Parapromo 2018 - 1001 PC Race Ideas


Homebrew and House Rules

51 to 69 of 69 << first < prev | 1 | 2 | next > last >>
Liberty's Edge

As for my next race:

Race: 1d358 ⇒ 3

Kobold Cleaver wrote:
Silverfish People

Huh, that is an older one. Should be interesting to work on.

Liberty's Edge

Sorry for triple posting, just going to go ahead and roll up another race to work up, as I might have time over the weekend to work up both of them.

Race: 1d358 ⇒ 197

Gark the Goblin wrote:
197. Tarantula hawk people

Hmm, yet another exoskeletoned race. But these should be interesting to work up. I think I might go in the direction of the Dragon Hawks, as mentioned in the previous thread.


1 person marked this as a favorite.

Race: 1d358 ⇒ 174

KahnyaGnorc wrote:
[174]) miniature kaiju

I just couldn't come up with one I felt satisfied with that kept the qualities of a kaiju without being colossal. Someone else might have a go at it, though.

Re-rolling
Race: 1d358 ⇒ 347
Jace Nailo wrote:
347. A race of good-guy (as in, isn't wanting to eat people) mimics.

Dittomahks

Physical Description: A dittomahk typically resembles a three foot cube with light gray coloration and averages about 100 pounds.It can generate small limbs to use as feet, manipulators, and for making slam attacks. A dittomahk can generate no more than 2 arm type and 2 leg and foot type limbs at a time, similar to a humanoid. These generally only remain as long as the creature focuses on having them.
Dittomahks are almost never found in their natural form, however, being able to assume, and maintain nearly indefinitely, the shape of man-made objects, typically hiding themselves in plain sight. They are often found as large donation boxes, toll podiums, or statues in and around wishing wells and fountains so as to have easier access to coins, which they feed on.
Society: Dittomahks are believed to have been created in the same manner as mimics, though from attempts to grant life to smaller, more specialized objects. They have no society of their own, instead living in and around other races and their settlements, since they require coins and other currency to survive.
Dittomahks reproduce asexually, budding off a new creature approximately every five years after they've acquired 3 Hit Dice. During this month-long period, their daily coin consumption requirements are doubled. Dittomahks have no control over this occurrence and are physiologically driven to acquire sustenance, making this a rare time were normally passive dittomahks might consider robbing or attacking wealthy targets if unable to acquire enough coins elsewhere.
Relations: A typical dittomahk's relationship with its neighbors could be likened to that of a raccoon. It survives by living with other races and doesn't need to hurt or hunt them (unless desperate for coins), but if people know about them, they are typically slain or driven off as pests or from fear (that they might break into a home and devour a person's life savings, though this is almost never an actual occurence.) Typically, they are confused with mimics and mistaken as possible dangerous predators.
Alignment and Religion: Most dittomahks are chaotic, lurking in a community and existing through subterfuge, such as pretending to be a donation box on the side of a church, picking pockets, or theft. There are equal examples of good and evil dittomahks, ranging from those who watch over buildings and neighbors they like and those who rob or attack vulnerable targets, though they rarely kill or even injure their targets badly, typically robbing drunks or lone travelers in dark alleys.
Dittomahks have almost no use for religion, other than as a way to acquire coins, but some can become quite knowledgeable on such subjects if they spend enough time around a church or within a library.
Adventurers: Most dittomahks are not adventurers, instead lurking around cities and settlements and just existing as best they can. Those few that do take up adventuring, almost entirely do it to earn coin. As they aren't very physically intimidating, most dittomahk adventurers tend to be rogues, as this augments their natural abilities. A very rare few take up spellcasting, having sometimes found a spellbook or arcane treatise being stored within them and becoming fascinated with the concepts. There are no, absolutely none, instances of sorcerous or innate magic-using dittomahks. Apparently the race's creators were very careful with such possibilities, or they obviously don't have draconic or demonic ancestors, and only those that study or are gifted their powers become casters.

Dittomahk Racial Traits (20 RP; monstrous):

Racial Traits (8 RP total)

+2 Con, +2 Wis (Flexible 2 RP): Dittomahks are used to remaining outside in inclement and harsh weather and are naturally observant and aware of their surroundings.
Small (0 RP): Dittomahks 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. Dittomahks have a space of 5 feet by 5 feet and a reach of 5 feet.
Slow speed (–1 RP): Dittomahks have a base speed of 20 feet.
Aberration (shapechanger) (3 RP): Dittomahks are aberrations with the shapechanger subtype. They eat, sleep, and breathe.
Darkvision (0 RP from aberration): Dittomahks can see in the dark up to 60 feet.
Natural Armor (3 RP): Dittomahks have a tough, rugged hide, granting them a +2 natural armor bonus.
Slam (1 RP): Dittomahks attack and defend themselves by forming fists, tentacles, or other blunt striking limbs. Their slam is a primary attack, dealing 1d3 + 1.5x Str mod.
Languages (standard 0 RP): Dittomahks speak Common and those with high intelligence can also choose from Dwarven, Elven, Giant, Gnome, Goblin, Halfling, and Orc.

Racial Qualities (18 RP total)
Adhesive (Ex)(5 RP): Like their larger cousins, dittomahks have an adhesive coating. Weaker than a mimic's, it can't entrap weapons or creatures, but it does grant a +2 to grapple attacks and to resist being disarmed. Dittomahks also cannot be tripped. Additionally, while a dittomahk does not receive a climb speed, its adhesive allows a dittomahk at medium or lighter encumbrance to maintain a position on a wall or ceiling without restricting its attacks or any limbs it may be extruding (though it still needs free limbs to climb). A Strength check against DC 12 + half the dittomahk's HD + its Con modifier can dislodge it from an adhered position. This includes a +2 racial modifier.
Consume Coins (Ex)(0 RP): A dittomahk does not consume meat, vegetable matter, or require water. Its entire daily sustenance is derived from consuming coins. Oddly, it takes the equivalent monetary value of a day of trail rations or a common meal (about 5 sp). This daily requirement can be in the form of 5 silver coins or 50 copper coins, or any combination of that sum. Failure to consume such an amount leads to hunger and equivalent penalties to starvation. Coins of greater value taste exponentially better and more delicious to a dittomahk. While eating 50 copper coins may be the same nutritionally as 5 silver pieces, it's the difference between eating a hamburger and shoe leather. Coins of greater value, such as gold or platinum, still only fulfill a day's requirement, but are far more of a delicacy and pleasureable. Coins must be fully within or encompassed by a dittomahk to be consumed, they can't do it merely by touching them, and the process takes 1 minute per coin. Dittomahks cannot otherwise consume metals or other metallic objects, even those of copper, silver, gold, platinum, or other common currency types. It is believed their initial creation from money boxes, piggy banks, and strongboxes dictated this genetic evolution long ago.
Cornered Fury (Ex) (4 RP): While not generally dangerous to other creatures, other creatures don't always understand the strange dittomahks and tend to attack first and ask questions later. When reduced to half its hit points or fewer and with no conscious ally within 30 feet, a dittomahk gains a +2 racial bonus on melee attack rolls and to Armor Class.
Enhanced Carrying Capacity (1 RP): While their forms typically prevent the use of belt pouches, harnesses, and backpacks, dittomahks are able to form internal storage areas within their bodies, similar to being walking chests even when in their natural forms. Their encumbrance is counted as though they were quadrapeds of their size. A dittomahk may retrieve or store an item within themselves as a move action, they may additionally choose to equip such an item as appropriate as they do so. For instance, a dittomahk only needs a move action to retrieve and place a pair of boots on their feet. While most can't wear typical armor, if somehow they have a form that does, it takes them half the time to don or remove it and they never need assistance to don it properly. A GM can rule that a dittomahk's internal space is reduced or compromised in certain forms, such as a long narrow statue or podium or a drawn and stretched out form, like a tapestry. Dittomahks with the Quick Draw feat or similar abilities may benefit from retrieving such items from their internal storage.
Integrated (Ex)(1 RP): Dittomahks are keen observers of their surroundings and tend to know what's going on from observation, study, and overheard gossip. Dittomahks gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Mimic Objects (Ex) (6 RP): Similar to a mimic, dittomahks can assume the general shape of any man-made Small object, such as a modest chest, chair, or box. The creature cannot substantially alter its size, though and its body is hard and has a rough texture, no matter what appearance it might present. It is a standard action to change forms but a dittomahk that spends 2 minutes assuming a shape gains a +20 racial bonus on Disguise checks when imitating an object in this manner.
Skill Training (1 RP): Dittomahks are masters of disguise, naturally, and their hunger for coins leads many to pick a few pockets from unsuspecting passersby. Disguise and Sleight of Hand are always considered class skills.

Weaknesses (–6 RP)
Dietary Restrictions (–2 RP): Dittomahks are unable to benefit from even magical drinks or foods. Oils and other contact effects work normally, but potions and other items either cannot be imbibed or have no effect. This includes things like goodberries, heroes' feasts, antitoxins, and other consumed medicines. They also don't benefit from Survival checks or typical foraging to find sustenance. A dittomahk can be affected by ingested poisons if they are coated or applied to consumed coins.
Magic Item Restrictions (–3 RP): In their natural forms, dittomahks' unique physiologies prevent the use of many items, including magical ones. They typically have no heads, faces, necks, shoulders, waists, or eye sockets. They can wear footwear or use wrist or hand items while they have such appendage, but these items cease functioning when they don't. The GMs can rule certain items to be non-functional for a dittomahk, depending on the item, its location, and the creature's current form.
A dittomahk in a form that does have such appropriate appendages, such as when mimicking a small stone statue of an elf, may temporarily allow such items to grant their effects, though they must be worn and typically visible as appropriate: a hat will be on the statue's head, a necklace will be around its neck, etc.
Undersized weapons (–1 RP): Dittomahks can create limbs and manipulators or even look like they have normal sized arms and hands (when mimicking a small statue, for instance) but they lack the leverage and coordination to wield weapons easily, preferring their own natural attack in most cases. Dittomahks wield weapons as though they were one size smaller than normal.

