain additional evolutions without a class ability specifying so (such as the synthesist summoner's fused eidolon). If a valse with this ability dies after being inoculated, they lose phenotypic stochasticity and gain a bonus feat as if it had always had the Mnemonic Gifts trait.
Vulnerability (-1 RP): Valse are not resilient to shocks and stresses. Whenever the GM thinks a shocking situation is sufficiently novel to a valse's experience, they may call for a Fortitude save against a death effect, with a DC equal to 10 + the valse's current character level. If the valse fails this Fortitude save (or if the player foregoes the save), they die sometime in the next 7 days at a time chosen by the player. Typically, shocks of a frightening or angering nature lead to more rapid deaths, while sadness and chronic stress cause lingering deaths.
Rebirth (Ex) (3 RP): One round after a valse dies, its egg hatches open. Its child devours the valse's vital organs over a period of one minute, and then emerges from its parent's corpse. A valse child interrupted during this first meal must eat the vital organs of another Tiny or larger living creature within 1 hour or die.
Valse children have the Young template. 24 hours after being born, the valse child matures into an adult-sized valse. Valse children have an instinctual fear of any dangerous situation, and flee as if frightened if they meet such a threat.
There are two conditions in which a dying valse does not birth a child: 1) the valse was itself a child (still had the Young template), or 2) the valse parent's body was completely destroyed before the egg could hatch. The GM and player may agree on additional situations in which a dying valse does not produce a child.
Reincarnate, resurrection, and similar spells work on valses as normal - the valse's child did not take its soul, only its memories. It is worth noting that raise dead requires a whole body, so after a valse child has fed, this spell cannot function.
Learn from Death (Su) (2 RP): A valse who is born after their parent was inoculated immediately remembers the mistakes that led to their death, and can immediately retrain their most recent class level and all decisions associated with it. This valse is functionally the same character as their parent, but the player of a valse may choose not to play this slightly modified character.
The child of a valse who gave birth without being inoculated beforehand remembers nothing from its previous life, and is not the same character (it does not have any of the same class levels, ability scores, or the like). Valse children who lack mnemonic gifts are not suitable as PCs without significant time for them to learn language and basic survival skills (on the order of 1-2 months).
Languages (0 RP): Valses begin play speaking Valsets. Valses with high Intelligence scores can choose from any of the following bonus languages: Adlet, Common, Draconic, and an almost unintelligible version of Necril.
School abjuration [mind-affecting]; Level alchemist 1, adept 1, antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, magus 1, medium 1, mesmerist 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (a pinch of powdered skull)
Target one valse
Duration permanent until valse dies
Saving Throw Will negates (harmless); Spell Resistance no
This spell preserves the memory of the target valse until that valse dies and is reborn, whereupon it imparts to the child all the memories of the parent. More information about valse reproduction can be found in their racial traits.
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I had almost forgotten about this!
My submission is #20. Bat People
Batfolk (10 RP)
Batfolk are small, cute, and clumsy. They tend to bump into things and scare people unintentionally, but are all-around pleasant creatures.
Type: Humanoid (Batfolk)
Ability Scores: +2 Con, +2 Wis, -2 Dex, -4 Cha
Size: Small, and suffer a -1 penalty to CMB and CMD, but gain a +1 AC and attack, and a +4 bonus to stealth
Speed: 30 ft base speed
Languages: Batfolk begin play speaking Batfolk. Batfolk with high Int may select Common, Dwarven, Undercommon, or Aklo.
Darkvision: Batfolk have darkvision to a range of 60 ft
Light Blindness: Abrupt exposure to bright light blinds Batfolk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Echolocation: Batfolk have Blindsense to a range of 30 ft as long as they can speak.
Gliding Wings: Batfolk take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Batfolk can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Batfolk cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a Batfolk to rise, it can take advantage of the updraft to increase the distance it can glide.
Shadow Blending: Batfolk in dim light have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment, it just increases the miss chance.
Shady: Batfolk increase their miss chance by 5% when they have concealment or total concealment.
Greater Swarming: Batfolk are used to living and fighting communally with one another. Up to four Batfolk can share the same square at the same time. If two Batfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. The flanking bonus increases by an additional +1 per additional Batfolk that targets the same creature. Alternatively, two Batfolk may target two seperate creatures each to gain the normal benefits of flanking.
When most people think of bats, they think of the horrifying images of vampires and other scary creatures that hunt in the night. Batfolk are nothing like that. Batfolk are more closely related to the small, cute, and clumsy fruitbats that are mostly harmless creatures.
Another one I built a while back: Half Wendigos. (pronounced wuh-choo-guh)
Wechuge (25 RP)
The horrible result of Wendigo breeding with humans (often forcefully), the Wechuge are a savage and, thankfully, rare race. They have shaggy fur, disfigured feet, elongated mouths, protrusions that resemble small antlers sprouting from their heads, and always seem to be thin. They are quick and horrific, but also sickly and insane.
Type: Monstrous Humanoid (Cold)
Ability Scores: +2 Dex, +2 Cha, -2 Con, -4 Wis
Speed: 20 ft base speed.
Languages: Wechuge begin play speaking Aklo. Wechuge with high Int may choose Common, Giant, Sylvan, or Auran.
Darkvision: Wechuge have darkvision 60 ft.
Resilient Coat: Wechuge gain a +2 natural armor bonus to AC.
Forest Spirit: Wechuge have DR 5/Cold Iron.
Windwalker: Wechuge have a fly speed of 60 ft with good maneuverability.
Cannibalistic: Wechuge have a bite attack that deals 1d6 damage.
Hunter: Wechuge gain a +1 bonus to survival and perception checks.
Ice and Snow: When in a Cold terrain (as the ranger favoured terrain), Wechuge gain a +2 dodge bonus to AC and a +4 bonus to stealth.
Wendigoborn: Wechuge are immune to Wendigo Psychosis.
Howl: Once per hour as a standard action, a Wechuge can emit a booming howl. Any creature that is not a Monstrous Humanoid must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's Howl for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Insatiable: Wechuge need to eat twice as much food or twice as often as a human to stave off the effects of hunger.
Cold Immunity: Wechuge are immune to cold damage.
Fire Vulnerability: Wechuge take 50% more damage from fire.
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Saguaran are large cactus people. They are a warrior race, with bodies particularly suited for battle.
Saguaran, in general, are both tall and heavy. Standing quite literally head and shoulders above most other races, Saguaran often stand between 7 and 8.5 feet tall. They are also very heavily built, typically weighing between 180 and 300 pounds. Other than this, Saguaran have thick, green colored skin covered with white spines. These spines grow slowly to a typical length of 3-4 inches. These spines coat the entire body of the Saguaran, except for regions where skin would rub against skin, such as between the fingers, between the legs, and in the armpits. Eye color among Saguaran tend towards greens, blues, yellows, and reds.
Saguaran society is based around the familial unit. However, the Saguaran immediate family is often larger than that of other races, with families numbering up to three dozen members. Each of these families will typically do the same basic jobs, leading to entire families working in a temple, tavern, or as a mercenary troop.
Saguaran are typically neutral towards other races, having no strong positive or negative feelings towards any of them.
Alignment and Religion
Saguaran tend towards a neutral alignment, with no strong trends to any of the four alignments. As for religion, they often worship Gozreh or other nature deities.
Saguaran adventurers are actually quite rare, consisting mostly of either outcasts, criminals, or those without a family unit to belong to.
Long-Spine, Strong-Arm, Thick-Root, Bright-Eye
+2 Str, -2 Dex, +2 Con: Saguaran are strong and tough, but are also clumsy and slow
Plant: Saguaran are plants, and as such are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Additionally, Saguaran breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a Saguaran can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Medium: Saguaran are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Saguaran have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Saguaran can see twice as far as a race with normal vision in conditions of dim light.
Fibrous Body: Saguaran gain DR 5/slashing
Natural Armor: Saguaran gain a +1 natural armor bonus to their Armor Class.
