Parapromo 2019 - 1001 PC Race Ideas!!!


Homebrew and House Rules

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525. Dragons with animal features.


526.Living crystals able to project a solid light body. Yes I want to see your take on gem warriors from Steven Universe.

Liberty's Edge

Well, with the start of October, lets get this started! Copying this from last years thread:

Gark the Goblin wrote:

Guidelines for race creation (consult in October):

Follow Paizo format. You don’t have to go in depth on alternate racial traits and racial weapons and so forth, but it’s much easier to refer to the races if you follow Paizo’s template.
Think about how your race fits into a world. It could be Golarion, it could be a Pact World, it could be a homebrew. What is their ecology? How do they eat, breathe, drink, sleep, reproduce (without getting graphic)? Do they have good relations with other species?
Don’t be afraid of getting weird! While the “2d anime waifu” is by far PaRaProMo’s most popular output, favorites among those who create races include the “hedgehog people that ride giant roosters,” the “slime people, but they all look like Slimer from Ghostbusters,” and the “sentient semi-mortal undead that disintegrate from zombies into clouds of sentient ash.” This is THE place to depart from the humanoid assumption.
Make sure the race can be played by multiple character types - it’s fine if the statistics include some particular benefit for characters of a certain class, but it shouldn’t be one-sided. Try to have a mix of both skill and combat-related abilities.
Have a power level in mind and compare your in-progress race to one or two Paizo-published races before you settle on its statistics. The Race Point system is a good way to get a feel of how powerful your race should be - most races for this project should fall between 6 and 15 RP. I suggest estimating the race points of each ability in parentheses after the ability name.
Give races unique abilities. Making a race isn’t just assembling a bunch of abilities from the Race Builder - you’re ultimately at liberty to build each species from scratch, and previous years’ most popular races have all had at least one new ability.
Give races flavor! What makes them special beyond their appearance?

Some people like to roll randomly to choose their race prompts, which is why these are numbered. Others prefer to choose, or have their races chosen for them by others. Either is fine. All that matters is that we combine our totals to reach the magic number: Thirty-one.

..and from earlier in this thread:

Gark the Goblin wrote:

Q: What's counted as a race?

A: This year, we're going to switch to a format that's a little more forgiving. Now, we will be counting subraces individually, and the description block (Physical Description, Society, Relations, etc.) that some folks write will also be counted as a separate race. Furthermore, Starfinder and Pathfinder 2nd Edition stats will also be counted as separate races. With these measures, we're SURE to meet our goal. Right? . . . Right?
Q: Can I get advice on making a race?
A: Check this post! The Pathfinder Race Builder is a good place to start for statistics!
Q: When do I start posting race ideas?
A: Right now!
Q: When should I start making a race based on a posted idea?
A: On the 1st of October!
Q: When do I have to be done?
A: Before the 1st of November!
Q: What do I win?
A: Absolutely nothing!

Finally, here is a link to the Pathfinder First Edition Race Builder.

Liberty's Edge

And now, to roll up the first race for me to work on:
Random Prompt: 1d526 ⇒ 477

Lazaryus wrote:
477. Parrotfolk, possibly excessively talkative.

Liberty's Edge

Also, here is this:

Full List of Race Prompts:
1. Duck people
2. Liverwort people
3. Angry birdz people
4. Carnivorous plant people
5. Lionfish people
6. People with skin made of tarmac
7. American possum people
8. Hydra people, but not fantasy hydras, real hydras ("a minute freshwater coelenterate with a stalklike tubular body and a ring of tentacles around the mouth.")
they dont s#+% they just periodically vomit
9. horsetail people, or people who make a living farming horsetails and maybe eat them, who extrude silicon through their pores
10. Lilliputians
11. Robots, but like Wheatley from Portal 2.
12. Radioactive goblins that can turn people into Goblinmen by biting them.
13. People who use anenomes symbiotically, like pompom crabs.
14. People who live in hamster balls, but not hamster people.
15. Like the Dvati, but for Pathfinder.
16. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.
17. Adventurers
18. Martin Shkreli, but as a person.
19. Gnome like beings that can turn into tea kettles
20. Goblin/Gnome hybrids.
21. Highly sexualized slime people, but and they all look like Slimer from Ghostbusters.
22. Lost Sock People
23. Catfolk but is actually a cat put in a sweater and carried around by a witch.
24. Broccoli People
25. The Last of the Summer Wine.
26. The Onion Tony Abbot bite into on national television, but with a knife.
27. Jort Bulkhard, whose name periodically changes every time he is mentioned
28. Brickfolk.
29. A reverse goblin.
30. The female character that was clearly written by a man and has 7 brothers.
31. A water fountain on a trolley hooked up to a tap. Removing the hose from the tap is instant death.
32. A banker.
33. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
34. A race with a sonic attack.
35. Crystal people.
36. A race that can turn into sand to fit into small spaces.
37. A race so pampered by their god that the main racial abilities are based around that god pulling strings and doing them favors.
38. A race that spends the majority of its time climbing vertical surfaces.
39. A one-legged race, like the dufflepuds/monopods from Narnia.
40. A kenku analog. Yes, we have tengu, but aside from being corvid people, tengu are entirely distinct from kenku as a race. I miss those sneaky, cursed, voice-mimicking a~#@%~$s.
41. Lesser spotted purple banana goblin.
42. Faceless people who talk through vibrations in their feet.
43. Outsiders but are actually a group of people displaced in time and split throughout mutliple timelines. Sometimes they are identical to the original. Sometimes they have taken a dramatic change in personality, appearance or behaviour. Any given individual could have multiple selves running around in the same timeline. The death of one has no impact on the death of the others.
44. Tiny blobs of slimes with minute black specs for eyes, and small pseudopods for hands and arms. They are 2 feet tall and eat grass and fallen tree branches for nourishment. They do not sleep, drink water and breath in oxygen through their mass.
45. Existential dread given physicality.
46. Former President Richard Nixon, but with a mustache.
47. Deep Sea Merfolk.
48. Sheepfolk. They are the best at hugs.