Liberty's Edge

1 person marked this as a favorite.

Skaevik
Skaevik are an odd race, being best adapted to hiding and running away from conflict. Resembling a roughly humanoid variety of silverfish, they can consume books and other writings for sustenance.
Physical Description: Standing slightly shorter than the average halfling, Skaeviks resemble roughly humanoid silverfish. With a thin, silvery shell covering their body, their body is separated into multiple segments. Standing upright on a pair of hind legs which emerge from their abdomen, their upper two pairs of limbs are set close enough together to be mistaken for, and used as, a single pair of limbs. Each of their hands and feet has two digits on them, effectively giving their hands four fingers when their upper arms are used as a single pair. As for their head, it only vaguely resembles that of a typical humanoids. A pair of simple eyes are set above a small set of antennae that act as both nose and ears. Vaguely mustache shaped, they are positioned over a set of grinding mandibles, clearly designed to work their way through tough material.
Society: Skaevik have very little society of their own, instead living in small groups in the settlements of other races.
Relationships: Most other races take little notice of the Skaevik, which suits the Skaevik just fine. When the other races do take notice of them, the Skaevik are mostly considered pests barely worth dealing with. Those among the other races who take notice of them the most, however, are librarians and other scholars, who often must protect their books and scrolls from the Skaevik.
Alignment and Religion: Most Skaevik are neutral, with no racial inclinations to either good or evil, nor to either law or chaos. They are not draw to any particular deities, with each individual choosing a god to worship.
Adventurers: Some Shaevik are unusual, in that they desire attention of some sort or another. These individuals can often make use of their natural abilities to adventure, gaining fame and fortune.
Names: Crp’dit’zck, Krt’sit’kck, Nir‘pit’yck, Sck’fit’tck, Zip’rit’sck

Skaevik (~15 RP):

-2 Str, +2 Dex, +2 Int; Skaevik are nimble and intelligent, but physically weak.
Humanoid (Skaevik) Skaeviks are humanoids with the Skaevik subtype.
Small: Skaevik are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Skaevik have a base speed of 30 feet.
Vision Skaevik have low-light vision. (1 RP)
Book-Eaters: Skaevik are able to consume books for sustenance, and are able to subsist themselves off of books alone. They can still eat other foods, but much prefer the taste of an old book to a fine quality meal. (0? RP)
Floor Scuttler: Skaevik can drop to all ‘fours’, walking around on both their hands and their feet. Their move speed increases by five feet while they do so, and they gain a +2 bonus to their CMD against any trip attempts while they do so. Additionally, they always land on their feet after a fall, even if they took lethal damage. (3 RP)
Half-Arms: Skaevik have two pairs of upper arms. However, each of them by itself is rather weak, so the two are often used as a single pair of arms. When used as separate arms, they count as if the Skaevik’s strength score was 6 lower, but give the Skaevik a +4 racial bonus on Disable Device and Sleight of Hand checks. (2 RP)
Nervous-Footed: Skaevik are a notoriously nervous race, and this is shown in their quick reactions to threats. They receive Run as a bonus feat, gain a +10 racial bonus to their speed when using the run or withdraw actions, and receive a +2 racial bonus on initiative checks. (4 RP)
Scavengers: Skaevik are used to rummaging around in those things that belong to others. They gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), and Appraise is a class for them. (2 RP)
Village Sneaks: Skaevik are used to hiding and moving about unseen in the towns and villages of other races. They receive a +4 racial bonus to Stealth checks while in urban terrain, and also reduce the penalty for using Stealth while moving by 5. (2 RP)
Languages: Skaevik begin play speaking Common and Skaevinik. Skaevik with high Intelligence scores can choose from any language they want (except secret languages such as Druidic).

Another Race to Work on:
Race: 1d358 ⇒ 180
Ambrosia Sladd wrote:
180. Koboooooolds Innnnnnnn Spaaaaaaaaaaaaaaaaaaaaace!!!!

Liberty's Edge

1 person marked this as a favorite.

Skris

A species of steel-swimming monsters, skris are alien in speech but not in outlook. They live deep below the sunlit world, carving out villages along the great metal girders that network the subsurface rock.

Those skris that venture into areas populated by humanoids are met with unease and distrust. A skri's first words of introduction, carefully polished Aklo or Undercommon, go over fine, but as the ice starts to break, a dwarve telling a joke about a political situation or the frequency of a certain rock formation, the innate responses of each species to humor is shown to be nigh opposite. When a dwarve gives a chuckle, a skri releases a mournful whimper. When the dwarve uncomfortably giggles, a skri begins to cry.

Here given an excerpt from the report of a skri scholar of interspecies communications, TERX/is/Zg.

Translated from the Aklo wrote:

A skri's natural response to terror is to belabor our breath, making a booming noise that reverberates through metal and, to a lesser extent, rock, for hundreds of feet. Our natural acknowledgement of a good joke is a high-pitched sob, which travels not much further than the cavern we're in while easily reaching the ears of the joke-teller.

Why do tatuka and dwarves and so many of the other surface species have it differently? I posit that the surface ecosystem is like our own, a dangerous world where survival depends on letting the group know where you are when you are injured or threatened, but without auditory organs in their feet and a reliance on air-based sound transmission, humanoids had no selective pressure to utilize deeper frequencies for communicating danger. Thus, their noise of sadness is high-pitched, and their noise of humor is [rollicking]* and low.

This isn't to say that humanoids have no capability of feigning skri amusement, or that we have no capability to dwarven scream. Our mouthparts are still very similar. But to mimic the other evolution naturally . . . that may prove impossible.

*The original word has connotations of risk/unpredictability.

TERX/is/Zg's research was later shown to be a melange of urban myth, overreach, and essentialism, but their core theories are still popular among those not learned in the subject. There are skris capable of perfectly mimicking a humanoid laugh - but it is an exacting process to reach that level of mimicry, and the number who bother even in humanoid-dominated societies is quite low.

Physical Description: A skri on the surface is a strange sight, an ungainly being with a mess of long backwards-bent legs that give (depending on which part of the leg the viewer focuses on) impressions of scuttling, stamping, or wave-like rolling. An ovoid torso, with a face a mix between a bald rodent's and an isopod's, hangs in the center of the legs, undisturbed by their motion like the center of a gyroscope. A skri's voice is generally high-pitched, tinny, but becomes grave and booming when alarmed. Skris smell of rust and alkali salt.

Society: Skris live in seemingly-isolated settlements deep below the world's surface. Many of their communities are age-stratified, with a skri moving further out to the edge of the village with each new molt. The oldest skris live on the edge of the underground wilderness, while the newly-hatched are chosen by groups of adolescent "life-guides" to live in their central dormitories. Each skri from one of these villages has a chain of mentors and mentors of mentors stretching out all the way to the edge of the inhabited house-rings. In larger skri cities, situated at the cross-joins of two or even three metal beams, the tradition of moving outwards is somewhat more relaxed, but an expectation of hatchlings being afforded adolescent mentors is still enforced through strict taboo.

Relations: Skris have had the longest contact with dwarves, who they first encountered as miners of the great girders. Those first interactions were fraught with conflict, but tensions have calmed enough for immigrant communities of skris to sprout up in dwarven bergs, and vice-versa. Skris have better relations with the people of the sun, the saguarans and tatuka, with whom they trade sunflowers and cosmological studies for gems and metalwork. Skri communities also form trusting bonds with peregrine shadowfriends wandering the subsurface, and it's not uncommon for a rebellious skri to join a shadowfriend and act as its metal-eyes and friend in return for escort to a different, perhaps better, settlement. Traditionalist skris look askance at this practice, as they do at the lashlings and voltaorians that they believe are a sign of the surface world's situation as a fighting ground between otherworldly dimensions of unknown and deadly number. Most humanoids respond in kind to a skri's outlook on others - if a skri is accepting of others, the oddness of their emotional expressions can be overcome, while a skri who can't get over their own sense that dwarven laughter is unsettling will have a hard time making friends. One of the few exceptions are the misborn, who for some unresearched reason can directly switch to the emotional expressions of the skris after just a few hours of talking to one.

Alignment: Skris are on the average neutral, being about as likely to take advantage of someone or help them as any other species. They have more lawful communities than chaotic, but those skris that don't feel they fit into the more exacting social structures often simply emigrate.

Religion: Skris worship the deities that created the world and the deities that facilitate peace and knowledge. Sarenrae, Abadar, and Nethys are popular in both way-villages along the great beams and larger node-towns and cities.

Adventurers: Skri adventurers are those who travel the steel-ways, protecting goods and travelers, and those who leave behind their village or city to journey the surface world. A few skris distance themselves from the metal web that networks the underground, journeying into the "dead rock" where supposed lost cities and continents of separately interlacing girders are thought to exist. Skris gravitate towards the ranger, investigator, and witch classes.

Skri Names: Skri names are typically 3-5 syllables long with glottal stops between each syllable. Capitalization indicates acute accent. Examples: Ta/HA/rot, KSI/feth/id, Bam/ar/ATCH, ghe/ry/AH/INT.