Spines: Saguaran bodies are coated in long spines on their entire bodies. These count as armor spikes, but only as long as the Saguaran wear no armor. They also cause a Saguarans unarmed strikes to do 1d4 piercing and bludgeoning damage. Additionally, if a creature makes a natural attack or unarmed strike against a Saguaran, they take 1d4 piercing damage unless they make a DC 12 Reflex save. The spines also increase the armor check penalty of all armors the Saguaran wear by two and reduce the max Dex bonus by one. However, a Saguaran can shave their spines to negate these penalties at the cost of the bonuses.
Weapon Familiarity: Saguaran are proficient with Armor Spikes (including their spines) and Diskbow.
Languages: Saguaran begin play speaking Common and Saguarian. Saguaran with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Price: 51 gp; Weight: 16 lbs.
Critical: 19–20/×2; Dmg (L): 2d8; Dmg (M): 1d12; Dmg (S): 1d10; Dmg (T): 1d8; Proficiency: Exotic Weapons; Range: 80 ft.; Type: S; Fighter Weapon Group: Crossbows;
You draw a diskbow back by turning a small winch. Loading a diskbow is a standard action that provokes attacks of opportunity. This heavy, crossbow-like mechanism fires spinning metal disks called diskshots.
You need two hands to reload a diskbow, and it is impossible to fire single-handed.
Price: 1 gp/5; Weight: 1 lb.
As with previously, I will roll three races and pick the most interesting.
1d307 ⇒ 110
110. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
1d307 ⇒ 255
252. A race that is EXTREME.
1d307 ⇒ 131
131. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
I am going to have to go with the middle race that is EXTREME!
|Gark the Goblin|
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1d307 ⇒ 189
189. An incorporeal race (good luck).
Think I'm gonna keep the pattern of not doing more than one suggestion from a single person (except myself :V).
1d307 ⇒ 33
36. The Onion Tony Abbot bite into on national television, but with a knife.1d307 ⇒ 5
6. Donald Trump as a person
The ogre-like drums are a race of peaceful, humble beings occupying a swampy no-mans-land in eastern Arcadia. Named for their love of music, the drums have a rich culture and extensive oral history. Their appearance is vaguely disgusting to most other species, but drums are honorable friends and are respectable additions to any cosmopolitan community.
Physical Description: A drum stands between five and six feet tall, their heads usually crowned by religiously significant bleached wigs (drums are naturally devoid of hair). Drum skin tones range between tangerine and ochre-grey, but they cover most of their bodies in suits of foul-smelling eelskin and chain-linked brass armor. Apart from these traits and their unnaturally small hands, drums appear not much different from humans.
Society: Drum tribes choose their rulers by a system of "nose goes." These rulers then move to a large, sinking building called the Blancasa, where they develop laws that govern all the tribes on a unanimous basis. About 15 tribes are currently represented in the Blancasa, with some of the larger communities deciding not to send representatives because they agree with the current state of leadership. Drum society instills at an early age that no one is better than anyone else, and that to act pridefully results in pain and sadness. Drums prize those moments when the community can act together as one, without any one person decisively taking action, and much of their ritual and music focuses around celebration of this collective action.
Tribal cultures vary considerably, but are united by a universally terrible cuisine. Drum food is not exactly inedible to other creatures, but it is never more appetizing than a day-old Segadan school lunch. A popular dish is a bowl made of baked maize paste and filled with tomatoes, soft cheese, uncooked grated squash, and vinegar.
Relations: Drums have the closest trading relationships with the Arcadian nations that border their swampland, with regular ingoing canoe shipments of human hair and outgoing burro-loaded shipments of swamp brass. Drums also accept wanderers of many races into their tribes; dermanites fleeing war, warped who were expelled for their appearance, dwarves who rejected the importance their societies placed on the accumulation of wealth, and half-elves who are tired of being fetishized are among the races that can be found in drum villages, though they must abide by the mutual abstinence from egotism that keeps the tribes stable. Drums feel kinship with half-orcs who are victims of prejudice, but are careful forming relationships with those who have a history of violence.
Drums have many tales of glimmens saving lost travelers, and a drum will always help out a glimmen in need. Some drums meet bad ends because they mistake a glimmen for swamp gas, or worse, a will-o'-wisp.
Alignment and Religion: If one asks a drum if they're good, they won't give a straight answer. But most drums are in fact lawful good, relying on their community's decisionmaking process until their own moral compass is at odds with it. Most drum tribes follow the celestial mystery cults, with Erastil being amalgamated with the empyreal lord Cernunnos.
Adventurers: It is relatively uncommon for a drum to adventure, as it takes a certain level of pride to believe that you have the right to take the life of another sapient being. Adventuring drums were usually forced into the role by mournful circumstances, such as the death of their tribe, or learning that the refugees entering their lands are fleeing some great injustice that needs to be remedied (in these cases, the nose-goes system again determines which drum must leave and fight). Drums who reject their tribes and leave home may also be forced into adventuring due to the distrust their appearance engenders in normal professions. Many drums are rangers, though witches and shifters are also relatively common among those who adventure.
Medium: Drums are Medium creatures and take no bonuses or penalties based on their size.
Humanoid Type: Drums are humanoid creatures with the drum subtype.
Normal Speed: Drums have a base speed of 30 feet.
Healthy (2 RP): Drums gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Selfless (2 RP): Drums gain In Harm's Way as a bonus feat at 1st level. They do not need to meet the prerequisites for this feat.
Musical Gifts (1 RP): Drums have a melody running through their heads at all times, and to create music they need only align it to their instrument's limitations. Drums can choose to add their Wisdom modifier, instead of their Charisma modifier, to all Perform skill checks (however, this does not modify a bard's versatile performance bonus).
Low-light Vision (1 RP): Drums can see twice as far as a human in conditions of dim light.
Swarming (2 RP): Drums are used to living and fighting communally with other members of their race. Up to two drums, or one drum and one other creature with the swarming ability, can share the same square at the same time. If a drum is occupying the same square as another creature with the swarming ability, and its co-occupant has attacked a given foe foe in the last round, that drum gains bonuses against that foe as if they were flanking.
Swim (2 RP): Drums have a swim speed of 30 feet and gain the bonuses on Swim checks that a swim speed normally grants.
Languages (0 RP): Drums begin play speaking Common and Giant. Drums with high Intelligence scores can choose from the following bonus languages: Dermanite, Dwarven, Gnome, Halfling, Sylvan, Taldane (or another human language appropriate to the setting).
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1d307 ⇒ 208
208. A race which can be mistaken for a breakfast dish.
In some bygone age, this race of 'toast-like' creatures were thought to have existed as a mighty empire. And were not toast-like. But some terrible cataclysm, likely the result of divine wrath from a forgotten god, or a spell gone wrong, caused the entire race to take the appearance of toast. This unfortunate association has resulted in dreadful mishaps and the collapse of their empire.
Physical Description The toasties appear to be a slice of toast, with small spindly legs and arms, and a face covering the entirety of one of their sides. Most toasties look alike, and telling one toastie apart from another is nearly impossible. This is difficult even for toasties. Therefore, most toasties choose to accentuate their appearance with unusual clothing and jewelry, or wear wigs.
Society Due to the collapse of their ancient empire, toasties now exist as disparate clans living out of a life on the land, hopefully not being eaten by their now innumerable predators. Toastie society is largely communal, hoping that their combined efforts will ensure their peoples survival, even as their numbers dwindle with every year.
Relations Toasties live in constant fear of every other creature in existence looking for a light snack. As such, most often toasties will avoid centers of civilisation belonging to other creatures.
Alignment and Religion Toasties are often fearful and mistrusting except in relation to one another. Most toasties are neutral, but a few rise to prominence elsewhere as great heroes or villains. The toasties have turned away from the gods, many believing that one entity or another had cursed them with their new forms. No god has yet come forward as being responsible, if such a god exists still.
Adventurers Toasties are rarely adventurers, wishing to never set foot outside of their own communities. The few toasties that do leave their homes for adventure are mourned as dead, and often find that their curse is more trouble than they could imagine. However, toasties do find that adventurers provide for great companionship and safety, and that even a creature as small and vulnerable as the toasties can achieve remarkable feats of heroism.