49. A race of diminutive parasites who form long-term bonds with human hosts. They don't hijack their minds; they actually live in harmony with their hosts, and develop relationships with them.
50. A "race" of clones - all physically identical to the original, and all with similar - but not identical - personalities, shaped by their own experiences. For example, if the original was Lawful Neutral, a Chaotic Good member must have experienced extraordinary things to be changed so profoundly. (Yes, this is basically The Council of Ricks, from Rick and Morty.)
51. A playable, race-builder-style myconid race.
52. A flumph-style race: an alien race that looks very, very silly, but whose members are actually quite grave and serious-minded, possess a tragic backstory, and who have no real idea how silly they look to humanoids.
53. A race sent to [insert campaign setting] in order to catalogue everything on it. Plot twist: ...because it's going to blow up / die / dis-corporate soon! Plot twist two: ...because their masters are preparing to assimilate / conquer / absorb it soon! Plot twist three: ...because they're really from the future / an alternate timeline / a parallel dimension.
54. A (non-reptile) race that sheds is skin periodically.
55. Plantfolk and Fungalfolk seem moderately popular in current and previous editions... so what what about Lichenfolk? Bonus points if such a race is composed of three symbiotic partners.
56. A human offshoot resulting from humanity's promiscuity with other races. They have a always-active low-level telepathic field that makes them really good at understanding other sentient (or maybe just sapient) beings.
57. A race that ripped their way back to the mortal plain from an afterlife.
58. A species who are this close to ascending to a purely mental state.
59. Gods bound into mortal form with their power stripped from them.
60. A species that exposed themselves to the horror of the cosmos and got shaped by it. Think Lovecraftian.
61. Deep ones.
62. A swarm of nanites.
63. The botanical equivalent to owlbears.
64. Dogfolk/Wolffolk
65. A race based on symbiosis, like a race of coral people, or a playable version of those anglerfish monsters.
66. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
67. A race of very normal humans doing some very normal human adventuring. In other words, a race of extremely unconvincing "humans" that are clearly very strange but difficult to technically prove the real nature of, in the style of Ted Cruz For Human President, Normal Human Blog, or, if you're willing to stretch the requirements slightly and really want to avoid the political satire site, Thrackerzod the Typical Pony.
"So, tell Thrackerzod—as a joke, because she is a normal pony—what would normal ponies consume? I AM BLENDING IN."
68. Floating bags of hot air from a gas giant, but playable
69. salamander people, but not made of fire
70. A sage, lavender-skinned "race" that consists of exactly one guy. Whenever s/he dies, he's reincarnated elsewhere, born to another set of parents.
71. A small race capable of physically enhancing each other.
72. A race which derives power from tattoos on their bodies.
73. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a water base culture
74. Tri-legged people.
75. People who have skin like plastic and enjoy beachhouses and expensive cars.
76. A people who are always cloaked and masked, and wear really long gloves to hide their bodies. Anyone who sees their actual form is blinded, and the creature disappears.
77. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
78. Sentient weapons. They can take Weapon Focus in themselves. They float. They dislike being used as weapons.
79. A ghoul girl.
80. Two races, who spawn one another. Race A only gets children of race B, and vice versa.
81. JPEG Artifacts
82. Magnetic people.
83. Shadows turned into a player-friendly race.
84. Shambling mounds turned into a player-friendly race.
85. Froghemoths turned into a player-friendly race.
86. A race that can occupy multiple non-adjacent squares.
87. A race that generates plasma.
88. A subspecies of goblins incredibly skilled at lying.
89. A race that can use suggestion as a spell-like ability.
90. A humanoid race with the lower half of some sort of animal.
91. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
92. A murderhobo. May already be a PC race.
93. A race of space lizards come to infiltrate the planet to set up for future invasion, because there doesn't exist a race like this already!
94. 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.
95. A race accidentally created when one of the low-fecundity races (probably elves or dwarves) tried to create vat-grown kids... and they ended up with a mentally-twisted, physically-stunted offshoot race that can psychically infect other humanoids into transforming into new members of this new race. Think 1 part meenlocks, 1 part Reavers, with a pinch of mutant's deformities.