Racial Powers (12 RP):
+2 Constitution, +2 Wisdom, -2 Charisma: A skri is tough in mind and body and conscious of its surroundings, but has trouble relating to other creatures. 0 RP
Aberration: A skri has the aberration type. This grants:
Darkvision: A skri can see in the dark up to 60 feet. 3 RP
Medium: A skri is Medium size, and has no associated bonuses or penalties. 0 RP
30 ft. speed: A skri has a base speed of 30 feet. 0 RP
Steelswim (Su): A skri can pull apart the bonds between particles of steel or iron, creating openings in which they can immerse themselves as easily as they would in mud. Three times per day as a standard action, they can enter a piece of steel or iron of their size or larger. Any gear they carry (up to their maximum load) is also absorbed. Minor physical damage to the metal does not harm them, but destruction of the metal to the extent that the skri can no longer fit in it expels them and deals 5d6 points of damage. Complete destruction of the metal expels them and slays them instantly unless they make a DC 18 Fortitude save. Even if they make their save, they still take 5d6 points of damage.
A skri can stay in the metal indefinitely, suspending the need for breathing (but not that for food and water consumption). While in the metal, they can swim at a speed of 30 feet. A skri can exit the metal as a free action as part of movement, but can only exit once per entry. A skri can retrieve items within reach if they are at the edge of a metal surface, and can attack creatures adjacent to the metal (though they are treated as blinded, see iron ears below).
A skri can use steelswim to step through a metal object smaller than Medium size, such as an iron door, but cannot stay in the object. 2 RP
Blade-eater (Su): A skri can manipulate oncoming metal objects quickly enough to dampen the injury they cause, allowing a sword or a spear to pass through their bodies as if they were mud. Once per day when a skri is hit by a metal weapon, it can use an immediate action to weaken the attack. This gives the skri DR equal to 2xtheir character level against that specific attack (the DR is negated by nonmetal weapons, or by a magic weapon with a +4 or greater enhancement bonus). The ability must be used before the damage is rolled. 2 RP
Iron Ears (Ex): A skri can hear sounds underground better than most, and can communicate at long range with others of its kind. Whenever a skri is using its steelswim power, it can use Perception for hearing-based checks as if it were at the nearest connected metal-air surface. A skri can also hear sounds deep below the human range of hearing, which allows them to hear other skris using that frequency as well as certain creatures using blindsight (subject to GM judgement and player bioaucoustics knowledge). 2 RP
Scream Over Great Distance: A skri can communicate with others of its kind by laughing into surrounding metal or rock. A skri's scream can be heard at a range equal to 100 ft. x the skri's Constitution score, though only through contiguous rock and metal (the radius is 10x larger for metal). Only skris and creatures with ultrabass-hearing, such as certain creatures with blindsense or tremorsense, can hear this sound, though a humanoid in the same room as a screaming skri can pick up on some of the higher-frequency ululations. 1 RP
Legs: A skri's remarkably long legs don't add much in the way of speed, having evolved as a result of sexual selection. However, they do aid a skri in hunting and fighting. A skri gains a secondary claw attack which deals 1d4 damage on a successful hit. 1 RP
Magnetic Manipulation (Sp): A skri gains the ability to cast heat metal as a spell-like ability once per week. They also gain the ability to shape metal, as the spell stone shape but targeting only steel and iron in recognizably high purity, once per week. A skri has a +2 racial bonus on Craft and Knowledge (engineering) checks involving metal.1 RP
Languages: A skri begins play speaking Common and Skri. A skri with high Intelligence scores can choose from the following bonus languages: Aklo, Dwarven, Halfling, Gug, Orc, Saguarian, Undercommon. 0 RP

Starfinder Statistics (don't know all the language yet though):

Ability modifiers +2 Con, +2 Wis, -2 Cha
Hit Points 6
Size and Type Skris are Medium aberrations.
Steelswim See above
Blade-eater A skri can allow a metal weapon to pass through its body as a reaction. This gives the skri DR/nonmetal equal to 2x their character level against that attack, though they must choose to use the attack before the damage is resolved.
Sense Through (hearing [metal only])
Scream Over Great Distance See above
Natural Weapons Skris are always considered armed (or legged, as the case may be). They can deal 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic.
Oof, I sure am lagging behind . . . but according to THE RULES this counts as 2 parapromo species, so by this rate I should get at least one more done by the 31st!

Liberty's Edge

Kestroids
Noble hunters, Kestroids hail from the regions of the world where massive beasts still roam. While they are described by many as savages, those who have actually met them know that this is far from the truth. While they may be fierce when needed, they are generally a caring and gentle people. The misconceptions generally come from the manner in which the Kestroids reproduce. Their genders are fairly standard, with males and females, and fertilization is done in the fairly standard humanoid manner. However, the female must inject her eggs into a living creature, one that is at least the size of an elephant, or else her young cannot mature.

This leads to entire tribes of Kestroids attacking groups of large creatures, bringing them down with both manufactured weapons and their natural, and extremely painful, stings. This event is traditionally known amongst the Kestroids as the Ardsrach. Keeping the beasts alive, but unconsious or otherwise helpless, several of the tribes females will inject their eggs into a select number of the beasts. Each female will typically produce between three and five eggs for each Ardsrach, and between two and four females will inject their eggs into each host.

After about a month, all of those eggs will hatch out a larval Kestroid. They then begin consuming the flesh of the creature that they were implanted in as soon as they hatch. The host takes little notice of this activity, however, as the larvae produce an anesthetic as they eat, numbing the area around them. This continues for the next year, during which they continuously growing. After this point, they form a thin crysalis, emerging a couple of days later as a nymph Kestroid. The process of emerging from the crysalis causes extensive damage to the host creature, often killing them. The nymphs then consume most of the rest of the corpse, before heading off to look for a adult Kestroid tribe. They reach adulthood after another fifteen years, metamorphising once again into their full adult bodies.

Physical Description: Kestroids are often called Wasp-folk by other races, which as a descriptive name is decently accurate. Standing at between six to seven feet tall, their bodies are covered in a thick, colorful layer of exoskeletal armor, with a single color dominating. However, their bodies are quite light for their height, with individual Kestroids ranging between 150-220 pounds. Their body itself is split into three main sections, those being the head, thorax and abdomen. There is very little differences between the two sexes, with the primary differences being in the ends of the antennae and the thickness of their stingers.
Their head resembles a true amalgamation of that of a human and that of a wasp. Situated between a pair of massive, kaleidoscopic compound eyes is a pair of thin antennae that extend over the back of the head. The antennae of males tend to end in feathery arrangements, while those of females end in spiralling points. Set underneath the eyes is the mouth, which consists of a surprising human-like lower jaw flanked by a pair of mandibles. Connecting the head to the thorax is a short neck, along the sides of which a series of breathing spiracles pump air in and out.
The thorax itself protects the more vital organs of a Kestroid, such as the heart and lungs, while also being filled with muscles for all the limbs and wings connected to it. Branching out from the sides of the thorax are six limbs. Four of these are arms, which extend down to end in hands of two fingers and two thumbs, one on either side of the fingers. The legs end in a similar arrangemen, with four clawed toes arranged around the foot. Emerging from the back of the thorax is two pairs of large, transparent wings.
The abdomen, which extends behind and beneath the thorax, is connected to that body segment by a narrow waist. Around the same size as the thorax, the abdomen has more of the Kestroids organs located within it, notably the majority of the digestive track and the reproductive organs. Additionally, located on the end of the abdomen is their stinger, which averages between six to eight inches in length. On males, the base of the stinger is about one and half inches. Females, who also utilize the stinger to inject their eggs into helpless creatues, have an average stinger base width of around two and a half inches. While the Kestroids produce no venom, the sting in and of itself is extremely painful.
The young forms of the Kestoids have greatly differing bodily shapes. Their eggs, which are about the size and shape of a marble, are slightly translucent. In the center, a darker region can just barely be made out. The larvae resemble crosses between a grub and a tadpole, with pasty white bodies, six small legs, an armored head, and a long tail. These larvae begin life at around half an inch long, eventually growing to be around two and a half feet in length. Nymphs, on the other hand, mostly resemble their adult forms. The only major differences are their size, their lack of wins, and their lack of both reproductive organs and stingers. After they emerge from their host, the Nymphs stand at around two feet tall. As they age they occasionally molt in order to grow to their full size, typically at a rate of twice a year. Once they reach adulthood, they metamorphosise one final time, growing their wings, stinger, and reproductive organs.

Society: Kestroids are organized into many various tribes, scattered throughout the world. Within these tribes are further seperations, dividing the tribe into larger families and smaller sibling groups. The sibling groups are those Kestroids that all originated from the same clutch of eggs, and are identifiable from similar patternings on their exoskeletons. Numbering between three and five individual Kestroids, these groups are referred to within Kestroid society as Sen-vidien, or Clutch-blooded. They are fiercely loyal to each other, and will go to extreme risks to protect each other. The large families are based around the groups of Nymphs that all emerged from the same host, and are known as Vrit-mod, or Host-born. Consisting of two to four Sen-vidien, the individuals within a Vrit-mod are loyal to each other. However, they are not quite as loyal to members of other Sen-vidiens, but will still try to protect each other to the best of their ability. Each tribe, also known as a Hrivok, will typically consist of between five to ten Vrit-mods, with their being between 30 and 200 Kestroids in each tribe. These tribes live in small villages, with each Sen-vidien living in their own abode near to the homes of the other Sen-vidiens in their Vrit-mod. Occasionally, a larger Hrivok will seperate into smaller ones. Vrit-mods of Nymphs are accepted by the first Hrivok to come across them. They teach the young Nymphs all that they can to prepare them for the world, notably how best to defend themselves. They are also taught the languages of other races, most often those of the races that live nearby. However, they don't need to teach them the language of the Kestroids, as every Kestroid is born with the knowledge of how to speak it.
Reproduction among the Kestroids occurs during autumn, during a festival known as the Finin-Indrak, or the Courting-dance. This is a day long afair, with numerous meals and dances occuring thrughout the day. Eventually, individual Kestroids will pair up for the night, retreating to temporary shelters to engage in reproduction. Around a week later, the entire Hrivok (minus any Nymphs) will engage in the Ardsrach. All reproductive acts are done outside of an individual Kestroid's Vrit-mod, with partnerships between individual Kestroid typically only lasting for a single mating cycle.

Relations: Due to the locations that they live, Kestroids tend to have very limited interactions with other races. Those races that they are mostly likely to encounter are humans, saguarans, orcs, and other races that are shunned by the more civilized peoples. When they do encounter these races, they typically try to keep their interactions civil and polite. However, if they are insulted or attacked they will respond in kind.