+2 Dexterity, +2 Wisdom, -4 Strength Toasties are agile and always alert, but their spindly limbs lack in strength entirely.
Size Toasties 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.
Type Toasties are monstrous humanoids.
Base Speed Toasties have a base speed of 20 feet.
Languages Toasties start knowing Toast. Toasties with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Darkvision Toasties see perfectly in the dark up to 60 feet.
Looks Tasty Toasties take a -4 penalty to their CMD against grab attacks made using a bite. They also take this penalty on CMB checks and Escape Artist checks to escape the grapple.
Fearful A toastie takes a -4 penalty on saving throws against fear affects, but retain control of their actions even while affected by the fear effect. Toasties cannot approach the source of their fear if the effect would cause them to flee (such as frightened or panicked).
Cursed Toasties are cursed with their current forms, and effects that would alter that form seemingly do not work. Toasties are immune to polymorph effects and curse effects that would change their appearance or form. If the toastie is reincarnated, they always return as a new toastie. Only powerful magical effects, such as a wish or miracle spell, can restore a toastie to it's original form. This form is any other race of the player's choice, immediately replacing the toasties racial traits and physical ability score adjustments with that of the new race, as though the toastie had been affected by the reincarnate spell.
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The Extremians are a race of extremes from a distant planet.
No two Extremians look exactly alike. The major difference between any two individual Extremians are the Adaptations that each Extremian has chosen. However, even two Extremians with the same Adaptations can look nothing alike. They range in height from a measly two feet tall to a towering twelve feet tall, and can weigh from fifty pounds to over 1,000 pounds. Any Extremian can have any color skin, hair color, or eye color. Additionally, some Extremians have different coverings instead of hair, including feathers, scale, slime, or other things.
Extremian society is bogglingly complex to non-Extremians. To most it is completely incoprehensible, and it even drives a few completely insane.
The bizarre nature of the Extremians makes most other races be at least marginally wary around them. As for the Extremians, all they care for is having a fun time with other people.
Alignment and Religion
Extremians must ave an alignment that is either LG, CG, LE, CE, or TN. For each of these alignments, the epitome the extreme edge of the algnment. Extremians have no racial deity, and can worship whichever god they wish to.
Extremian true names are often maddeningly complex and difficult to understand, even for gnomes, although they often go by a shorter, daily name that is a short section of their true name. Their names most often in excess of twenty syllables, with both harsh consonant sets next to melodic series of vowels.
+2 to any two ability scores: Extremians are extreme, and their abilities reflect that.
Aberration: Extremians are aberrations, due to both their bizarre mentalities and their utright weird body shapes
Medium: Extremians are medium creatures, and recieve no bonuses or penalties due to their size.
Normal Speed: Extremians have a base speed of 30 feet.
Darkvision: Extremians can see perfectly in the dark out to 60 feet.
Double Down: As an immediate action, once per week an Extremian can triple the threat range of its weapon, to a minimum of 15-20. However, any number not within this threat range is an automatic miss, as if the Extremian had rolled a natural one. This does not stack with effects such as keen.
Extreme Actions: Whenever an Extremian would gain a bonus on an attack roll while also taking a penalty to their armor class, such as charging or the Barbarians Rage class feature, they get an additional +1 bonus on their attack rolls. However, whenever they would get a bonus to their armor class while also taking a penalty to their attack roles, such as when they are fighting defensivley, they recieve a -2 penalty to their attack rolls on top of the normal penalties. Attack and AC modifers based on size do not count for this.
Extreme Adaptations: At character creation, an Extremian gains one of the following abilities. Additionally, they gain another ability once they reach level 12. If the second Adaptation would result in the Extremians size changing, their new size is the size between the two sizes. For example, if at level 12 a Animal Nature chose the Tiny Fly Adaptation, they would change to be small sized. If there is no size directly between the two Adaptations, then they pick one of the two closest sizes.
Animal Nature: Extremians who choose this Adaptation become more animalistic than their brethren. They gain a +20 foot bonus to their move speed, and also get a 20 foot climb speed along with the +8 bonus to climb that goes along with it. They additionally gain a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Finally, they gain a pair of claw attacks that do 1d4 damage. These are primary natural attacks. 9
Big Body: Extremians who choose this Adaptation grow to be large size. They gain a +2 size bonus to Strength and a –2 size penalty to Dexterity, 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. Tey also take up a space that is 10 feet by 10 feet and has a reach of 5 feet. Additionally, they have four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). 9
Fish Tail: Extremians who choose this Adaptation are small sized, gaining 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. They have a base speed of 20 feet, Small races have a space of 5 feet by 5 feet and a reach of 5 feet. They recive a swim speed of 50 feet, and the +8 bonus to swim that comes with it. They are amphibious, being able to breathe both air and water. Additionally, they have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier. 8
Long Arms: Extremians who choose this Adaptation possess four arms. These Extremians 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. They also gain a reach of 10 feet, but only with their arms. 10
Tiny Fly: Extremians who choose this Adaptation are tiny sized, gaining a +2 size bonus to Dexterity and a –2 size penalty to Strength, 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. They 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, and 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. These Extremians cannot flank enemies. They additionally gain a fly speed of 30 feet with average maneuverability. 10
I Want a Cool One: At character creation, an Extremian gains the Exotic Weapon Proficiency Feat with one weapon of their choice.
Only the Cool Ones: Whenever an Extremian weilds a non-exotic weapon, they feel nauseous inside. When they weild a martial or simple weapon, the gain the sickened condition. Whenever they weild a simple weapon, the penalties from the sickened condition is doubled. The sickened condition lasts for as long as the extremian weilds the weapon and for an hour afterwards.
Languages: Extremians begin play speaking Commen and two other languages of their choice. Extremians with high Intelligence scores can learn any language they want (except secret languages such as Druidic).
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1d307 ⇒ 49
49. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
1d307 ⇒ 200
200. A race similar to stories about Hecate, that changes its shape depending on the time of day/night.
1d307 ⇒ 299
299. Lantern jacks (thematic)
I will create the race of Lantern Jacks.
The races worked up so far are the Mundanes, Corvids, Cardions, Cirrips, Echidaens, Glimmen, Espejlar, Anthrozoans, Waste Chickens, Bloggolems, Adobe Daughters, Unchained Gnolls, Voltaorians, Habitar, The Dying Ones, Valses, Batfolk, Wechuge, Saguaran, Drums, Toasties, and Extremians.
THis is a total of 22 races.
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295. Chuck Tingle's frozen wife.
Deep within the Frozen Lake, which never thaws and never retains a crack or hole in its surface for longer than seventy-seven seconds, there gather the alien agents of the Void—ice-rimed aboleths, agents of the Outer Gods, and, of course, the Void Crabs. It is a lake of abominations and hideousness non-euclidean, and none, perhaps, more exemplify the sheer strangeness than the frozen wives.
The Frozen wives are a species characterized by inhuman motivation and primeval terror, bedraggled monsters from the lake's depths. They are hardly the protectors of humanity, but they master the upper reaches of the lake, and do not suffer the Void to cross. When given the choice between frosty, incomprehensible malice and outright hostility, most choose the frozen wives.
Physical Description: Frozen wives resemble bedraggled, blue-skinned humans, and they tend to be very scrawny. Their hair is long and ratty, almost like lichen, and their fingers are just slightly longer and more jointed than they're supposed to be. They move with ponderous slowness, but with great purpose.
Society: If one could use one word to describe the society of the frozen wives, it would be, "What?" Frozen wives do not appear to congregate, to the extent that some have questioned whether there is, in fact, a single frozen wife common to all the appearances—different versions of it across the same timeline. It is said that they gather within the Frozen Lake, but none who descend into the lake return with their minds still hinged, so no one can be sure.