96. As [Zizaputian] above, but a race of mini-otyughs adapted for outer space. While they can usually eek out subsistence calories from photosynthesis/solar radiation, they will often follow (or remora onto the hull) of Starfinder ships for the jettisoned waste. A few enterprising colonies have set-up in Lagrange points, near shipping lanes, and in starship wrecks to consume the waste from passing ships and trade items they scavenge.
97. Naiads
98. A goblin species that can undergo slight mutations at will. Sort of like Eberron's shifters, but with more options from moment-to-moment.
99. A race like the landstriders.
100. Crustaceans similar to dark crystals Garthim.
101. Camel Spider people.
102. badgerpanda hybrid humanoids.
103. A race of unseen servants somehow mutated into a new life form.
104. A race that can change its appearance, but not its form, with illusions.
105. A race that's tapped into a "hivemind"/"internet"-like communication system with all other members of its race or clan or family, but that is otherwise fully independent.
106. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
107. A race so heavily endebted to a devil or god that the servants of that being constantly follow members of the race around, collecting every part of the debtor they can get their claws on. Your hand gets chopped off? A creepy winged monkey scurries in and grabs it, then runs off. Hairs fall out? Monkey grabs them and climbs into a nearby culvert. They're always there. Watching. Waiting.
108. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one
109. Humanoid Llama's, because lovely llamas are lonely.
110. Coyote born--Born tricksters.
111. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
112. Jack-o-lantern people.
113. Alternatively, a race inspired by the Jack-of-the-Lantern story.
114. Spooky scary skeletons.
115. Actual monster mash given sentience.
116. Elf/dolphin hybrids.
117. A species that lives exclusively in the forest canopy and potentially never even knows the ground exists.
118. Aphid people.
119. A race of swamp people who are physically adapted to walk on stilts—think the Crow Fishers.
120. Swamp people who swim through the mud and have very strong immune systems
121. Swamp people who are very similar to onions.
122. A race of people who eat rocks.
123. A small or tiny race with a Strength bonus.
124. Playable dryads/hamadryads who carry their potted plants around with them.
125. A race of people who can't be seen.
126. A race of tourists that see everything as both harmless and exciting.
127. People with skin like smartphone touchscreens that lights up and stores information
128. Anthropomorphic anticores
129. Extradimensional spirits possessing mobile willow trees
130. A race of annoying riddle-loving goblin creatures.
131. A race of shapeshifters that can swap between multiple preset forms, or 'aliases', and gain more as they level.
132. Catfolk, but more like Garfield.
133. Flamingo people.
134. Heron/egret/crane people.
135. When a centaur is cut in two, one half can sometimes stay alive, like a worm. (this one can only be made by Garbage-Tier Waifu)
136. Sebastian, but as a playable race.
137. Smurfs.
138. An incorporeal race (good luck).
139. A race of sentient gorgonopsids. Non-anthropomorphic.
140. A race that gets bigger from eating things.
141. A race whose base movement mode is the conga line
142. A race that has a chance to explode when their hit points are at max.
143. A predominantly-subterranean humanoid race whose internal (and actual) gravitational orientation is always North on a vertical plane, making them treat walls as their 'ground'. They can walk normally on a horizontal surface like a normal creature when they wish but they become dizzy and sickened as long as they do so. They also fall to the earth normally if they end up 'falling' more than 30 feet in a northern direction without striking a solid object.
144. A race for whom sleepwalking and/or dreaming is extremely important in some way.
145. A race of orc-dwarf hybrids, light-sensitive packmules with a raging short temper and a physical hardiness that impresses even dwarves. These creatures have a mutual hatred of 'true' dwarves and orcs, and barely get along with half-orcs.
146. A race similar to stories about Hecate, that changes its shape depending on the time of day/night.
147. A race of these not quite-humanoid feline-ish beings. (Note: creepy and unsettling.)
148. A race of constructs with subraces based on every programming language (bonus points if you can make something useful from Brainf&$+).
149. A race of sapient electrons.
150. The unfortunate result of a time-paradox.
151. The fortunate result of a time-paradox.
152. A race which feeds by poking and touching things.
153. A race created by Existentialists, incorporating only their beliefs.
154. A race created by Stoics, incorporating only their beliefs.
155. A race which exists as a series of Epicurean Delights.
156. Squiggles.
157. Null-space; a race consisting of the absence of everything.
158. Clown People.
159. The forgotten ones.
160. Kaleidoscopic Rainbow Sparkles.
161. Definitely not a Katamari.
162. A race of people who feed on fear, or another emotion.
163. A race of intelligent equations that can teleport at will between flat surfaces that can hold writing or etchings.
164. A race closely linked to matryoshka dolls, like a golem race.
165. A race of animated magical debris. Made of very solid, yet mobile withing the creature, items used in magic (potion bottles, spent scrolls, spent wands, once spelled weapons, etc.). They spontaneously animate when concentrated and 'heal' as more is added. Absorb magic to 'heal' and levitate. Anti-magic is lethal, as are dispels, etc.
166. miniature kaiju
167. miniature space kaiju hamster, with cheek pouches of holding
168. A race that is round. Like, round enough that it can roll away to safety.
169. A race that moves on wheels. Like the Wheelers from Return to Oz, or those weird critters from His Dark Materials.
170. A race whose each member is actually made up of five small lions formed together, and can split apart or reform at will.
171. A race made of delicious cheese.
172. A race spawned by rare simulacrums that are able to continue living through their 'children', which they sculpt themselves and lie dormant until the creator's death. They have fire vulnerability (being animated ice and snow) and bonuses with illusion magic (though they aren't illusory, like simulacram's.)
Each one has the ability to craft a simulacrum of themselves (100 gp. in snow or ice materials + 500 gp. in rubies per HD). Requires 1 day per 1,000 gp price and a Craft (Sculture) check at DC 15 + 1 per per HD. They can do this once per level and only one simulacrum progeny can be viable at a time. If a new one is made, the old one melts away, never to exist.