Alignment and Religion: For the most part, Kestroids tend towards the good end of the alignment spectrum, but they have no tendencies towards either law or chaos. They tend to worship their creator god Kristvin, but their are also sizeable numbers of them that worship gods of travel, family, protection, and strength.

Adventurers: Solitary Kestroid adventurers are relativley uncommon, due to their intense bond to their Sen-vidien. However, occasional Sen-vidiens will travel the world together, forming unique and highly cooperative adventuring bands. Kestroids encountered alone are typically ether orphans, with no remaining members of their Sen-vidien, or else have been banished from their Hrivok for one reason or another.
Due to their innate abilities, Kestroids make natural warriors, tending towards Fighters, Paladings, and Rangers. However, they also tend to gravitate towards certain spellcasting classes, such as Bards, Oracles, and Sorcerers.

Names: Hoz-KeHil, Sek-TiBek, Ven-NuJap

Kestroids (31 RP):

+2 Str, -2 Int, +2 Cha
Monstrous Humanoid (3 RP)
Medium: Kestroids are Medium, and gain no bonuses or penalties due to their size.
Normal Speed: Kestroids have a base speed of 30 feet.
Darkvision (60 ft): Kestroids can see in the dark up to 60 feet.
Flight: Kestroids have a fly speed of 50 feet, with average maneuverability. Additionally, Fly is always a class skill for them. (8 RP)
Four-Armed: Kestroids have four arms. They can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. Additionally, they can use their hands for other purposes that require free hands. (8 RP)
Keen Vision: Kestroids gain a +2 racial bonus to Perception, and Perception is always a class skill for them. (3 RP)
Natural Armor: Kestroids gain a +1 natural armor bonus to their Armor Class. (2 RP)
Painful Sting: Kestroids recieve a sting attack that deals 1d4 points of damage. This is a primary natural attack, or a secondary attack if the creature is wielding manufactured weapons. Additionally, if any creature of the animal, dragon, fey, humanoid, monstrous humanoid, or native outsider types takes damge from this attack, they will need to make both a Fortitude and Will save (DC = 10 + 1/2 the Kestroids character level + the Kestroids Con modifier). If they succeed at both of these check, nothing happens. If they fail one of these saves, they take a -2 penalty on any saves against anything with the pain descriptor. If they fail both of these saves, they also take this penalty. Additionally, they fall to the ground and begin screaming in pain. This functions as if they were under the effects of the spell Hideous Laughter, with an effective caster level of the Kestroids character level. The major differences are that the target is screaming in pain instead of laughing, and that the target gets a save each round that they are effected by this (instead of just the second round). This is a pain and precision effect, any anything immune to precision damge is immune to this effect. (4 RP)
Weapon Familiarity: Kestroids are proficient with klars, longbows (including composite longbows), longspears, and throwing axes. (2 RP)
Languages: Kestroids begin play speaking Common and Kestrid. Kestroids with high intelligence scores can learn any language they want (except secret languages, such as Druidic). (1 RP)

Kestroids Starfinder:

Ability Adjustments: +2 Str, +2 Cha, -2 Int
Hit Points: 4
Size and Type: Kestroids are Medium monstrous humanoids.
Flight: A Kestroid gains an extraordinary flight speed of 50 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.
Four-Armed: Kestroids have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Keen Senses Kestroids have Darkvision with a range of 60 feet, and additionally gain a +2 racial bonus on Perception.
Painful Sting: Kestroids are always considered armed. They can deal 1d4 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Kestroids gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).

Liberty's Edge

Space Kobolds
Ability Adjustments: +2 Dex, +2 Int, -2 Str
Hit Points: 2
Size and Type: Space Kobolds are Small humanoids with the reptilian subtype.
Darkvision: Space Kobolds have Darkvision with a range of 60 feet.
Scrappers: Space Kobolds receive a +2 racial bonus to Computers, Engineering, and Stealth checks.
Tinkered Armor: Space Kobolds are better with armors that they themselves have built, as well as those that would normally be worse than standard armors. If a Space Kobold is wearing armor that they themselves have constructed, they increase their AC by 1. Additionally, they treat any armor with the archaic trait as if it did not have the archaic trait.

.

.

Next Three Races:
Race: 1d358 ⇒ 289
Garbage Tier Waifu wrote:
An aberration that looks identical to another race, but that race sees them as some kind of horrible monster. The individual fully believes they are a member of that race regardless.

Ok, I will try my best.

Race: 1d358 ⇒ 34

Garbage Tier Waifu wrote:
The smoke from the vaping that spells the words 'Ugh' and 'Kek'.

I rolled this one last year! Still not going to do it. Instead, I think that I will simply pick a race to do instead, being:

Pizza Lord wrote:
A plant-like race closely resembling yuan-ti in appearance or individual properties, if not alignment and outlook. One might have faint traces of bark on their skin (where a yuan-ti might have had scales) another might have vines for arms (where a yuan-ti might have serpents). Possibly with different strains (pureblood, half-breed, abomination) each more monstrous and non-human looking than the last.

Race: 1d358 ⇒ 7

Kobold Cleaver wrote:
Sea anenome people

Ok, should be able to do this one.

Liberty's Edge

Current Race List
.
.
.
1) Memorians by Kobold Cleaver.
2) Myrmidons by Jace Nailo.
3) Incandescians by Kobold Cleaver.
4) Leperchauns by Lazaryus.
5) Filth-Folk by Jace Nailo.
6) Dittomahks by Pizza Lord.
7) Skaevik by Jace Nailo.
8) Skris by Gark the Goblin.
9) Skris (SF) by Gark the Goblin.
10) Kestroids by Jace Nailo.
11) Kestroids (SF) by Jace Nailo.
12) Space Kobolds (SF) by Jace Nailo.

We have only made a total of 12 races so far.

Liberty's Edge

Gnilflahs
Gnilflahs are a bizarre race, one that looks exactly like the Halfling race. The only notable difference between the two is that Gnilflahs are always wearing shoes.
Physical Description: To essentially every known creature, a Gnilflah is indistinguisable from a Halfling. However, to a Halfling they resemble a horrifying monster, indescribable to anyone who is not a Halfling.
Society: Gnilflahs will try to integrate themselves into the societies of other races, except those of Halflings.
Relations: Gnilflahs tend to be treated like Halflings by most races, due to looking exactly like them. However, Halflings treat them as monsters, and will try to hunt down and kill any known Gnilflahs.
Alignment and Religion: Most Gnilflahs are Neutral, but they have faint tendancies towards both chaos and evil.
Adventurers: Gnilflahs adventure for much the same reason that Halflings do, but they also try to stay on the move to avoid Halflings.
Names: Gnilflah names are the same as those of Halflings.

Gnilflah (12 RP):

-2 Str, +2 Dex, +2 Cha
Aberration Gnilflahs are Aberrations. (3 RP)
Small: Gnilflahs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks..
Slow Speed: Gnilflahs have a base speed of 20 feet. (-1 RP)
Darkvision (60 ft) Gnilflahs can see in the dark out to 60 feet. (0 RP)
Halfling Defenses: Gnilflahs gain a +4 dodge bonus to AC against humanoids of the Halfling subtype. (1 RP)
Gnilflah Luck: Gnilflahs receive a +1 racial bonus on all saving throws. (2 RP)
Keen Senses: Gnilflahs receive a +2 racial bonus on Perception skill checks. (2 RP)
Sure Footed: Gnilflahs receive a +2 racial bonus on Acrobatics and Climb skill checks. (4 RP)
Weapon Familiarity: Gnilflahs are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. (1 RP)
Languages: Gnilflahs begin play speaking Common and Halfling. Gnilflahs with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

And that makes 13 races.

Liberty's Edge

1 person marked this as a favorite.

Bloglo
Bloglo are an interesting race that is scattereed across the world. Clustered around inately magical locations near shorelines, they form small communities around portals to the First World.
Physical Description: Standing at an average height of three feet tall, Bloglo weigh around forty to sixty pounds. They have a roughly cylindrical body that feels slightly spongy if pressed upon, and is typically colored a deep red, orange, or purple. Their skeleton is almost entirely made of cartilidge, allowing them slightly more flexibility. They stand upon four stumpy legs, each of which ends in a singlular, large pad, and are a few shades darker than the rest of their body. These work equally well for both walking and swimming, but are not particularly fast at either. Above this is their torso, from the top which spreads their two arms. These arms have three segments, and end in small clusters of long flagella instead of traditional fingers. A thick neck connects their head to their torso. Their head is shaped essentially like that of a typical humanoids, with a face on the front and an overall round structure. Their face consists of a pair of large eyes on either side of their nose, all of which are positioned over a series of three parallel extending membranes, which can be vibrated to speak both in air and under water. Their eyes are typically a pale yellow color, and have horizontal pupils, while their nose is a small horn with a cluster of three nostrils at the tip. On either side of their head are an additional double pair of membranes, through which the Bloglo hears. Additionally, their head , neck and shoulders are covered with flagella of a color similar to that of their body, but a few shades lighter. These can emit a small electric shock, which is enough to paralyze smaller creatures, but can do little to damage anything much larger than a toad. These are also used to consume these paralyzed creatures, wrapping around them and slowly emitting an acidic substance to dissolve these creatures, before absorbing the resultant nutrient-rich mulch. They breathe utilising a set of slits in their neck, which connect to a set of internal organs that function as either gills or lungs as necessary. Their young simply resemble smaller versions of the adults.
Society: Bloglo congregate around locations where the First World bleeds into the Material Plane along coastlines. With their small villages built around these points, Bloglo villages are constructed roughly equally both in and out of the water. Resembling natural outgrowths of coral, their buildings appear to have been grown rather than constructed.
Relations: Bloglo tend to have little interaction with other races, preferring to stay in their secluded villages. They do have better relations with certain races, notably Batfolk, Elves, Gnomes, and Pumpkin Men. While their connection to Gnomes is fairly clear, with both having originated from the First World, the Bloglo don't, or simply can't, explain why tey are closer to the other three. Meanwhile, certain races they dislike more than others, those being Goblins, Merfolk, Needlers, and Orcs.
Alignment and Religion: For the most part, Bloglo are neutral with faint tendancies towards both chaos and good. As for religion, they have no tendancies towards any particular deities, with no known creator deity.
Adventurers: Bloglo adventurers are quite rare, due to their natural tendancies to stay with their fellows. However, for those few who decide that the adventuring life is for them, they can make good clerics, druids, kineticists, and sorcerers.
Names: Cveert, Fwoosh, Nyaarq, Ureeln