Relations: Frozen wives have minimal dealings with mortal races, but when they do interact, it is usually on an individual basis. They will choose a single entity and relentlessly stalk that entity for reasons unknown. It is rare (though not unheard of) for a frozen wife to actually harm or kill their target, but the constant terror inflicted can make the victim wish they would get it over with. The only species frozen wives show any interest toward is gnomes, whom they seem to regard as kindred spirits—or the larval stages of kindred spirits. Frozen wives are quite amiable towards bleachlings.
Alignment and Religion: Frozen wives are rarely strongly ethical or moral, and tend towards neutral and evil alignments. They rarely worship any gods, but do show some awareness of certain dark beings beyond the tapestry of reality.
Adventurers: Nobody can explain why frozen wives do what they do. The most common reason, however, for a frozen wife adventurer is that the target of their stalking happens to be an adversary of the adventuring party—or a member. Alternatively, some frozen wives show interest in learning about the world beyond the Frozen Lake.
Medium: Frozen wives are Medium and have no special bonuses or penalties due to their size.
Aberration (3 RP): Frozen wives are aberrations.
Bane to the Void (2 RP): Despite their hostile ways, frozen wives have no truck with the Void. They gain a +1 bonus on attack rolls and spell resistance checks against outsiders and aberrations that are not frozen wives.
Speed (-2 RP): Frozen wives have a speed of 5 feet. They have a swim speed of 30 feet.
Darkvision: Frozen wives can see out to 60 feet in darkness.
Hold Breath (2 RP): Frozen wives can hold their breath for a number of years equal to 4 times their Constitution modifier.
Cold Immunity (4 RP): Frozen wives are immune to cold.
Marble Speech (-1 RP): Frozen wives cannot actually speak any intelligible tongue. Instead, through static bursts of telepathically-conveyed cosmic terror, they can convey basic ideas in a manner similar to a more effective empathy to any creature that can hear their garbled gluttering. This is called "static marble hour". Creatures that are immune to fear cannot understand a frozen wife's speech, and to creatures exceptionally resistant, such as halflings, a frozen wife's communications may come off stilted or distant.
Scare (6 RP): Frozen wives gain scare as an at-will spell-like ability. The save DC is based on the frozen wife's Wisdom modifier.
Wall-Walk (15 RP): Frozen wives' main means of travel is, in fact, through walls. Whenever adjacent to a wall, a frozen wife can, as a move action, place their hand on the wall and walk through it. They may move up to 50 feet in any direction, as long as their path runs along the wall and they end their turn inside (if the wall is hollow) or next to the wall, on the same side they began their movement on. If the wall is no thicker than 3 feet and contains no silver, iron, steel or Void Crabs in its construction, they may choose to end their turn on the opposite side. A frozen wive treats sheets of ice as walls for the purposes of this effect.
Languages: Frozen wives automatically understand Common and Aklo. Frozen wives with high Intelligence scores can learn Infernal, Sylvan, and Aquan.
|Gark the Goblin|
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1d307 ⇒ 265
Gamers are rare human-like beings with outlandish clothing. Claiming to be from the future, but hailing from no known world, they spend a lot of time explaining how they actually played "this game" before. Gamers are feared for their strange ability to predict the way reality behaves, and hated for the terrible behavior of many of their kind.
Physical Description: Gamers look like humans, but have different ethnicities from those common on Golarion. They are perhaps slightly taller on average. Gamers tend to smell a little off, but no more so than any other beings in a period without easy pumped water.
Society: Gamers are very rare, but they gravitate together to lament the shared loss of their homeworld. Gamer societies on Golarion require tests of purity to join, and there are about as many gamers who meet the stringent requirements as there are gamers who are excluded by those groups. Now and then, non-gamers can be accepted into gamer culture by undergoing the same tests. Sailors tell stories of an island where gamers are decent people led by a Q'in with a radically different set of values from the mainland gamers, but no one can agree on exactly where this island is.
Relations: Gamers separate the species into those they recognize from their "games" and those they were unaware of before coming to Golarion. Among those races they were aware of are dwarves, elves, and half-elves, which are treated with respect, if not deference. The unfamiliar races - strange creatures like the toasties and travelers - are met with a distrust that mirrors all species' reactions to gamers themselves. Certain beings are afforded more trust, though; the fumelungs remind gamers of a non-game niche pastime of their home world, for example. Gamer communities dislike the wrinkly blesmolfolk, and most blesmolfolk queens order gamers to be killed on sight.
Alignment and Religion: Gamers don't recognize any of the deities worshipped in their new world, and are almost all atheists. Most gamers fall on the evil end of the alignment spectrum (slightly more towards chaotic than lawful), and even those who claim to be decent people are usually no more than neutral on the moral axis. Good gamers are rarely accepted by others of their kind.
Adventurers: Almost all gamers are adventurers in one way or another, with many revelling in causing unchecked pain and destruction and avoiding repercussions. Several major organizations even create gamer societies within their ranks to attempt to harness the gamers' powers for their own benefit. Gamers are often antipaladins, magi, or psychics who've unlocked more predictable powers of reality manipulation.
Medium (0 RP): Gamers are Medium creatures and gain no bonuses or penalties based on their size.
Humanoid (0 RP): Gamers are humanoids with the human subtype.
Awful (Ex) (-1 RP): Gamers take a -2 penalty on all Diplomacy and Sense Motive checks. The Knowledge (local) check to identify the gamer race is DC 5 in any region where multiple gamers have lived for more than a year. Additionally, the Survival DC to follow tracks left by a gamer is 5 less than normal.
True Gamer (Ex) (1 RP): A gamer gains a +2 bonus on all Profession checks related to games. In addition, a gamer names one game at character creation. Once per day per skill, the gamer can explain how a given skill check relates to something they learned in that game, allowing them to take 10 on that skill check even when threatened or in combat.
Otherworldly Expertise (Ex) (2 RP): Those gamers who have made it to Golarion claim to have left a world of both technological wonder and endless war. A gamer gains either Exotic Weapon Proficiency (firearms) or Technologist as a bonus feat, chosen at first level. Once this choice is made, it cannot be changed.
Unnatural Insight (Sp) (10 RP): Gamers claim to have played games that perfectly mimic the real world - down to the weight of a leather belt pouch and the amount of light produced by a burning lamp. They have strange insights into the world's workings, beyond those one would expect from their obviously advanced understandings of physics and medicine. Once per day, a gamer can point out something about their world that "breaks immersion" and describe how it should actually work (the other players determine if the suggested fix is actually relevant to the glitch). The gamer's player notes this "glitch" on a list somewhere on their character sheet. Each time the gamer gains a character level, the GM chooses one of the glitches noted on the sheet and applies the gamer's suggestion of how it should be fixed. This functions as wish with a caster level equal to the gamer's new character level, cast at the moment the gamer gained that level. Save DCs are Charisma-based. This is a divination effect.
Languages (1 RP): Gamers begin play speaking Common and Lit, a secret language that they primarily use in written messages. Gamers with high Intelligence scores can choose bonus languages from any non-secret language.
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::Reaches into Jace Nailo's recycle bin and pulls out a discarded scrap of data::
"I am tired of rolling selections from last year's numbers. 176! I choose you!"
176. A race where, every day, you have to roll a d6, 1-2 you are small sized, 3-4 you are medium sized, 5-6 you are large sized.
Dy'rolt (8 RP) ("die-rolt")
Physical Description: Dy'rolts tend to be well-muscled and athletic individuals with attractive bodies and brutish, ogre-like faces with jutting eyebrows and jaws. Dy'rolts that wear loose-fitting garments and robes tend to have fair skin while those in more temperate areas who can get away with only loincloths and other minimal garb can be deeply-tanned and bronzed. Despite their brutish facades, they are as intelligent and contemplative as any other race. Their height and weight varies depending on their size, but typically falls within the well-muscled human range while medium. Their hair color ranges from brown to black, fading to gray or white later in life with females having the same range except their hair becoming silvery or pure white instead of graying. Both genders tend to bear elaborate tattoos which seem to collapse or expand in shape and design as they grow or shrink, forming different images depending on their size.