The progeny remains dormant and must be kept in a cool, not necessarily cold or icy location (though this won't harm it.) At the creator's death, their body melts away, like a simulacrum. They can only be returned to life with a wish, true ressurection or spell of similar power. Otherwise, within 1 day their life-force animates their 'child' and they may continue living.
If the body is of a lower HD than the creator at the time of its demise, the newly animated body may expend 500 gp. in rubies per HD to increase its levels to that limit. This ritual takes 24 hours and the character must make all the same choices regarding levels, skills, feats, etc. including hit points (which should be readily available, since the original sheet should still be there.) This does not count as gaining levels, for the ability to craft a 'progeny'.
If it chooses to remain at a lower HD, it may advance normally and take any new classes or choices it wishes when it gains a new level. This option is sometimes chosen to allow the creature to craft a new 'progeny' quicker (as a 'safety net'), since it can only do this when gaining a level and at higher levels this becomes longer and harder to achieve.
173. A race with only one arm.
174. A race with true cylindrical symmetry
175. A race that feeds off of the presence of positive emotions in other intelligent races.
176. Technically two races in physical symbiosis.
177. A race of identical triplets that share a single mind (the triplets, not the whole race)
178. A race that communicates primarily via scent and gesture.
179. A race that reproduces primarily via parthenogenesis.
180. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.
181. A race that reproduces via parasitically infecting other races with a disease, like tapeworms or flukes, but probably larger.
182. A race who has evolved to be somewhat cannibalistic, and sees it as a truly good act of sacrifice to the community.
183. Race born when the local mage academy put a little too much waste in the local sewage treatment plant
184. Extremophile race
185. Easily offended clawed water spirits/demons
186. Bouncing off of [Kestroids], a race that can only reproduce by colonizing the corpse of a Gargantuan or larger monster
187. Tony Hawk people
188. Cherubs.
189. Cherubs that are just normal goblins with wings strapped to their backs.
190. A humanoid plant race related to the common figs. In late adulthood, it puts down roots in a chosen location and metamorphosizes to its final Large immobile form. It begins emitting alraune-like aromas to attract humans, using them in place of wasps to crawl inside the oversized fruit, pollinating it and thus spawning the next generation.
191. Feathery dinosaur people (e.g., just take away a deinonychus' claws and give it hands; think there was some sort of 3.5 supplement like this but I can't remember specifics)
192. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.
193. Giant isopod people
194. Angry geckos, named "beeps"
195. Somehow we haven't already gotten tardigrade people on here?
196. Elephantfolk.
197. A race with every kind of movement speed.
198. A race of giant babies. They have to crawl everywhere, but can serve as very slow mounts to other PCs.
199. One of these guys. Warning: Highly disturbing video.
200. Cockney people.
201. This man
202. Symbiote symbiotes (They attach themselves only to symbiotes)
203. Dipper people. These birds live solely along rivers, like in desert gorges and mountains and stuff, and never stray from those rivers. They swim under actual icewater at times for long periods of time. Pretty extreme.
204. A race of faulty clones.
205. A race of honeybee people. Not to be confused with Thriae—these are plump, fuzzy bee people.
206. A race of bumblebee people. Again. Don't monster girl them.
207. A race where every limb is a separate consciousness
208. A race of sentient string that control puppet bodies to interact
209. Centaur frog-goblins.
210. Girl With All The Gifts-style zombies—plague zombie children born to people who were infected while pregnant, allowing their brains to adapt enough to keep sentience, but retaining the hunger. Basically, dhampirs, but for zombies, and also unable to grow up (or they grow up so slowly, and the race is so new, that no adults yet exist).
211. Piggybacking off the last one, a race that undergoes metamorphosis like butterflies and frogs—only they live so long, nobody's ever seen the final form, not even them.
212. A race that consists of a mask which animates other cloth to use as, and approximate in appearance, a body.
213. Purple mushroom people with eyes everywhere on their bodies and no mouth.
214. Buff Koopa Troopas.
215. TV-headed people
216. Gelatinous Icosahedra
217. A race of Tiny to Large humanoid sentients composed primarily of felt, fabric, and stuffing: Muppets
218. Gelatinous Icosa-hydra? Gelatinous Ice-o-hydra?
219. 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.
220. Millipede-shaped (or centipede-, or remorhaz-shaped if you prefer) people who can manipulate things with their mouthparts and first ten legs
221. Egg-phase psychic beings that hatch into horrible CE monsters on a day randomly chosen by the GM
222. Remember that fairy tale where the girl spits out gemstones whenever she tries to speak, and then the other mean girl tries to get it, too, but she gets bugs and vermin? Imagine a race of that second girl.
223. Any Chuck Tingle character.
224. Chuck Tingle.
225. A Chuck Tingle book (admittedly, this also technically falls under #245).
226. Puddleglums
227. Lantern jacks (thematic)
228. Cockroach-people (who hate being discriminated against) (no one did this yet?)
229. Wasp/spider/snake/scorpion(all at once)-people (who are very nice and polite, but nightmare inspiring)
230. Sloth race (which pretend to be slow but are extremely fast)
231. Eelfolk (who both inspire nightmares and are actually terrifying)
232. 'Scheming witch snowflakes'
233. Porcelain doll people made from ghouls
234. Any other suggestion with one (1) adjective OR one (1) noun changed.
235. A race that communicates solely through the language of flowers.
236. These dudes (scroll down to the first response).
237. A race that become monsters or dangerous ravening berserkers (figuratively or literally) when they don't have fresh, humanoid blood of the same alignment as they are.
238. A sponge-like, humanoid-shaped race (not necessarily humanoids) that excrete (or secrete, expel as a jet, etc.) an unusual substance (fire, oil, water, lead-based paint, webbing, gravy, etc. Possibly a combination of the two).
239. The inhabitants of a Bob Ross painting.
240. Orchids who live on the street and pickpocket people
241. Orca urchins
242. More mobile dryad-like beings that can bond to any tree of their species but also have to eat and sleep