Bloglo (11 RP):

-2 Str, +2 Con, +2 Wis
Fey Bloglo are fey with the aquatic subtype. (2 RP)
Small: Bloglo are small, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed: Bloglo have a base speed of 15 feet. They have a swim speed of 15 feet, which grans them a +8 bonus on Swim. (-1 RP)
Low-Light Vision: Bloglo can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
Amphibious: Bloglo are amphibious and can breathe both air and water. (2 RP)
Craftsfolk Bloglo gain a +2 racial bonus on all Craft or Profession checks to create objects from cloth or stone. (1 RP)
Enclave Protector: Bloglo add +1 to the caster level of any abjuration spells they cast. Bloglo also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level. (2 RP)
Stability: Bloglo receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
Stunning Shock: Bloglo gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the shocking power of their flagella to shroud their body in electicity. Unarmed strikes with its elbows, hands, feet, or head (or attacks with weapons held in their hands) deal +1d6 points of electricity damage. Against creatures that are Small sized or larger this is nonlethal damage, while against creatures that are Tiny sized or smaller this electricity damage functions as strength damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action. (1 RP)
Water and Stone Affinity: If a Bloglo is a sorcerer with the elemental bloodline of earth or water, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a Bloglo able to cast domain spells that correspond to the elemental planes of earth or water casts its domain powers and spells at +1 caster level. This trait does not give Bloglo early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Languages: Bloglo begin play speaking Common and Flosh. Bloglo with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)

Bloglo (Starfinder):

Ability Adjustments: +2 Con , +2 Wis, -2 Str
Hit Points: 4
Size and Type: Bloglo are Small fey with the amphibious subtype. This means that they can breathe both air and water.
Bloglo Movement: Bloglo have a base speed of 20 feet and a swim speed of 20 feet.
Bloglo Senses: Bloglo possess low-light vision, allowing them to see in dim light as if it were normal light. Additionally, they have blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A Bloglo ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a Bloglo, and the Bloglo still has the normal miss chance when attacking foes that have concealment. A Bloglo is still flatfooted against attacks from creatures it can’t see.
Stunning Shock: Bloglo possess a unique form of attack. For a number of rounds per day equal to their character level, the Bloglo can use a swift action to wreathe their body in electricity. Any unarmed attacks or melee attacks they make during this time deal an additional 1d6 points of electricity damage. Extending the duration of this effect for multiple consecutive rounds is a free action at the start of their turn.

Liberty's Edge

1d358 ⇒ 101
1d358 ⇒ 195

Kobold Cleaver wrote:
155. A race with abilities largely based on the specific breeds of symbiotic vermin they are raised from birth with. Choose 1-2 for your PC. Each type gives a different sort of benefit.
Gark the Goblin wrote:


247. Easily offended clawed water spirits/demons

I think I'll go with the first one, seems interesting!

Liberty's Edge

I am almost done with the third race that I rolled earlier. To help bolster the number of races, I am going to roll up a series of races to create. However, these will likely only be the racial abilities. I will try to work up as many as I can, hopefully getting all of them done in time. If I think that I would not be able to do a good enough job making the race just from a racial stat-block, I will simply roll up a new race. I will give reasons when I decide to do so.

Races:

Race 1: 1d358 ⇒ 271
Kobold Cleaver wrote:
271. A race of tomten-like creatures with long probosces that lurk in areas of discussion and cause discord with their bad manners, baiting comments, and passive-aggressive suggestions.

Sure.

Race 2: 1d358 ⇒ 230

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

Sure.

Race option: 1d358 ⇒ 203

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

No. I just cannot think of how to do this one without supporting information.

Race 3: 1d358 ⇒ 81

Gark the Goblin wrote:
81. Cuttlefish people, who can spray ink and make their skin glow like disco lights

Yes.

Race 4: 1d358 ⇒ 42

Kobold Cleaver wrote:
42. A one-legged race, like the dufflepuds/monopods from Narnia.

Yes.

Race option: 1d358 ⇒ 239
Not a result.

Race 5: 1d358 ⇒ 320

VoodistMonk wrote:
320. A playable size large gangly and tall race with Swallow Whole spell-like abilities.

Yes.

Race 6: 1d358 ⇒ 68

Kobold Cleaver wrote:
68. An extremely diverse race of talking, non-anthropomorphic but sentient animals.

Yes.

Race 7: 1d358 ⇒ 189

Angry Wiggles wrote:
189. A race that reproduces primarily via parthenogenesis.

Sure.

Race option: 1d358 ⇒ 314

Lazaryus wrote:
314. Time Lord.

No. I don't know enough about them to create them very well.

Race 8: 1d358 ⇒ 74

lucky7 wrote:
74. A small race capable of physically enhancing each other.

Sure.

Race 9: 1d358 ⇒ 99

Garbage-Tier Waifu wrote:
99. A race of spindly nightmare people who aren't all that mean but every creatures primal instinct upon seeing them is to be terrified of them.

Sure.

Race 10: 1d358 ⇒ 102

Dr. Ms. Prakenslaad wrote:
102. Mini-otyughs who live in small communities on oceanic garbage patches or graveyards of wrecked ships who accept donations from passing ships and trade the salvaged items they find.

Sure.

.

.

.

Current Race List

.

1) Memorians by Kobold Cleaver.
2) Myrmidons by Jace Nailo.
3) Incandescians by Kobold Cleaver.
4) Leperchauns by Lazaryus.
5) Filth-Folk by Jace Nailo.
6) Dittomahks by Pizza Lord.
7) Skaevik by Jace Nailo.
8) Skris by Gark the Goblin.
9) Skris (SF) by Gark the Goblin.
10) Kestroids by Jace Nailo.
11) Kestroids (SF) by Jace Nailo.
12) Space Kobolds (SF) by Jace Nailo.
13) Gnilflahs by Jace Nailo.
14) Bloglo by Jace Nailo.
15) Bloglo (SF) by Jace Nailo.

Currently, we have created a total of 15 races so far.

I will be posting between 1-11 more on Monday-Tuesday.

Liberty's Edge

1 person marked this as a favorite.

SehVinTa
Born of the jungles, the SehVinTa are a highly advanced race of expansionist aggressors. Descended from some ancient humanoid race, they have slowly altered themselves to shift towards becoming plant-like beings. In addition to changing their bodies, this has also altered their minds as well. 'Born' into rigid caste systems, each individual performs their duties as needed. This caste system has three major levels, with those being the Degenerates, the Altered, and Outgrowths. The Degenerates are the least powerful, and the most numerous, with the Altered being above them. Outgrowths are the highest within their society, but there are far fewer of them. With a bizarrely alien mindset due to their plant-based physiology, few other races can truly understand them.

Physical Description: SehVinTa Degenerates and Altered are both mostly recognizable as humanoids, with the Degenerates being the more humanoid of the two, but the Outgrowths are truly bizarre. The Degenerates look mostly human, but with several faint differences. Their eyes are always green, and their hair is always a slightly green-tinged brown. Their skin is also slightly rough to the touch, as if it were coated in a thin layer of bark, and their blood-vessels are green instead of red. The Altered look basically the same, except for their arms, legs, and heads. Their arms resemble clusters of interwoven vines, with hands looking like clumps of vines that extend to six thorn-tipped 'fingers'. Their legs are coated with a thick layer of bark, with wide-spread toes that faintly resemble root structures. Their heads are vastly different from those of a humans, with a large, unfolding jaw filled with numerous fangs, which is set underneath a pair of solid green eyes. Their head also lacks external ears and a nose. Hearing is done through the short hairs on the back of their head, while breathing and smelling are performed through holes in their neck. Additionally, their skin is a deeper shade of green than the Degenerates, with their arms and head being an even deeper shade, and their legs beings a dark brown. Their body is also completely hairless (minus their hearing hairs). Both of these castes typically wear very little clothing, with both genders often wearing only a simple loose garment about their waist.
Outgrowths, the highest caste, have bodies that vary substantially from the other two castes. Standing between ten and thirteen feet tall, and weighing between two and three tons, they more closely resemble a stout tree than a humanoid. Supporting them is a pair of thick, tree-trunk like legs. These end in root clusters that the Outgrowths use to absorb water through. Their body itself continues this look, with a thick covering of bark over their torso. Emerging from either side of their torso are their arms, which consist of a pair of massive clusters of thick vines, which end in thorn-tipped fingers like the Altered. These arms are long enough to hang down to the knees of the individual Outgrowth. From the center of their chest emerges a small cluster of shorter vines which are of little use on their own, but can be used together to hold onto smaller creatures. Additionally, their back is coated with a thick layer of short leaves, through which the Outgrowths can both breathe, smell, and absorb some nutrition. Their head resembles a disturbing mixture of that of a humanoids, a sharks, and a Venus flytrap. Twice as wide as it is tall, their mouth is filled with numerous sharp fangs in two rows. Set above their mouth is a row of eight solid-green eyes, and the back of their head is coated in a layer of hearing hairs. Normally held close to the body, their head is mounted on a retractable seven-foot long neck. Due to the way their body is built, they appear to have a hunched position, with the head typically held at a similar level to the shoulders behind it. When stimulated into mating, they possess both male and female organs, in the form of flowers on their back.
All SehVinTa are grown from seeds that are planted in the ground, with each sapling only capable of growing into one type of SehVinTa. SehVinTa can only reproduce with their own caste. However, all SehVinTa produce the same seeds, and any coupling can result in seeds of any caste.
Society: SehVinTa society is built around their caste system. Additionally, both their priesthood and military are important, and are basically interchangeable. Devolved SehVinTa are given the most basic of duties, and often are used as shock troops in SehVinTa legions. Occasionally, they are used to infiltrate the societies of other races, but this is relatively rarely done. Altered are above the Devolved, typically filling officer or tactician roles in the armies or lower clergy in the temples (which are basically the same). Outgrowths occupy the highest positions in the society, being the high priests and generals of the legions. Reproduction is highly controlled by the church, with pairings assigned to individuals rather than letting them choose. Producing seeds of a lower caste can reduce your position in your own caste, while producing seeds of a higher caste has the opposite effect.
Relations: Every known goodly race who has encountered the SehVinTa despises them, as do the majority of the evil races as well. However, they are relatively rare and isolated, so few races have encountered them very often. The SehVinTa don’t exactly mirror these feelings, as they don’t despise other races: they simply want to kill and consume them.
Alignment and Religion: SehVinTa have a highly regimented society, and slaughter and consume other intelligent races. As such, they are almost universally Lawful Evil. They worship their ‘creator’ god, It that Creeps and Consumes, who was the driving force that led them along their current path in the ancient past.
Adventurers: SehVinTa adventurers are almost non-existent, with those few individuals who do travel the world often being those who are outcasts from the society.
Names: Commander-of-Temple, He-that-Creeps, Killer-of-Flesh, She-that-Grows, Taker-of-Cities