Society: While capable of being large size for extended periods, dy'rolt society typically functions in a middle-ground state between small and large, except in cases of furniture like beds and chairs, which they tend to construct on the sturdier side. Most communities tend to be clan-based and matriarchal, ruled by the eldest member. More civilized settlements, ones with members of other races or where multiple clans might congregate, tend to prefer a council-based government. Typical dy'rolt structures are pavilion-like or with open, roomy interiors to allow for their larger forms to stretch comfortably.
Dy'rolts typically live a hunter/gatherer lifestyle in the wild but in civilization typically find jobs in construction or manual labor. Typically they form their own guilds or workforce, allowing them to assign workers to individual projects since they have little control over who may or may not be tall or strong enough on any given day to help with construction or fit inside a house to do interior renovations.
Relations: Dy'rolts tend to get along or at least tolerate most races in their territories unless they infringe on their hunting or raid their livestock. Gnolls and orcs tend to clash with them over territory but just as often the two races end up as raiding partners depending on the other neighboring settlements in the area. Dwarves find dy'rolts' changing forms unsettling to their temperaments, preferring more stable and constant companies. While violence is rare betweem dy'rolts and dwarves, when it does happen it's usually the dy'rolts who move on, due to their more mobile lodgings as much as the dwarves natural talents at dealing with giant-type enemies.
Alignment and Religion: Dy'rolts can be of any alignment though they tend towards neutral or chaotic alignments. Few communities are overtly evil and most tend to get along well with each other, whether of the same clan or not, though there are tribes that have long-standing feuds.
Dy'rolts worship a few giant deities but certain communities also worship or even have temples to other races' deities in the area,
depending on their interaction with those settlements and their influence upon them.
I don't know enough specifics about the gods to go into depth right now. I am sure we can do that if it becomes important.
Adventurers: Dy'rolts enjoy exploring and wandering and many become adventurers to see the world. While most don't enjoy going into tight spaces like dungeons for extended periods due to the possibility of getting stuck if they change size, they have the potential to excel at almost any profession. Other than purely arcane pursuits, a dy'rolt can take advantage of the reach and strength of their large size or the stealth and dexterity of their small sizes with equal skill. Most adventuring dy'rolt tend towards martial or clerical pursuits over other classes, however.
+2 Con, +2 Wis, -2 Dex (0 RP): Dy'rolt's are robust and resilient. Their varying sizes make them more observant and prone to noticing details from multiple angles and points of view. The constant shifting of their centers of gravity leave them with little chance to master coordination, however.
Medium (0 RP): While their size potentially fluctuates day-to-day, dy'rolt possess the base qualities of a medium creature.
Humanoid (giant): Dy'rolts are humanoids with the giant subtype.
Normal Speed: Dy'rolts have a base speed of 30 feet.
Languages: Dy'rolt start play speaking Common and Giant. Members of this race with high Intelligence scores can also choose from Dwarven, Elven, Halfling, Gnome, Goblin, and Orc.
Racial Qualities (8 RP total):
Fluctuating Size (1 RP): Each day, typically within one hour after sunrise, a dy'rolt may undergo a physical change in size. A dy'rolt can initiate the change themselves during this time or wait for it to occur naturally at a random time during this interval. Roll a d6. On a result of 1-2: they become small size, 3-4: medium, and 5-6: large. Adjust abilities and statistics as though under the effects of a reduce or enlarge spell, though this is not a magical effect, it is a physical transformation. True seeing or other form-detecting powers do not detect anything anomalous about a dy'rolt's physical forms. Their bodies actually generate and grow muscle mass, tissue, and bone structure when enlarging and cannibalize it just as efficiently when shrinking. This process leaves them fatigued for one hour but also restores hit points and ability damage as though from 8 hours rest, effectively doubling their natural healing (though it does not count as rest for purposes of regaining spells or similar benefits). The fatigue and healing do not occur if the dy'rolt does not change size, however, such as rolling the same size they were already. This effect does not change the size of any clothing, gear, or weapons they possess (unless they already magically resize). As such, most dy'rolts sleep in comfortable, loose-fitting robes or nightclothes in case they happen to oversleep. Failure to do so can result in clothing, armor, or other items being reduced below 50% hitpoints and gaining the broken condition until repaired.
Additionally, effects that increase or decrease size (other than their Alter Size ability or full transformations from a polymorph-type effect) do not stack with this ability, though they can mitigate it, reducing a large size dy'rolt to medium, for instance.
Alter Size (Sp) (1 RP): Dy'rolts may adjust their sizes within 1 size category (to small, medium, or large only) as though using an enlarge or reduce effect with a caster level equal to their hit dice. The duration is 1 minute per hit dice and need not be continuous but it must be used in one minute increments. Dy'rolts typically use this ability throughout their day when visiting other's homes and getting through doorways but also in combat situations as needed. Unlike the Fluctuating Size trait, this spell-like ability can alter the size of any gear or equipment they have.
Bonus Feat (2 RP): Dy'rolts have developed methods of dealing with certain size issues and they begin play with one of the two following racial feats, modified as indicated:
Tunnel Rat (ratfolk): count as one size smaller for purposes of squeezing, to a minimum size of small.
Giant Steps (duergar): speed increases by 10 feet when large size or larger. I went with the Static Bonus Feat cost of 2. While both these feats have prereqs, I feel that the modifications bring them into line.
Versatile Feat Selection (1 RP): Dy'rolt may select feats as though their Strength and Dexterity were 2 points higher (as though small or large size) and may choose feats with requirement of small, medium, or large sizes. They must meet the other prerequisites and be of the necessary size or ability to benefit from or use the feats at any given time, however.
Healthy (2 RP): Dy'rolts' shifting physiology makes it difficult for poison and disease to affect them. Dy'rolts gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Weapon Familiarity (1 RP): Dy'rolt's shifting natures makes owning weapons an expensive prospect if they have to purchase multiple copies for each of their sizes. Also, due to dy'rolts typically poor dexterity, they tend to train with ranged weapons that don't require much skill or only touch attacks. All dy'rolt are proficient with nets and treat any weapons with 'dy'rolt' in the name as martial weapons (see dy'rolt shifting staff below).
Alternate Racial Traits:
Mounted Versatility: Some dy'rolt have trained themselves to interact and work with mounts despite their fluctuating sizes. Individuals with this trait can ride, handle, and fight with mounts suitable to carry a medium creature at no penalty for size difference while small or large. Additionally, Ride is always considered a class skill. If already a class skill, they receive a +2 racial bonus. This trait replaces the Bonus Feat trait.
Size Doesn't Matter: Some dy'rolt individuals have become attuned to the best physical qualities of their sizes. They gain a +2 size bonus to Strength when small or medium size and a +2 size bonus to Dex while medium or large size. Basically, this means their Strength and Dexterity scores stay constant regardless of being small, medium, or large. This trait replaces the Alter Size and Versatile Feat Selection traits.
Improved Alter Size: Some dy'rolt increase the effectiveness of their Alter Size abilities. As such, they spend less time learning how to overcome and deal with challenges in their various sizes. This trait doubles the duration of a dy'rolt's Alter Size ability and allows them to adjust their size within two categories, but only within small, medium, or large range. This trait alters the Alter Size trait and replaces the Bonus Feat trait.
Nightchanger: Some dy'rolt change sizes at dusk instead of dawn, approximately within one hour of sunset. This otherwise functions as Fluctuating Size. A dy'rolt may train himself to gain (or lose) this trait with a month of practice and concentration. This trait alters the Fluctuating Size trait.
Dy'rolt sliding staff: 5 gp; Exotic, two-handed; 1d4/1d4 small, 1d6/1d6 medium, x2; 5 lbs; double, disarm, tripping.
This specially-constructed staff has shifting weights placed along its length. Masterwork versions tend to have internal weights whose positions can be adjusted by the wielder at a moment's notice.