243. Mobile, though typically sedentary and placid trees, that consume dryads or other people that attempt to step inside them, such as with tree stride (possibly even affecting incorporeal creatures), and can also redirect such transporting creatures to themselves instead of a nearby target tree.
[Optional: They also eat kobolds or goblins, just in the more traditional way or by crushing them against their trunks and letting their sweet, sweet kobold and goblin juices dribble down beneath their roots.]
244. A planetouched giant race
245. Strong horses
246. Capitalist mosquitoes
247. Communist mosquitoes. Like stirges, but they're equally likely to share blood with a creature, injecting it into them. Of course, without some internal or innate process for making blood compatible (ie. making it heal or give benefit to those injected)... it probably acts as a poison or damaging agent. Ah well, communism works on paper…
248. 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.
249. Atlas Shrugged...but as a person.
250. Communist mosquitoes, but they just suck the blood of the rich and share it amongst themselves to sustain the next generation. Alternatively, see them as ragamuffin vampires of the swamp.
251. Tiny deer that live in frozen ponds
252. Draken - a cephalopod variant that has some Draconic traits.
253. A race that must move regularly or becomes ill or dizzy or has trouble breathing (like some sharks) unless constantly moving (or possibly in a brisk wind).
254. Anima - an all-female race that embodies the feminine spirit, with some traits borrowed from a particular animal.
255. Animus - as the Anima, but all-male and embodying the masculine spirit instead.
256. Sponge-like race capable of absorbing things through touch, possibly physical (blood, poison, disease, Strength), mental/emotional (Intelligence, emotions, alignments), or magical (spell effects, spell-like abilities, etc.)
257. That one Mass Effect race that must always wear a fluid-filled suit.
258. An overly polite ooze race.
259. A race whose natural habitat is the cold depths of space.
260. A race that entirely lacks alignment, instead driven by some imperative objective to which all else is meaningless.
261. A race whose perspective of time is extremely slowed down, allowing them to even see bullets in flight. But they have otherwise normal reflexes and mobility, making this more of a detriment than a benefit.
262. A race that seems to be made of a single material or assortment of a single kind of object (for instance, they seem to be made up of broken seashells or discarded spoons), but is not a construct or elemental. Otherwise looks humanoid down to very defined features, despite their anatomical makeup.
263. A race whose soul lingers just behind them, unbeknownst to them. All others see a ghostly watcher, seemingly betraying their inner thoughts, or maybe making vaguely threatening gestures.
264. A race that is otherwise pretty normal, but has an unsettling aura about them in the presence of fire. This does not necessarily affect their behavior or alignment, though others might interpret their actions as slightly more menacing than intended when in fire light.
265. A race whose arms have atrophied to uselessness, requiring the use of magical prosthetics made from silk and gold to perform most tasks.
266. A race who seem to be able to peer into other planes, even see the gods themselves if they look deep enough. This can have dire consequences, as any entity they can see can in turn see them. This occurs involuntarily when they sleep.
267. A race whose bones, nails, teeth and hair are made of some kind of glass. Their hair is malleable though brittle, while their teeth, nails and bones are as hard as diamonds. Light often reflects off them in strange ways. They are vulnerable to shatter, like a construct.
268. A race who, to other creatures of various alignments, seem to speak an entirely different language. Creatures within one step of their alignment can partially understand them, but only creatures of identical alignment can fully grasp what they are trying to say.
269. A race who culturally desire ascension into some other higher state beyond their current form. Very big on augmentation, with most members of the race replacing their flesh with prosthetics.
270. The comfort of rain.
271. A lost and discarded heirloom.
272. Wild abandon given fulfillment.
273. The people you meet in liminal spaces.
274. Unspoken words and deep regrets.
275. Addressing it is worse than ignoring its presence.
276. You seem reluctant to ask them questions. They often answer with things you did not seek nor ever wished to know.
277. A rusted, blunt dirk finds purchase in their hands, but the sharpest blade reject them.
278. A really catchy song.
279. A smelly old shoe.
280. A bouncing head.
281. A race of small-sized dragons or dragonpeople who are obsessed with collecting hoards of various objects or treasures and universally talk like Ayn Rand.
282. A race which despises the very concept of race.
283. Transformers, like the toys.
284. Diskworld trolls.
285. Spirits of household items.
286. DALEK.
287. Time Lord.
288. Weeping Angel.
289. People who leave footprints wherever they walk (even in stone)
290. Pollen-eaters
291. People who can make machines with pieces of their bodies (hair, claws, etc.)
292. Kaorti crafters
293. A playable size large gangly and tall race with Swallow Whole spell-like abilities.
294. A race of horrific, all-powerful monsters or world-destroyers or Lovecraftian abominations...that have been shrunk down to roughly the size of pigeons due to a curse. "Tremble, puny mortals!" "Awww!" "STOP AWWING!"
295. Swallow people that have significant trouble walking, but can fly for hours (bonus points if they hibernate underwater)
296. A race that views all humanoids as the same species with only minor differences.
297. A race that lives on fallow fields
298. A race of mechs, but human sized.
299. The precursors from Pacific Rim.
300. A race of evil halflings, similar to drow/elves or duergar/dwarf races.
301. A race of animal companions.
302. A race of semi-humanoid crab-men.
303. A race of hyper-intelligent arboreal cephalapods.
304. A race of psionic dolphins who cannot speak or walk normally, but are telepathic and telekinetic.
305. Corn people
306. Killer whale people
307. Kill deer from the booster rocket wastes
308. A race of small, stealthy humanoids with grey skin that can grow to size medium and turn their skin to stone as an SLA.
309. A race of medium humanoids with stone skin that can shrink to size small and turn their skin stealthy grey as an SLA.
310. A race with unusually long limbs, or perhaps extendible (telescopic?)
311. A race of aberrations that look and act human. They escaped from the dark tapestry and are trying to fit in. Their true form is that of an M sized Shoggoth.
312. People who can hack into the DNA of others, but not their own