SehVinTa Degenerate (16 RP):

+2 Dex, +2 Int, -2 Cha
SehVinTa SehVinTa Degenerates are Humanoids with the SehVinTa and half-plant subtypes. This gives them a +2 racial bonus to all mind-affecting effects, and versus paralysis, poison, polymorph, sleep effects, and stunning. They still need to breathe, eat, drink, and sleep. (~4 RP)
Size: SehVinTa Degenerates are Medium, and receive no bonuses or penalties due to their size.
Normal Speed: SehVinTa have a base speed of 30 feet.
Low-Light Vision: SehVinTa can see twice as far as a race with normal vision in conditions of dim light.
Beguiling Liars: SehVinTa Degenerates gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Additionally, Bluff and Disguise are always class skills for them. (3 RP)
Bite: SehVinTa Degenerates gain a natural bite attack, dealing 1d3 piercing damage. The bite is a primary attack, or a secondary attack if the SehVinTa Degenerate is wielding manufactured weapons. (1 RP)
Blood of Wood: Once per day, a SehVinTa degenerate can cast Barkskin as a spell-like ability. The caster level of the spell is equal to the individual’s character level. (1 RP)
Fertile Soil: Sorcerer SehVinTa with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics SehVinTa with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give SehVinTa early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Jungle Stride: SehVinTa can move through natural difficult terrain at their normal speed while within Jungle terrain. Magically altered terrain affects them normally. (1 RP)
Sunlight Consumption: SehVinTa do need to eat. However, they can absorb some of their required sustenance through sunshine itself. While able to spend at least two hours each day outside, their daily food requirements are reduced by three-quarters. However, if they spend over a week without being able to go outside at all, their food requirements are tripled for as long as they are denied sunshine, plus a week afterward. (0 RP)
Treespeech: SehVinTa have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Weapon Familiarity: SehVinTa Degenerates are proficient with the Gladius, Javelins, Longspears, and Pilum. (2 RP)
Languages: SehVinTa Degenerates begin play speaking SehVintian. SehVinTa Degenerates with a high intelligence score can learn Common, Elven, Goblin, or Orc.

SehVinTa Altered (17 RP):

+2 Str, +2 Int, -2 Cha
SehVinTa SehVinTa Altered are Humanoids with the SehVinTa and half-plant subtypes. This gives them a +2 racial bonus to all mind-affecting effects, and versus paralysis, poison, polymorph, sleep effects, and stunning. They still need to breathe, eat, drink, and sleep. (~4 RP)
Medium: SehVinTa Altered are Medium, and receive no bonuses or penalties due to their size.
Normal Speed: SehVinTa have a base speed of 30 feet.
Low-Light Vision: SehVinTa can see twice as far as a race with normal vision in conditions of dim light.
Bite: SehVinTa Altered gain a natural bite attack, dealing 1d4 piercing damage. The bite is a primary attack, or a secondary attack if the SehVinTa Altered is wielding manufactured weapons. (2 RP)
Claws: SehVinTa Altered receive two claw attacks that deal 1d6 slashing damage. These are primary natural attacks, or secondary attacks if the SehVinTa Altered is wielding manufactured weapons. (2 RP)
Fertile Soil: Sorcerer SehVinTa with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics SehVinTa with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give SehVinTa early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Jungle Stride: SehVinTa can move through natural difficult terrain at their normal speed while within Jungle terrain. Magically altered terrain affects them normally. (1 RP)
Natural Armor: SehVinTa Altered gain a +1 natural armor bonus to their AC. (2 RP)
Sunlight Consumption: SehVinTa do need to eat. However, they can absorb some of their required sustenance through sunshine itself. While able to spend at least two hours each day outside, their daily food requirements are reduced by three-quarters. However, if they spend over a week without being able to go outside at all, their food requirements are tripled for as long as they are denied sunshine, plus a week afterward. (0 RP)
Treespeech: SehVinTa have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Weapon Familiarity: SehVinTa Altered are proficient with the Flying Blade, Scorpion Whip, Urumi, and Whip. (2 RP)
Languages: SehVinTa Altered begin play speaking Common and SehVintian. SehVinTa Altered with a high intelligence score can learn Elven, Dwarven, Goblin, Halfling, Kestroid, Serpentfolk, or Orc.

SehVinTa Outgrowth (35 RP):

+4 Str, +2 Con, +4 Int, -2 Cha (4 RP)
Plant SehVinTa Outgrowths are plants. As such, they are immune to all mind-affecting effects , as well as paralysis, poison, polymorph, sleep effects, and stunning. Additionally, while they still need to breath, eat, and drink, they do not need to sleep , unless they want to gain some beneficial effect from this activity. This means that an Outgrowth can sleep in order to regain spells, but sleep is not required to survive or stay in good health. (10 RP)
Large: SehVinTa Outgrowths are Large, taking a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. An Outgrowth takes up a space that is 10 feet by 10 feet and has a reach of 10 feet. (8 RP)
Normal Speed: SehVinTa have a base speed of 30 feet.
Low-Light Vision: SehVinTa can see twice as far as a race with normal vision in conditions of dim light.
Fertile Soil: Sorcerer SehVinTa with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics SehVinTa with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give SehVinTa early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Fire Vulnerability: SehVinTa Outgrowths have vulnerability to fire damage. (-2 RP)
Grabbing Tendrils: SehVinTa Outgrowths have a small group of vines that are useful for little more than to aid in grappling. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. (6 RP)
Jungle Stride: SehVinTa can move through natural difficult terrain at their normal speed while within Jungle terrain. Magically altered terrain affects them normally. (1 RP)
Natural Armor: SehVinTa Outgrowths gain a +2 natural armor bonus to their AC. (3 RP)
Savage Bite: SehVinTa Outgrowth gain a natural bite attack, dealing 1d6 piercing damage. The bite is a primary attack, even if the SehVinTa Outgrowth is wielding manufactured weapons. (6 RP)
Sunlight Consumption: SehVinTa do need to eat. However, they can absorb some of their required sustenance through sunshine itself. While able to spend at least two hours each day outside, their daily food requirements are reduced by three-quarters. However, if they spend over a week without being able to go outside at all, their food requirements are tripled for as long as they are denied sunshine, plus a week afterward. (0 RP)
Treespeech: SehVinTa have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Woody Body: Due to their tree-trunk-like bodies, SehVinTa Outgrowths are naturally resistant to being bludgeoned or stabbed. They gain DR 5/slashing. (2 RP)
Languages: SehVinTa Outgrowths begin play speaking Common and SehVintian. SehVinTa Outgrowths with a high intelligence score can learn any languages they want (except Druidic and other secret languages). (1 RP)


1 person marked this as a favorite.

Lost the original race roll while making the post, but it was:
race: 1d358 = 349

Jace Nailo wrote:
949 (349). A centaur-like race, but with some other animal body (and maybe different humanoid top as well).

My free time was eaten up editing and assisting other projects this month, but I love contributing here with you all.

Zorrillotaurs (10 RP)

Physical Description: Zorrillotaurs are a warm-blooded race with distinctly humanoid torsos and four-legged lower bodies greatly resembling the furred, striped forms of large skunks. Like centaurs, zorrillotaurs' torsos are proportioned similarly to humans, though their lower bodies are broader and more compact than a centaur's higher and larger horse-like frame.

Zorrillotaurs' skin tone tends towards a well-tanned or dusky shade and their eyes are predominately brown with green shades being less common and blue eyes being incredibly rare. Their hair tends to be worn long, typically braided or bound if longer than their shoulder-blades, with dark colors like brown and black being the most common. Light browns and dark auburn are less common with blond hair being unheard of. Facial hair like beards and mustaches are non-existent. Although fake mustaches and beards might come into fashion, they do not naturally grow such features. The exception to this are sideburns, which in some cases (male and female) can grow to either side of the chin and come in wide varieties (though often stylized based on the current fashion of the tribe or family); from narrow, to spiky, to bushy.