Despite its wielder's size, it always requires two hands to wield effectively due to its shifting center of gravity, the ability to alter its balance allows it to be used by a proficient user within one size category at no penalty for size. Most dy'rolts tend to carry medium-sized sliding staffs which function equally well in any of their sizes. The ability to slide the weight of the staff allows for strikes with more momentum, giving proficient wielders a +2 to disarm (already accounted for with the disarm property) and trip checks. Non-proficient users do not benefit from the disarm or tripping properties.
Current Race Count
The races worked up so far are the Mundanes, Corvids, Cardions, Cirrips, Echidaens, Glimmen, Espejlar, Anthrozoans, Waste Chickens, Bloggolems, Adobe Daughters, Unchained Gnolls, Voltaorians, Habitar, The Dying Ones, Valses, Batfolk, Wechuge, Saguaran, Drums, Toasties, Extremians, Frozen Wives, Gamers, and the Dy'rolt.
This is a total of 25 races. There are still six races that need detailing to hit the magic number of 31. I have one that I will post tomorrow, but just because we need more I will work up another, but I will roll later.
|Gark the Goblin|
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1d307 ⇒ 203
203. A race of sapient planets.
Well, this is interesting. Definitely going to be a challenge to write.
Long ago, far removed from the spheres that circle around Golarion, there was a warm red star surrounded by not an odd dozen, but hundreds of rocky planets and their moons. These planets each developed sentient life, but nothing so mundane and discrete as that of the Cage. No, each planet developed thought itself, when the interconnecting fungus mapping its surface reached a critical mass and began to function as a web of synapses. Each planet's surface was networked by a blended weave of fungus that transcended barriers of species and worked its way into symbiotic relationships with all vegetable life.
Unfortunately, this development came with some significant drawbacks. Because these now sapient beings now began to seek other thought. The first cataclysm that befell the system was one of the planets developing psionic powers and trying to pull itself towards another planet to make telepathic contact. It was successful, but it left a void in the delicate gravitational clock that kept each moon and planet from colliding. A chain reaction was set off, and each new rotation brought more planets and moons colliding. However, this slow cascade of destruction was not enough, apparently. For in their ignorant cries for contact, the planets on the outer rim of the solar system attracted the attention of a squirming satellite made of living void. Some of the planets welcomed this newcomer, but quickly learned that it came with only two goals: to harvest their system for living matter and make more of its kind.
The thinking beings of the Vithka star system (as it is called on Golarion) experienced gradual suffering for hundreds of years. The horror of the void satellite's harvest, punctuated by collisions that only became more frequent when planets tried to help their neighbors with their budding psionic gifts, came to a crescendo when their sun began to violently flare. The planets, moons, and planetoids cried out to each other, and for the first time, they could all be heard. The telepathic link brought together all their emotions and all their latent powers towards one wish: a way of escape. And suddenly, they had it. Each planet and moon, which were once thousands of miles in diameter, suddenly felt their consciousness encapsulated in a small rock less than a foot wide.
Physical Description: A vithka is a roughly spherical rock covered in a film of some fungus-like organism. The type of rock and appearance of fungus varies, and there is significant variation in size as well (some vithka weigh only a pound, while others can weigh up to 50). Vithkas have an inherent mastery over space and gravity, and though they should not physically have space, most contain a molten core of rock at their center that functions as a sort of vital organ and energy storage. Some vithkas instead have a cold core, and draw their powers of telepathy and propulsion from the void.
Society: Vithkas have no biological requirement for companionship, but neither do they require isolation. After appearing on Golarion (in a vertical string stretching from the exosphere to the center of an underwater volcano), those vithkas that desired community among others of their kind founded a strange society on an abandoned, rocky island north of Azlant. The others spread out to see the world they had arrived to. Vithka culture, on what sailors call the Island of Planets, is entirely driven by a desire for mutual understanding and communication, with many vithkas spending weeks of their lives in mentally taxing psionic linkages. Vithkas have no known means of reproduction, but their philosophers believe their home system may have been engineered by beings similar to those that shaped the Burning Mother's planets - they hope that some day they can find a way to replicate the process of their creation (after they reclaim their full sizes, of course).
Relations:Being so terribly few in number, vithkas have only one vithka-dominant community, and returning to that island is usually far from the minds of most vithka in Avistan and Garund. Vithkas are welcome members in dwarve and gnome communities, as the former find beauty in the fungal growths and complex geology of a vithka's surface, and the latter find the alien thought processes of a sentient ball of fungus to be impossibly fascinating. Like kindercloaks, vithkas were once something much larger, and the two species sense kinship when they make telepathic contact. They confound corvids, however, since even the most hackjob student of the mind would be unable to fit vithka psychology into categories that included an "id." Vithkas have also none of the aesthetic sense of humanoid races, nor any of their troubled history, so they see no problem with creatures like half-orcs and painterlilies. They are, however, terribly uncomfortable with halflings: the small humanoids remind them of a parasitic mammal that had colonized several vithka worlds before the true cataclysms started.
Alignment and Religion: Vithkas are closely tied to nature and the elements, and thus tend to be neutral on at least one alignment axis. A minority of vithka on Golarion worship the human god Irori for his domain over the mind, but more follow a sort of agnostic searchers' cult in honor of the being(s) responsible for their nigh-simultaneous (on an evolutionary scale) development of sentience. Rare doomsayers among the vithkas claim that their bodies on Golarion are fleeting, simply psionic signals sent out by their dying bodies in the Vithka system millennia ago, and that it is only a matter of time before the signal ceases.
Adventurers: Vithkas often adventure to gain knowledge, whether that's out of a simple appreciation for the beauty of alien life or to find the deepest secrets of Golarion's early eras. Vithka adventurers are often kineticists, but psions and monks are also fairly common.
Names: Vithkas typically use titles rather than names, having no way of communicating in speech. Example Vithka Names: the Molten Messenger, the Torrid Lover, the Womb, the Sandy Warrior, the King of Storms, the Halo, the Misty Night, the Frozen Triton.
Tiny (4 RP): 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.
Plant Type (10 RP): Vithkas are plant creatures with the psionic subtype. They breathe, but do not need to eat or sleep if they do not desire to. They gain the following traits:
- Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Acclimation (Ex) (3 RP): Vithkas are used to a specific range of sunlight intensity, which translates to temperature, and atmospheric pressure, which translates to altitude. Choose one of the following traits:
Scorched: The vithka was once a celestial body very close to the sun. When determining the temperatures at which this vithka suffers from damage due to environmental heat (not fire), multiply the values listed in the Core Rulebook by 2. For example, a vithka with this trait only suffers as if from very hot heat at temperatures above 180 F, not 90.
Frozen: The vithka was once a celestial body far from the sun, or under a thick atmosphere. These vithkas treat the boundaries for cold environmental damage as 60 degrees F lower than normal. For example, a vithka with this trait only suffers from cold weather in conditions lower than -20 F.
Suffocated: The vithka is accustomed to low atmosphere. It is immune to altitude sickness and does not breathe. However, it takes 1d6 points of damage per minute at any pressure greater than 1.1 atmospheres. Pressure effects (such as from diving deep into the ocean) deal double damage to vithkas with this trait.
Smothered: The vithka is accustomed to heavy pressures. It is immune to damage from deep water and takes only half damage from falling objects, as well as from traps and hazards that involve compression (a cave-in or a falling block trap, e.g.). The vithka takes a -4 penalty on saves against altitude sickness.
Very Slow (-2 RP): A vithka has a base speed of 0 feet.
Propulsion (Ps) (4 RP): A vithka can move itself as if constantly under the effects of a levitate spell, without spending any power points.
Telepathy (Su) (5 RP): A vithka can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Naturally Psionic (Su) (3 RP): Vithkas gain the Wild Talent feat as a bonus feat at 1st level. If a vithka takes levels in a psionic class, they instead gains the Psionic Talent feat. A vithka who takes a kineticist level has a burn threshold one point higher than normal.
Languages (-2 RP): A vithka cannot speak, and vithkas do not begin play automatically knowing any languages. A vithka with a high Intelligence score can choose bonus languages from the following: Aquan, Azlanti, Common.
|Gark the Goblin|
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A strange race, the Pumpkin Men are an amalagam of the constructed and the grown. Their sole purpose in existence, or at least what they claim it to be, is to bring joy to the children of all races across the world, no matter the race.