313. Walking houses
314. A skinless horse
315. Metal flower people
316. Reptilian people who can float in the air supernaturally with perfect maneuverability, but painfully slowly (like 10 feet)
317. Outsiders with claws, horns, the ability to jump thrice their land speed, and breathes fire
318. Constructed. They must be made of at least a little materials animal, vegetable. mineral, raw materials, and used man made materials. The ritual includes 10000 in various gems. The result is a free willed construct. It's immune to any magic or power that requires a fort save because they have no con. They have the hit dice of the character class or classes selected. While raise dead will not work, make whole and performing the creation ritual again brings them back(possibly rebuilt). They are +2 to all mind effecting spells or powers, but not immune. Spells that do damage to objects, such as rust, do 1D4 per spell level(or equivalent spell level) if they hit with a touch attack. They are otherwise responding to the rules of constructs.
319. A race of Sciencing Fish, originating from the sun. They are able to fly through space and work their way into humanoids brains, taking control of their minds.
320. A race with two heads, one coming from each side of its body, and a singular arm coming from the top of their torso.
321. A race of Honey Badger men, walking around like they own the place and likely to snap you in two if you look at them funny.
322. Ariekei/Hosts
323. Orcs for PF2
323. Largesians
324. Sumacrea
325. Tsla
326. Vssey
327. A race that gets distinct advantages against creatures who find them (and their actions) repugnant, distasteful, or hated. (The race should be relatively attractive or aesthetically pleasing to ensure that creatures are repelled more by actions they take rather than just by appearance, though it might possibly work with a good Disguise check to make themselves repulsive).
328. A caller of rooks
329. Vampires, but balanced for playing
330. A race born of the hurricane
331. Long-legged spider plants that can extend themselves to climb over barriers, but at the cost of leaving behind a soulless "foot" bud that they then have to cut loose to grow on its own
332. People that look like road signs in some way or another
333. Tiny-sized and rather plump anthropomorphic animals that everyone mistakes for toys.
334. Humanoids with extreme mood swings, but are permanently stuck with an facial expression of absolute indifference and monotone voices.
335. Giant, muscle-bound humanoids, but with a head more befitting of a small-sized plush toy.
336. Humanoids that draw their powers from a gemstone located in the center of their chest, but also is the source of their life force.
337. Forgotten Beasts from Dwarf Fortress.
338. Humanoids that name their children after wordspells, and has the ability to use the wordspells they're named after as a spell-like ability.
339. Humanoids that look like they should be perfectly corporeal, but are actually incorporeal.
340. Incredibly quick race that is inherently good at contortion.
341.Really smart squirrels that make and pilot human sized magical mechs. They often pose as tanks and one may often join a party of adventurers.
342. Possessed outfits of clothing. Lifespan of only 1-2 years.
343. Humanoids whose innate magic enhances costumes they make, which becomes another form when worn by them (treated as either Greater or Lesser Change Shape).
344. What seems like anthropomorphic animals, but hides a gigantic maw on their abdomen.
345. Enlarged sentient animals, but their heads always looks like that of that species' young. Sickeningly innocent-looking.
346. Withered: undead versions of local races that disguise themselves as normal living versions of themselves, but the facade often gets randomly dropped.
347. Time-Crossed: a race sent from the future to prevent an apocalypse in progress, but a design flaw in their time-shifting technology left them with little memory beyond vague details of the apocalypse. They find medieval weapons too physically demanding to wield practically, but are gifted at gunmanship.
348. Sentient Squids that may stand upright with a number of tentacles, but their weight capacity is extremely small. Their weight capacity is multiplied by the number of tentacles they are moving with.
349. Creatures born from the manifestation of dreams.
350. Lanky, almost emancipated-looking houndfolk who focus on marksmanship and disciplinary techniques (ki, grit, inspiration, and panache), and covers their body with scars for an edge on intimidation.
351. A race of small aquatic/amphibious troll-like creatures. Some suspected them to be distant, weaker or potentially degenerated cousins to the Scrag/River Troll/Sewer Troll. Of course they could be wrong.
352. A floating head, hands, and forearms (the rest of their body is a nebulous mass of black fog).
353. A race that stands a solid foot taller than elves, but has stubby legs.
354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.
355. A race that can only learn spells by injecting alchemical fluids into their bloodstream (inspired by BioShock).
356. A swarm in the shape of a humanoid, that can disassemble and reassemble at will.
357. A race that gets bonuses when not connected to solid ground (flying, swimming, in tree canopies)
358. A race of Gollum-like creature (without necessarily the split personaly).
359. A species that can teleport short distances, but that leaves behind a small psychic imprint each time they do
360. A construct composed of scrap, refuse, and excrement.
361. Small creatures that hoard things, and are empowered by their hoards.
362. People who get more or less translucent depending on the ambient air pressure
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.
364. A race that absolutely, undeniably, and unequivocally hates, despises, and often openly attacks another predominate race (dwarf, elf, human, gnome, etc.) and for a legitimate, very real and known reason (it might not be a good reason or one that makes sense to any other race) but it goes both ways and the races will never, ever, trust or get along with each other. They otherwise are as integrated and prevalent as any other other race would be in society or the world (based on however their, as yet indetermined, outlook or traits would normally be viewed).
365. Were-humans. They can turn other races into humans if they bite (or are bitten by) them. [Possibly temporary or during the day, in sunlight, in a farmer's market, etc.]
366. A race that psychically heals creatures that hurt or inflict pain on them (willingly or not). This may create a psychic link between the two creatures that the race may have an ability to exploit.
367. A race that doesn't have sight or smell, but has a completely different sense that is incomprehensible to humanoids (and most other races that have sight and smell). This Nth sense is their primary sense for interacting with the world, but it doesn't detect other races as substantial, distinct sorts of life forms. Most of their history revolved around the fact that they were surrounded by these ghost-like beings (i. e. humans and other creatures) that they couldn't comprehend until after generations of study, they figured it out.
368. A race that is born with an incomplete soul. In order to survive past the first week, an animal must be sacrificed to supplement the newborn's soul.
369. A race that can share it's body with a dying creature's soul. Once a soul has been taken in, the visiting soul is stuck inside the body until either the host dies, in which case both souls head to the afterlife, or the visiting soul is brought back to life, in which case the soul returns to it's own body or occupy the new body.
370. Brightly colored reptilian creatures that also sport feathers and are often hardcore partyers.
371. Mindless androids or golems that kill intelligent beings, and then those beings' souls get reincarnated into their killer's body.
372. A horrible abomination that comes into being when a dead humanoid is revived near an animal. Forever stuck as a twisted form blending traits of humanoid and animal and housing both souls, competing for control. However, this accident grants the animal sentience, the humanoid the ability to communicate with other animals as the animal soul, and both may learn to cooperate.