Zorrillotaurs' lower bodies are predominantly black-furred with a distinctive white striping and pattern down the center along their lower back and continuing along their wide, fluffy tails. Sometimes this pattern takes the form of a broad, single strip and other times it might be two parallel stripes. Their tails are narrow, though the lustrous fur on them is long and elegant, making them as full and wide as their shoulders, often moreso. Their four, furred paws end in clawed toes, which are suitable for digging out dens or warrens.

Zorrillotaurs are omnivores, capable of eating meat and plants and are known to both farm and tend gardens and raise small herds or pens of livestock. They have an incredible fondness for eggs (of nearly any type) and shellfish and insects. This includes arachnids, like spiders and scorpions, as well. A zorrillotaur feast will almost always include a central dish of some type of insect or arachnid, be it a platter of honey-glazed locusts, a fire-beetle soup cooked in its own carapace, or even a platter of giant spider legs. Zorrillotaurs are known to have no qualms about devouring even intelligent, insect-like neighbors and predators, including giant mantis, aranea, and even driders if they can catch and defeat them (though they tend to focus on devouring the less humanoid parts).

Society: Zorrillotaur society is clan-based with a main clan and family forming the core of most colonies and two to four smaller families of other nearby clans who have moved from their homes to join or find new mates or learn a trade of the presiding clan. Zorrillotaur settlements are ruled by elders, and usually one or two decide the community's policies and actions. Elder members of smaller clans and families living in the settlement might be respected and listened to, but the leaders are typically of the largest clan in the community.

A typical settlement will contain 40 to 60 adults with an equal number of young adults and children. Zorrillotaur lodgings are primarily of wood, timber, or other local materials with dug out cellars for storing food and additional living space. They tend to be formed into rings or circles and most are unwalled unless the area and possible threats call for it.

Relations: Zorrillotaurs tend to get along well with most woodland-oriented races and inhabitants and tend to interact best with other races on a village or small settlement scale. While some zorrillotaurs find the thought of cities and their sights appealing, most inhabitants of such places tend to be biased based on their perceived, and actual, skunk-like traits, making such visits less than ideal. For the most part, they tend to treat neighbors reciprocally, except in the case of excess lumbering or intrusion on their territory.

Zorrillotaurs get along best with centaurs and bunnytaurs, not only based on their physical similarities, but their relationships with their environments and outlooks.

Nothing personal here, Jace Nailo. You just seem to have made a few insectoid races this time around.
Zorrillotaurs do not interact well with myrmidons, kestroids, and skaevik. This is almost entirely based on the insectile appearances of those races and the fact that zorrillotaurs enjoy devouring them as delicacies, assuming they can be captured and caught. In the case of myrmidons, they also find that race's expansionist attitudes to be enraging and they almost always attempt to resist intrusions, unless vastly overwhelmed and outnumbered. They have little to fear from kestroids as breeding targets, not being large enough, but their love of eggs leads to them tracking down and liberating such implanted beasts, generally to devour the eggs within them for themselves (though sometimes they let them hatch and harvest and devour the young nymphs).

For the most part, zorrillotaurs restrict such dietary 'events' to individuals that are invaders or intruders in their territory. Most will not just attack a visiting, intelligent creature or wage constant war against such neighbors, but occasional scouts might disappear, and certainly rare evil or savage zorrillotaur settlements might engage in such behavior, including enslavement and active hunting.

Alignment and Religion: Zorrillotaurs tend to be chaotic, preferring a loose, un-regimented lifestyle, revolving more around traditions and expected obligations rather than rules, laws, or commands. Most tend towards good and neutrality. Most evil zorrillotaurs tend to be individuals or only small groups.

Zorrillotaurs have no organized churches or religions. They venerate nature, hunting, and community patrons and deities and show respect for sylvan creatures that guard and protect their environment.

Adventurers: Zorrillotaurs love exploring and new experiences. While they prefer the outdoors and wilderness, this does extend to underground areas of scenic beauty or historical significance and even visiting new settlements and meeting new cultures.

Most adventuring zorrillotaurs are rangers, druids, or martially-focused, due to their typical upbringing and environment. Wizards, clerics, monks, and other professions that require studious dedication and regimented outlooks or regimes are almost unheard of. Certain savage or more primitive clans and settlements may favor barbarians. Sorcerers, shamans, and oracles are the typical spellcasters of their society, with a rare few making passable alchemists, mostly due to a love of mixing concoctions, chemicals, and other solutions, though their attention to procedure and following notes and formulae is sorely lacking.

Zorrillotaur Racial Traits (10; standard):

Racial Traits (8 RP total)
  • Dex +2; Wis +2; (Flexible; 2 RP): Zorrillotaurs are quick and nimble as well as observant and aware of their environment.
  • Medium size (0 RP): Zorrillotaurs take up a 5 foot by 5 foot space and have a reach of 5 feet.
  • Normal speed (0 RP): Zorrillotaurs have a base speed of 30 feet.
  • Monstrous Humanoid (3 RP): Zorrillotaurs are monstrous humanoids and eat, sleep, and breathe.
  • Low-light Vision (–1 RP; instead of darkvision): Zorrillotaurs can see twice as far as a race with normal vision in conditions of dim light, but they do not have darkvision, unlike most monstrous humanoids.
  • Quadraped (2 RP): Zorrillotaurs have four legs.
  • Natural Armor (2 RP): Zorrillotaurs gain a +1 natural armor bonus to their Armor Class.
  • Languages (standard; 0 RP): Zorrillotaurs speak Common and those with high intelligence can also choose from Dwarven, Elven, Gnome, Goblin, Halfling, Sylvan, and Orc.

    Racial Qualities (4 RP total):

  • Musk (Ex) (3 RP): Up to twice per day, zorrillotaurs can spray a stream of noxious musk at a single target within 30 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a Fortitude save or be nauseated for 1d6 rounds and then sickened for 1d6 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is 12 + 1/2 HD + Con modifier and includes a +2 racial bonus. Zorrillotaurs are immune to this musk and other skunk musks (though they will still smell badly and are not necessarily fond of the scent).
  • Cat's Luck (Ex) (1 RP): Once per day, when a zorrillotaur makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

    Weaknesses (–2 RP total):

  • Involuntary Release (–1 RP): When a zorrillotaur is scared, they sometimes unconsciously release their musk, whether they intend to or not. A zorrillotaur that becomes frightened (or panicked) must immediately make a Will save (DC 15 or equal to the fear effect, whichever is higher). This is not a fear save, however, bonuses against fear do not apply. On a failure, the zorrillotaur loses one use of their musk ability as it is released into an area instead of as a concentrated spray. This mist fills a 10 foot square area, one square of which must include the zorrillotaur's space. Other creatures entering this cloud must save, as though against the musk ability, though a failure only causes 1d6 minutes of sickened. A success still indicates 1d4 rounds of sickened.

    This mist is not visible, but any creature with a sense of smell will note its presence and direction when within 5 feet of it, and be able to stop or change direction (unless running, charging, or similarly hurried). Creatures with scent note the cloud's position within 30 feet, modified for wind direction and strength. This mist remains potent for 1 minute. A wind of severe strength can disperse the cloud within 2 rounds.

  • Try Something New (–1 RP): Zorrillotaurs understand recipes and guidelines, but they tend to read them more loosely and with more room for individual modifications. They love trying to add a little something extra or try a different flourish or method in their creations, even when trying to cook a dish or make something they've done dozens of times before. Sometimes, it just doesn't work out. A zorrillotaur always fails a Craft check on the roll of a natural 1, this may or may not result in the loss of the creation or some of the material components used depending on the actual result, but it will be a failure. This applies to spells and other situations where their Craft skill might be used to determine a result, such as stone shape or fabricate. A zorrillotaur can still Take 10 in situations that permit it, but this goes against their nature and applies a –2 penalty to the check.

  • Zorrillotaur alternate racial traits:

  • Exterminator: Some zorrillotaurs have evolved specialized musk that affects insectile opponents (including arachnids) more potently than others. This also includes races with predominate features of those species (GM's call), such as driders, scorpionfolk, ettercaps, etc. Against such opponents, the zorrillotaur's musk is at a +2 save DC and if they fail their initial save against the musk, must make another Fortitude save (DC as the musk) or be affected by a specialized sedative poison. This second save is a poison effect.

    Zorrillotaurs with this trait must consume more resources to generate their musk, requiring twice the daily consumption of rations or food, or they do not gain any new uses of their musk ability the next day. They do not lose any remaining uses if those haven't been used, but they gain no more until they intake the proper nutrients. Additionally, note that these specialized chemicals only come from consumption of food in bulk. Spells that remove the need to eat or provide daily sustenance magically are not sufficient, unless they provide the actual bulk and substance of a meal. Create food and drink, heroes' feast, or a sustaining spoon do this. A ring of sustenance, goodberry, or a clear spindle ioun stone do not. This racial trait alters the musk and involuntary release racial traits.

    Zorrillotaur insecticide musk—contact;save Fortitude (DC as musk); frequency 1/round for one minute; effect 1 Strength damage; cure 1 save; The save is Constitution-based.

  • Clawed: While all zorrillotaurs possess blunt claws suitable for digging in the dirt, some possess stronger, sharper claws. They lack the agility of their brethren, losing their race's +2 Dexterity bonus, but can be dangerous even when unarmed. Gain two primary claw attacks that deal 1d4 slashing damage. This racial trait replaces the cat's luck racial trait and alters the racial ability modifiers.
  • Liberty's Edge

    1 person marked this as a favorite.

    My time has also been eaten up by work (far too much overtime), and I'm afraid I'm not going to be able to get the statistics for this species up before the due date. But here's 1/2 an entry!

    Kobold Cleaver wrote:
    155. A race with abilities largely based on the specific breeds of symbiotic vermin they are raised from birth with. Choose 1-2 for your PC. Each type gives a different sort of benefit.

    Housefolk

    Though many creatures carry endoparasites, few humanoids have as good relations to their symbiotes as the species that calls themselves housefolk. Each housefolk is itself home to symbiotes numbering anywhere from the dozens to thousands, with specific strains providing specific abilities to their hosts.