To almost all races, Pumpkin Men have a strange appearance. Standing at around five feet tall, they are extremely light, averaging out at seventy pounds. Their thin bodies consist almost intirely interwoven vine-like growths, including their limbs. Their feet are small clusters of roots. However, their "head," for a lack of a better term, appears to be a large pumpkin with carved out eye-holes and a vast mouth that glows from the inside. This pumpkin is in fact the source of the Pumpkin Mens powers.
For most of the year, Pumpkin settlements are reclusive and secretive locations that are not often visited. However, every year they travel away from their villages and other dwellings to the cities of other races for a single week in late Autumn. This journey seems almost like a pilgrimage to those who are unfamilar with the Pumpkin Men. Due to this, Pumpkin Men society is vastly misunderstood by most races, who simply believe that they are beings who appear but only once a year to either give gifts or tricks.
Most every race enjoys seeing a Pumpkin Man, as it means that there will soon be a festival. Their children love to see them even more than their parents do most of the time. The Pumpkin Men themselves return this feeling, as they enjoy seeing other races be happy. However, the once race that they cannot stand are goblins, and they will go out of their way to avoid them in order to not give them anything.
Alignment and Religion
Pumpkin Men have a tendency towards the good alignments, but as a race they do not sway one way or the other towards law or chaos. Most Pumpkin Men worship the patron god of their race, Jack.
Very few Pumpkin Men are full-time adventurers, instead only heading away from their homes once a year. However, some feel that it is not enough to spread joy once per year, and so set out to spend their entire lives doing this. Others do it to gain experiences on their journeys across the world. A very few of these full-time adventures are just in it for the money, fame, or knowledge they can aquire.
Pumpkin Men have no true names as humans or similar races think of them, instead determining individuals by their smell or touch. However, they often choose names for themselves based on their pumpkin head, such as Angryface, Smiley, Toothy, or others.
+2 Dex, +2 Cha: Pumpkin folk are nimble and pleasant to be around.
Type: Pumpkin Men are plants with the half-contruct subtype. This means that they are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) paralysis, poison, polymorph, sleep effects, and stunning. They also gain a +2 racial bonus on saving throws against disease and effects that cause either exhaustion or fatigue. However, they cannot be raised or resurrected. Pumpkin Men do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a Pumpkin Man can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for them to survive or stay in good health.
Medium: Pumpkin Men are medium races, and gain no bonuses or penalties due to their size.
Normal Speed: Pumpkin Men have a base speed of 30 feet.
Low-Light Vision: Pumpkin Men can see twice as far as races with normal vision in conditions of dim light.
Darkvision: Pumpkin Men can see in the dark up to 60 feet.
Costume Vision: Pumpkin Men gain a +30 bonus to the Perception skill to see through disguises, but only during festivals or other occasions of great joy. They can choose to suppress this ability if they wish to.
Glowing Interior: Pumpkin Men are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). Additionally, they may use light at will as a spell-like ability.
Root Healing: Pumpkin Men gain fast healing 2 for 1 round anytime they submerge their feet within a body of natural fresh water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Silver Tongued: Pumpkin Men 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.
Snackomancer: Pumpkin Men have the ability to summon up to two pounds worth of candy, popped corn kernals, and other sugary treats. They can perform this once per day for each person that they meet. Other Pumpkin Men do not count for this ability, and neither do Goblins.
Language: Pumpkin Men begin play speaking Common and Pumpkinian. Pumpkin Men with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
|Gark the Goblin|
Oops, I forgot to note that vithkas should also get low-light vision (from the plant type, so it doesn't increase their RP).
238. A race with that requires three parents to reproduce.
[10:43 AM] Coelocanth: ugh why is paizo down right on the last day of parapromo[10:43 AM] Coelocanth: unfair....
[10:44 AM] More Heckling: conspiracy
[10:44 AM] More Heckling: anti-PaRaProMo bias
[10:44 AM] Ennui and Fury: Are you serious, I'm typing out a race AS WE SPEAK
[10:44 AM] Candy Corn Advocate: COPY IT GG
[10:44 AM] Ennui and Fury: I will
[10:45 AM] Coelocanth: jesus
[10:45 AM] Candy Corn Advocate: I'll finish my race "today", we can do this
[10:45 AM] Coelocanth: i cant even remember what my prompt was, is the annoying thing
[10:46 AM] Ennui and Fury: 238. A race with that requires three parents to reproduce.
You literally are making the Shirren
[10:46 AM] Candy Corn Advocate: last prompt I saw you have was gamers
[10:46 AM] Ennui and Fury: Which is already a race in Starfinder.
[10:46 AM] Candy Corn Advocate: gg
[10:46 AM] Coelocanth: gamers is super old
[10:46 AM] Candy Corn Advocate: I misread it as "requires three parrots"
[10:47 AM] Coelocanth: omg
[10:47 AM] Coelocanth: thats much better
[10:47 AM] Candy Corn Advocate: so change it to that
[10:47 AM] Coelocanth: yeah
[10:47 AM] Coelocanth: i think i've done races that require three+ parents already too
[10:47 AM] Ennui and Fury: Why three parr-oh you know what, nevermind.
[10:47 AM] Candy Corn Advocate: three possibilities gg
[10:47 AM] Candy Corn Advocate: 1. The race requires somehow the transmission of messages, but parrots are too dumb to hold the whole message, so you split the message between three
[10:48 AM] Candy Corn Advocate: 2. One to sit on the eggs, one to fetch food, and one to bring back phrases so the race can learn to speak
[10:48 AM] Candy Corn Advocate: 3. polyamorous parrot people
[10:49 AM] Coelocanth: i like #1
[10:50 AM] Coelocanth: sweet parrot burn bro
[10:50 AM] Candy Corn Advocate: meme race
[10:50 AM] Candy Corn Advocate: only there's no internet
[10:50 AM] Candy Corn Advocate: so it's parrots
[10:51 AM] Candy Corn Advocate: living memes [GARK] I AM WRITING YOUR RACE FOR YOU
The white-feathered oösk (pronounced oh-IEUSK) are a common sight in the deserts and forests of distant Sarusan. These land-bound saurians keep massive flocks of pet cockatoos and cockatiels, and have even learned to communicate with the creatures on a rudimentary level. Oösk ue th parrots to deliver messages during their complicated courtship rituals.
Physical Description: An oösk stands about 4-5 feet in height on backwards-bent legs, but measures often more than eight feet from nose to feathered tail. Oösk have arms similar to those of a human's in musculature and bone structure, but covered in trailing colorful feathers up to their bald, scaled hands. These veathers can be in any color pattern, and cover the oösk's scaly skin everywhere else but their foot-pads and their facial orifices. Oösk heads are small and pointed, with a snout akin to a dog's or a lizard's.
Society: Oösk live in nomadic bands of 20-2000 that move between the forests and deserts of their continent depending on the season. They feed on many of the same resources as their pets, though they also hunt mammals and birds of their size and smaller. Oösk are unlike their pets in that they are sufficiently large to be a favored prey of the monstrous goanna and quinkans that rule the continent's interior.
Oösk have a strong taboo against reproducing within the same band, and in order to choose a life mate, each oösk must send out messenger parrots to neighboring bands stating a place where they will meet potential suitors. Each such advertiser sends three parrots to each band, with each cockatiel or cockatoo having memorized a specific part of the total message. Once a mate has been chosen, the advertising oösk sends additional parrots each time they want to schedule another meeting. Children are generally raised by the chosen suitor, but usually know their advertising parent as well.
Younger oösk have begun misusing the parrot-messaging system to send jokes to friends in other bands, but this is frowned upon as deviant behavior.