373. A race of humanoids bred specifically to house the soul of a dragon should one find themselves dying or withering away from age.
374. A race that doesn't reproduce so much as they grow another soul, which they stuff into corpses.
375. Giant immortal puppies (not dogs, puppies) that charms/dominates those who make eye contact with it.
376. Classical greek monsters that broke free of their curses and intermaried. Basically humanoid but with some traits from Spinx, Minotaurs, Harpies, Lamias, Medusas, ext.
377. Humanoids that are seemingly unaffected by gravity, but cannot manage to stay on the ground.
378. Sapient dogs with serpentine hindquarters.
379. Creatures that get their bodies ripped to shreds over the course of each day, only to come back perfectly ok the next morning.
380. Personable robots with an animalistic aesthetic to their humanoid chassis.
381. Half-Bred: a race of humanoids that reproduce asexually, but only have half of a complete DNA genome as a result. In order to survive, they must recieve blood from other creatures every 48 hours.
382. A race whose traits and racial ability scores change according to the cycle of the seasons.
383. A race that views the world as though the light levels were inverted.
384. A 5,000 POUND TINY RACE!!!
385. An evil-creature-turned-fat-good-guy race (please no creatures that were already fat when they were evil)
386. an race, likely Outsider, from the "Land of Dream", are aligned along the line of Dreams and/or Nightmares,
387. Magpie people
388. A humanoid race that can wear the skulls of other races as headpieces and gain slight powers or variant abilities based on the race (and possibly sub-race) of the skull.
389. A race with an aversion or possibly allergy to wood, taking extra damage and being unable to utilize such objects easily.
390. A race that has a chance to spontaneously combust (does not necessarily have to be fire; could be cold, acid, maddening screams, etc.) at certain times or when taking damage. They are not immune (at least not fully) to this damage or any effects it causes, so it isn't pleasant for them either.
391. A race that constantly emits a song on a loop and their voice autotunes to complement the music. While they may turn the music down to a whisper for short periods of time, to go completely silent would kill them.
392. A race that can make creatures fall asleep by grappling them (because of fluffy fur, a soporphoric aroma, or a combination of the two)
393. Chunky dragons. Like, "Max Dex bonus to AC of +0/ all speeds permanently reduced by half, still faces further reduced speed from armor and encumbrance" chunky.
394. Good-guy ghosts that possesses somebody they choose to be their partner, only to sit back and let their host continue living their lives, only occasionally taking over to give advice or to defend against threats that the host were unaware of.
395. Oozes, save that they're more intelligent than the average human and can assume the form of useful architecture/tower shields or two-handed weapons sized for creatures of their size (or equivalently sized weapons and shields for larger creatures).
396. Moleman. Anthropomorphic moles.
397. A race of lycanthrope-like badgers that can assume a Dwarven form as well as a hybrid form.
398. Fungi that infect small bushes and trees, pulling up the plant's roots and using them for ambulation (might have a limited lifespan reflecting the progression of the infection)
399. Creature that reproduces by infecting the skin of another being. Causing boils on the skin, and enlarging when the infant creature starts to grow. Eventually the boil bursts when the infant is ripe.
400. Sand beings, often called sandmen, which eventually lead to a song about a famous wizard being created. The song was called, "Mr. Sandman."
401. Basically the opposite of 353. Roughly 6 inches shorter than Gnomes, but is 80% leg.
402. A race that only needs to eat and drink one day a year, but on that day, they must eat the flesh and drink the blood of any fresh corpses they come across. Doesn't matter if it's an intelligent creature or something they just killed, they must partake of the corpse first thing.
403. A race of colossal sentient worms that are driven to eat so much that they take up 40 ft X 40 ft. Thankfully, they can eat anything with absolute impunity, and are immune to poisons and diseases that they come into contact with as a result of eating. Wall in the way? They'll eat their way through eventually. Ready to set up camp? They can create a huge trench around it by eating up the ground, then make a bridge in the morning with their waste (which is fertile dirt since worms are decomposers, and dirt covers most of the ground for land masses, in case you're squeamish about the idea of walking on worm scat, genius).
404. Invisible, mute, incorporeal creatures that can teleport other creatures to Limbo (or Purgatory, take your pick) by touching them (get it?).
405. Tiny creatures that are almost always either on a larger creature's shoulder, their head, of peeking out of their bag. Often plays lookout/advisor to whoever's carrying them.
406. A non-flying humanoid race iconic to mountain ranges.
407. Pangolins with even harder scales.
408. Blubber: A member of this race may eat food in excess of the daily requirement and store it as blubber. Each additional day's worth of food eaten adds a point of blubber. They gain a bonus to their natural armor equal to their blubber points and may spend a point of blubber to satisfy their hunger requirement for a day, or for an additional use of any racial Con-based ability that is usable a limited number of times per day. They may store up to their CON modifier (minimum 1) in points of blubber. However, as long as they have points of blubber, they have a Max Dex bonus to AC of +10, which decreases by 1 for each point of blubber. They cannot wear armor with a base Max Dex bonus (before class features and masterwork quality is considered) equal to or less than their current points of blubber. At 2 points of blubber, their speed is reduced as though they were moderately encumbered, overriding all abilities that prevent reduced speed due to encumbrance, and cannot move through any space smaller than them, even by squeezing. At 4 points, their speed is reduced as though they were heavily encumbered, overriding all abilities that prevent reduced speed due to encumbrance, recieve size modifiers (but not to damage die or space) as though they were one size larger, and must squeeze to move through spaces unless it's wider than their token space. At 6 points, they have an effective speed of half of their normal speed, cannot double move or run, take space as though they were one size larger, and can move up through spaces up to one size smaller than their new size only by squeezing. At 8 points, they can only move through spaces of their current token size or larger, even by squeezing. At 10 points, they can move by taking full-round 5-foot steps. While not a race, this is a trait I would like to see implemented in a race.
409. A reptilian race that fills almost every cubic inch of their square simply by standing, acting as a wall on all sides of their square for the purpose of cover, moving through their square, and blocking AoE areas (still is affected by the effect).
410. A race that constantly leaks energy through their pores and the same energy spills out like a waterfall every time they open their mouth.
411. A tiny mix of cat and dog that looks adorable, but has an ego the size of Texas (or Golarion).
412. A race that forces their young through a legendarily brutal curriculum focusing solely on intellectual studies. Youths normally come out of this with their self-esteem completely destroyed.
413. A living beagle aegis
414. A Large creature with +2 Str, +2 Dex, -2 Int, -2 Wis, and +4 Cha... whatever that looks like.
415. A race with a -6, a +6, and a +2 to scores.
416. People who exude enough heat to make people physically uncomfortable around them (or to warm them up when it's cold)
417. Creatures that emit an aura of perfect comfort, but touching them causes feelings of the most miserable conditions imaginable.
418. Creatures that switch between a Tiny sentient animal/vermin and a Large anthropomorphic version of the same thing.