    Physical Description: Housefolk are small primate-like creatures with dexterous hands and thinning fur. Their eyes are dark and over-large, sometimes giving the impression of a skull.

    Society: Young are born in clutches, of which each child is gifted with a crop of symbiotes by each of their godparents. Housefolk communities emphasize the importance of all citizens taking care of children, with the godparents taking on the role of primary caregivers. Godparents can be of any species, and are chosen in elaborate ceremonies at the birth of each clutch, leading to some awkward situations where a non-housefolk has formed a close friendship with one of the genetic parents of a housefolk clutch.
    Most temperate housefolk live in juniper forests in the windy badlands. A housefolk home consists of a wooden hut built around the base of a juniper tree, with a hatch in the roof to allow its inhabitants to climb to the top of the tree and survey the environment. Housefolk villages are often spread out, as each individual or family needs to acquire its own firewood from surrounding junipers.

    Relations: Housefolk are welcoming to strangers, though they expect any house guest to help with daily tasks like water-fetching or seed-harvesting. They are on good terms with the chronicles of the bear caves and the saguarans of the lower slopes; saguarans often take housefolk as students and many chronicles wind up being housefolk parents.
    The long-lived elves may be fascinated by the live-in-the-present appearance of housefolk culture, but the interest is anything but returned. Housefolk are uneasy around what they perceive as selfishness or unreliability, which means many elves, and members of several other species - grends, cirrips, gnomes, and especially painterlilies among them - have trouble beginning to form bonds with the creatures. A flighty-seeming personality is quickly overlooked once an individual has proven themselves trustworthy, however.

    Alignment: Housefolk are primarily raised in lawful good communities, and develop a strong distaste for anything that could be seen as cheating or dishonesty by their fellows. Housefolk raised in these societies value the community's interest at least as highly as their own, with a readiness to act for their own survival should the community fail to fulfill its end of the bargain - each housefolk is a smaller community in its own right, even if the symbiotes aren't strictly more than an extension of the housefolk's own sentience.

    Religion: As the god of wild places, community, and archery, Erastil's worship is firmly cemented in housefolk culture. Other subjects of worship include the empyreal lord Shei. Among housefolk who live among other species, Gozreh is particularly common.

    Adventurers: A majority of housefolk adventurers are those raised by saguaran sages or chronicle godparents. As such, many grow up to be monks, hunters, or swashbucklers.

    Housefolk Names: Housefolk name based on the weather at the time of birth and important characteristics of the child's godparents.
    Examples: Grey Strongteeth Sharpwit, Ozone Waterwalker, Clear Spineshoulder Wallclimber Taletongue.

    Liberty's Edge

    2 people marked this as a favorite.

    I wasn't able to get done with all the races I rolled the other day, but here are some more races. As I stated before, these are almost entirely crunch.

    Cuttlibrans (13 RP):

    -2 Dex, +2 Con, +2 Cha
    Monstrous Humanoids Cuttlibrans are Monstrous Humanoids with the aquatic subtype. (3 RP)
    Medium: Cuttlibrans are Medium, and recieve no bonuses or penalties due to their size.
    Normal Speed: Cuttlibrans have a base speed of 30 feet.
    Deepsight: Cuttlibrans 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. (2 RP)
    Low-Light Vision: Cuttlibrans can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
    Amphibious: Cuttlibrans are amphibious and can breathe both air and water. (2 RP)
    Powerful Swimmer: Cuttlibrans have a swim speed of 50 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (4 RP)
    Ink Squirt: Cuttlibrans have the capacity to quirt small amounts of ink at their opponents, potentially blinding them temporarily. This requires the Cuttlibran to make a ranged touch attack roll against a target within 30 feet. On a hit, their opponent is blinded for 1d4 rounds, which they can end as a move action that provokes attacks of opportunity. A Cuttlibran can perform this a number of times per day equal 3+ their con modifier (minimum 1 time). (2 RP)
    Glowing Body: As a move action, a Cuttlibran can cause its body to emit a soft light. They shed normal light in a 20 foot radius, and dim light in a 20 foot radius beyond that. Maintaining or ending this effect is a free action. (2 RP)
    Water Dependency: A Cuttlibran's body requires constant submersion in fresh or salt water. Cuttlibran 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. (-2 RP)
    Languages: Cuttlibran begin play speaking Common and Cuttlibran. Cuttlibran with a high intelligence score can learn Aboleth, Aquan, Elven, Flosh, and Zizaput.

    Zizaputians (11 RP):

    +2 Str, -2 Dex, +2 Cha
    Aberrations (3 RP)
    Small: Zizaputians are small, 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.
    Slow Speed: Zizaputians have a base speed of 10 feet. They have a swim speed of 30 feet. (0 RP)
    Darkvision (60 feet): Zizaputians can see in the dark up to 60 feet.
    Fearless: Zizaputians gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
    Ocean Camouflage: Zizaputians gain a +4 racial bonus on Stealth checks while within water terrain, above or below the surface. (1 RP)
    Scavengers: Zizaputians gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. (2 RP)
    Big Bite: Zizaputians gain a natural bite attack, dealing 1d3 points of piercing damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (2 RP)
    Fish-speak: Zizaputians have the ability to converse with fish as if subject to a continual speak with plants spell, but only with nonthreatening fish of size tiny or smaller. (2 RP)
    Languages: Zizaputians begin play speaking Zizaput. Zizaputians with a high intelligence score can learn Aquan, Common, Cuttlibrian, and Flosh.

    Taturank (14 RP):

    +2 Str, -2 Int, +2 Wis
    Taturank Taturank are Humanoids with the Taturank and Reptilian subtypes. (0 RP)
    Medium: Taturank are medium, and recieve no bonuses or penalties due to their size.
    Slow Speed: Taturank have a base speed of 20 feet, which is never modified by armor or encumbrance. They also have a swim speed of 30 feet. (2 RP)
    Low-Light Vision: Taturank can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
    Hard-Shelled: Due to the thick shells on their backs, Taturank gain a +2 natural armor bonus to their Armor Class. Additionally, they can retract their limbs, head, and tail into their shell as a move action. This increases their natural armor bonus to +10, but all of their move speeds drop to 0, and they cannot attack, cast spells, make perception checks based on sight, or otherwise do anything requiring their hands, feet, or head. They can still speak. (6 RP)
    Beak: Taturankgain a natural bite attack, dealing 1d3 points of slashing damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (1 RP)
    Slapping Tail: Taturank 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 1d8 points of bludeoning damage, and is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (3 RP)
    Breath Holding: Taturank can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
    Languages: Taturank begin play speaking Common and Taturian. Taturank with a high intelligence score can learn Aquan, Draconic, Dwarven, Halfling, and Terran.

    Cuttlibran Starfinder:

    Ability Adjustments: +2 Con, +2 Cha, -2 Dex
    Hit Points: 8
    Size and Type: Cuttlibrans are Medium monstrous humanoids with the aqatic subtype.
    Cuttlibran Movement: Cuttlibrans have a base speed of 30 feet and a swim speed of 50 feet.
    Deepsight: Cuttlibrans receive darkvision with a range of 120 feet, but only while submerged underwater. This allows them to see with no light source at all in black and white only.
    Ink Squirt: As a move action, a Cuttlibran can squirt ink from beneath their mouth at a foe within 30 feet, making a ranged attack roll against the target's KAC. A successful hit grants the next ally who hits that foe the benefit of harrying fire against it. A Cuttlibran can perform this action once per day, plus an additional time at 5th level and every 5 levels thereafter.
    Glowling Body: Cuttlibrans can shed light from their body, increasing the light level to normal light within 20 feet and dim light for another 20 feet beyond that.

    Zizaputians Starfinder:

    Ability Adjustments: +2 Str, +2 Cha, -2 Dex
    Hit Points: 4
    Size and Type: Zizaputians are small aberrations.
    Darkvision: Zizaputians receive darkvision, allowing them to see with no light source at all to a range of 60 feet in black and white only.
    Zizaputian Movement: Zizaputians have a base speed of 15 feet and a swim speed of 30 feet.
    Fearless: Zizaputians recieve a +2 racial bonus on saving throws vs. fear effects.
    Sea-borne Scavengers: Zizaputians recieve a +2 racial bonus on Engineering and Survival checks, as well as a +4 bonus to stealth checks while swimming.
    Natural Weapons: Zizaputians are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Zizaputians gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).

    Taturank:

    Ability Adjustments: +2 Str, +2 Wis, -2 Int
    Hit Points: 6
    Size and Type: Taturank are Medium humanoids with the taturank and reptilian subtypes.
    Low-Light Vision: Taturank can see in dim light as if it were normal light.
    Hard-Shelled: Tuturanks possess large shells on their back. This increases their KAC by a +2 racial bonus. Additionally, they can retract themselves into their shells to increase this to a +10 racial bonus as a move action. This reduces all their move speeds to 0, and makes them unable to perform any actions
    Breath-Holding: Taturanks can hold their breath for four times as long as standard for an individual with their constitution score
    Natural Weapons: Taturanks are always considered armed. They can deal 1d3 lethal damage with unarmed strikes, and those attacks don’t count as archaic. Taturank gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).
    Taturank Movement: Taturank have a base speed of 20 feet and a swim speed of 30 feet.

    This currently puts us at a total of 24 races.

    Liberty's Edge

    Well, we gave it a good shot! Thanks to everyone for participating, and a special honor to Jace for personally creating 17 of our 24 (23.5?) entries! Here's hoping for a better roster next year!

    Liberty's Edge

    Parapromo 2018 in handy Google Docs form! Feel free to go in and adjust your own races.

    Liberty's Edge

    Here's the new thread! New race ideas go here.

    51 to 69 of 69 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Parapromo 2018 - 1001 PC Race Ideas All Messageboards

    Want to post a reply? Sign in.
    Recent threads in Homebrew and House Rules