Relations: Oösk generally respond to unfamiliar species with fear and flight, whether encountering a frozen wife hunter or a greyhiem spacefarer. They are, however, all too familiar with minionkeys, and respond with violence rather than fear to the creatures that once tormented their land in service of a foul archmage. They are friendlier to the other denizens of their land - darings, mountain terpeti, and dy'rolt among them - and it is particularly common for oösk bands to join together with dy'rolt tribes for several months of the year. Oösk have good trading relationships with the coral-hunting half-elves of the western coast, but the fishers for their part think oösk are a bit hung up on romance.
Alignment/Religion: Oösk place strong importance on courtesy and manners, though they are not the most groupthinking of species. They like to help others when they can, but not when the cost for themselves would be significant. Most oösk are lawful neutral. Those oösk who do not follow a wendo pantheon specific to their continent often worship Zon-Kuthon's previous self Dou-Bral as a sort of redemptive catechism: if one truly believes in the power of love to conquer all things, and loves the remnants of good inside Zon-Kuthon's twisted form, he may actually one day find redemption.
Adventurers: Most oösk are not adventurers, but it is not unknown for them to leave behind their home band and travel between the other communities of their continent. Oösk culture values the paths of the medium, the shaman, and the summoner.
Humanoid Type (0 RP): Oösk are humanoids with the reptilian subtype.
Medium (0 RP): Oösk are medium creatures and gain no bonuses or penalties based on their size.
Fast (1 RP): Oösk have a 40-foot base speed.
Natural Armor (2 RP): Oösk gain a +1 natural armor bonus to their Armor Class.
Wild Sight (1 RP): Oösk gain a +1 bonus on Knowledge (nature) and Survival checks pertaining to deserts and forests.
Speak With Parrots (Su) (2 RP): An oösk can speak with any parrot or parrot-like creature (such as a camalutz) as if under the effect of the speak with animals spell. This effect only works on parrots and parrot-like creatures, effectively creating a common language between the oösk and any such creatures it encounters. In addition, once per day, an oösk can nonmagically request up to three parrots (of Tiny or smaller size and with an Intelligence score of 2 or less) to deliver a message to someone else, as if using the spell animal messenger but with the parrots delivering the message verbally rather than by carrying a note. Each parrot can only memorize ten words, but they can be instructed to recite their statements in a specific order. The oösk treats their character level as their caster level for the purposes of this effect.
Tail Slap (Ex) (3 RP): An oösk can use its long feather-studded tail to surprise and bruise enemies. This is a natural attack that deals 1d8 points of damage plus the oösk's Strength modifier, but this attack can only be used to make an attack of opportunity and only against creatures within 5 feet of the oösk. If the attack hits, the target must make a Will save or be dazzled for one minute by the patterns of colors of the oösk's tail; the DC for this effect is equal to 10 + 1/2 the oösk's character level + the oösk's Charisma modifier. This is a pattern and sight-based effect.
Low-Light Vision (Ex) (1 RP): Oösk can see twice as far as a race with normal vision in conditions of dim light.
Languages (0 RP): Oösk begin play speaking Common and Oösk, a purely oral language of chitters and chirps with no written alphabet. Oösk with high Intelligence scores can choose bonus languages fom the following: Aklo, Draconic, Elven, Giant, Taldane, Tian, or Terpeti.
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Here are two more races, the Flying Lizard Men, a race of lizard-like beings whose ribs can fold out into a pair of gliding limbs, and the Needlers, a race related to the Merfolk.
Type: Flying Lizard Men are humanoids with the reptilian subtype.
Small: Flying Lizard Men are small, and as such 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.
Normal Speed: Flying Lizard Men have a base speed of 30 feet.
Low-Light Vision: Flying Lizard Men can see twice as far as races with normal vision in conditions of dim light.
Climb: Flying Lizard Men have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Gliding Wings: Flying Lizard Men take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Flying Lizard Men can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Flying Lizard Men cannot gain height with these wings alone; they merely coasts in other directions as they falls. If subjected to a strong wind or any other effect that causes a Flying Lizard Men to rise, they can take advantage of the updraft to increase the distance they can glide.
Natural Armor: Flying Lizard Men gain a +1 natural armor bonus to their Armor Class.
Prehensile Tail: Flying Lizard Men have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Running Form: If a Flying Lizard Man drops to all fours, walking on both their arms and legs, they gain a +20 foot bonus to their base speed.
Languages: Flying Lizard Men begin play speaking Common and Draconic. Flying Lizard Men with high intelligence scores can choose to learn any languages they want (except Druidic and other secret languages).
Type: Needlers are humanoids with the aquatic subtype.
Small: Needlers are small, and as such 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.
Slow Speed: Needlers have a base speed of 10 feet. They have a swim speed of 60 feet.
Deepsight: Needlers are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Low-Light Vision: Needlers can see twice as far as races with normal vision in conditions of dim light.
Amphibious: Needlers are amphibious and can breathe both air and water.
Bite: Needlers have an oversized mouth, granting them a bite attack. This bite attack does 1d6 damage plus their stength modifier while underwater. however, while on land it only does a 1d3 damage plus their strength, and they also take a -1 penalty to acrobatics for having such an oversized mouth. The bite is a primary attack, or a secondary attack if the Needler is wielding manufactured weapons.
Legless: Needlers have no legs and cannot be tripped.
Stubborn: Needlers 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 Needler 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 Needler 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.
Swarming: Needlers are used to living and fighting communally with other members of their race. Up to two Needlers can share the same square at the same time. If two Needlers that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Translucent Body: Needlers scales and flesh are translusent, granting them a +8 bonus to Stealth checks while underwater.
Languages: Needlers begin play speaking Common and Aquan. Needlers with high intelligence scores can choose from the following: Aboleth, Aklo, Droconic, Goblin, and Sylvan.
Current Race Count:
The races worked up so far are the Mundanes, Corvids, Cardions, Cirrips, Echidaens, Glimmen, Espejlar, Anthrozoans, Waste Chickens, Bloggolems, Adobe Daughters, Unchained Gnolls, Voltaorians, Habitar, The Dying Ones, Valses, Batfolk, Wechuge, Saguaran, Drums, Toasties, Extremians, Frozen Wives, Gamers, Dy'rolt, Vithkas, Pumpkin Men, Oösk, Flying Lizard Men, and the Needlers.
This is a total of 30 races. Only one more race needed! If no one else wishes to claim doing this race, them I will quickly work one up.
1d307 ⇒ 300 300. 'Onion-scented Turntables (ornamental)'
1d307 ⇒ 64 64. Former President Richard Nixon, but with a mustache.
1d307 ⇒ 106 106. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a wate re base culture
1d307 ⇒ 297 297. Driders, but they're small-sized and based on jumping spiders.
1d307 ⇒ 214 214. Clown People.
1d307 ⇒ 89 89. Deep ones.
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The final race, the Jumplings! They resemble Driders to the extent of having an arachnid lower body and a humanoid lower body. However, they are still a spider person above their "waist", and are more of a jumping spider than a web-weaving spider.
Type: Jumplings are monstrous humanoids.
Small: Jumplings are small, and as such 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: Jumplings have a base speed of 40 feet.
Darkvision: Jumplings can see in the dark out to 60 feet.
Climb: Jumpers have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Jumper: Jumpers are always considered to have a running start when making Acrobatics checks to jump. Additionally, they receive a +4 racial bonus to the Acrobatics skill.
Many Legged: Jumplings have eight legs. This grants them a +8 racial bonus to CMD versus trip attempts. However, they use weapons as if they were a tiny creature, while armor still functions as if for a small creature. Additionally, they still have a five-foot reach.
Masters of Poison: Jumpers gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Jumpling can envenom a weapon that it wields with its venom, which their bite is too weak to reliably transmit. Applying venom this way is a swift action. Additionally, they can never accidentally poison themselves.
Paralytic Venom: Injury; save Fort DC 10 +1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Languages: Jumplings begin play speaking Common and Jumpling. Jumplings with high intelligence scores can choose to learn any languages they want (except Druidic and other secret languages).
Yay! all 31 races for PARAPROMO 2017 are:
The Waste Chickens
The Adobe Daughters
The Unchained Gnolls
The The Dying Ones
The Frozen Wives
The Pumpkin Men
The Flying Lizard Men