419. Large folk whose genetics are so volitile that they never know what their racial traits for the day will be, but they will always have a puppy dog mindset.
420. Plant creatures that purposefully set themselves on fire for laughs.
421. A creature that dies whenever it sleeps for the day. When it dies, it will leave behind an egg, and quickly throughout the 8 hour sleep will have fully regrown with the parents full memory. Allowing the player to continue on where he left off, but having to re-roll his ability scores.
422. Humanoid that can fly, but can only do so at a 5 speed with poor maneuverability.
423. Completely normal humanoid races, but with bobble heads.
424. People with stones for bones
425. Really kind and sweet folk who unfortunately depend on performing morally repugnant actions to stay alive (ie cannibalism).
426. A quadruped race with a rich history and culture whose front paws can hold things but clumsily as they lack opposable thumbs.
427. A race of physically weak Small humanoids. Four of them can temporarily melt/change shape/amalgamate into a single strong & hardy Medium creature with lower mental attribute scores from four minds not being in total harmony. (Think fleshy versions of the combiner Devastator from the classic G1 Transformers cartoon. Do not think of the Michael Bay version.)
428. A race with ancestral origins in the Chaotic plane of The Maelstrom/Limbo whose existence is based upon their own solipsistic force-of-will. Self-doubts and lowered self-esteem translates to varying states of physical intangibility -- which, if learned to be controlled, can be a genuine benefit in combat. But if pushed too far, their lack of surety can damn them to total dissolution.
429. A humanoid race born with an incomplete soul. Upon reaching adulthood, individuals are compelled to seek out an individual of another humanoid race and physically meld together with them into a new amalgam individual who is a hybrid of both parents physical and mental traits. Failure to meld leads to progressive weakness and eventually death.
430. An isolationist race of Large humanoids/giants who have no children. During their cyclical periods of fertility, the giants become contagious; prolonged contact, peaceable or otherwise, with Small and Medium humanoids will eventually infect these smaller races with a virus that slowly and uncomfortably, sometimes painfully, transforms them into members of the giant race. Conservation of mass and the cube-square rules both apply, so infected individuals are compelled to resort to incredible gluttony. Multiple Small and Medium infectees who spend too much time in close proximity find the virus will physically meld them together into a larger individual, regardless of their consent or mental compatibility, until full gianthood is reached.
431. A Pathfinder/Starfinder version of the Kobali from Star Trek: Voyager.
432. A humanoid race born with small mouth slits, nostrils, and transparent sealed eyelids, but otherwise lacking nearly any distinguishing physical outer characteristics of race, ethnicity, and sex; likewise, their mental mindset is similarly stunted and limited in flexibility/possibility. They are basically mannequins except of flesh instead of plastic. Upon maturing, they legally become adults by constructing their first mask, which grants them an unique individual physical appearance, and shapes their mental/emotional mindset, with all the traits they were lacking. As they gain additional life experiences and interact with other races, they may accrue "points" to fuel the crafting of other new masks, with each granting another unique form and identity.
Because they spend so much time interacting with other races, it is a not uncommon occurrence for a mask, especially the first one, to be inspired (often unconsciously) by a particularly charismatic and/or heroic/infamous individual of another race that the new guise it grants is similar enough physically and psychologically to be (mis)taken as the inspiring individual's sibling (with all the complications and entanglements that can involve). Unless specific intricate and costly arcane rituals are performed -- which even if successful, has not insignificant drawbacks -- they remain forever connected to their retinue/wardrobe of masks. Damage and/or destruction to a single mask is experienced as a severe wounding to their soul, including attribute damage and/or drain, and possibly even death if more than one mask is destroyed. Worse, desecration or "re-carving" of a mask can warp that individual into a "Renfield" unwilling bound to their new master.
In Golarion, this race's ancestry might (or might not) be traced back to followers of Sivanah from other races who collectively were curse/blessed by that deity for their own actions or as a means to an (unknown to mortals) end.
433. A race of puddings/oozes who are like gametes and must seek out a single alchemical potion/elixir/oil/balm/etc. with which they permanently commingle/blend to become a new solid humanoid who can temporarily assume an oozy form but with limited oozy abilities that improve as they level up. Their humanoid attribute scores and racial traits are largely derived from the specific effects of the alchemical potion "parent".
434. A near-human race except physiologically-jointed enfleshed versions of the flailing inflatable noodlefolk.
435. A pangolin heritage of Small skinwalkers.
436. A race of humanoid glompadillos, only better than my anemic attempt.
437. Venetian blinds-type people who can turn near-invisible in the horizontal plane
438) A race of naturally occuring "living" wight*. Will not quite undead, they are not as alive as a Dhampir would be. (*Or any corporeal undead really.)
439. Hard light creatures.
440. Tauric creatures that have so much control over their forms that they can choose a different creature to emulate for each body part: Head, L. Arm, R. Arm, LF. Leg, RF. Leg, LH. Leg, RH. Leg, Tail, Torso. This ability only works if they use a polymorph effect on themselves, but using this ability doesn't require additional castings.
441. A squirrel version of a minotaur. So a humanoid with a squirrel head. Terrifying.
442. Humans, but with clawed, reptilian hands and wrists and are great at channeling a single energy type.
443. Creatures that look human, but their real form is a colored aura over their human appearance in the form of crystalline armor.
444. Tiny taurs (the four-leggers)
445. What you get when you cross a housecat, a bird, and a rabbit.
446. Tiny taurs (the animal-headed ones).
447. Tiny reptilians well known for their frequent and explosive vomit (cone of acid).
448. Winged dog-like creatures with oversized teeth and an overbite.
449. Hyperintelligent oozes that can imitate other creatures, but they always have a teenager's attitude.
450. Good-guy troglodytes with the same ungodly awful stench as normal troglodytes, but tries way, way, WAY too hard to make up for it.
451. A race that by itself consists of just a head, with a set of tiny legs coming out of their neck that they can use to very slowly move around. They can attach themselves to corpses of other races that have been beheaded, gaining that individuals physical ability scores (and potentially some racial abilities as well, such as half-or ferocity or dwarven sure-footedness).
452. Dolphin people, which physically look exactly like normal dolphins, with telekinetic powers allowing them to manipulate objects and somewhat fly.
453. A race that is only awake for one year each decade.
454. A mass of worms that occupy the flayed skins of other creatures.
455. A race that breed diseases within their bodies.
456. Ki-rin, But under pony finder rules. When they rage they have fire shield up.
457. Just a brain, mouth, and spine.
458. Arachnid people.
These as several possible approach
A) A spider-like creature
B) A scorpion-like creature
C) A generic arachnid creature
D) A base generic chassis with "specialised package" (in the same vein as Alluria Publishing Entobian)
E) Distinct and seperate subspecies (one per arachnid type).
List of all (most) arachnid type:
-Mite people;
-Opiliones People (Harvestman/harvester/Daddy longlegs);
-Hooded tickspider people;
-Solifuge people;
-Tick people (both hard and soft);
-Pseudoscorpion people;
-Scorpion people;
-Spider people (both web and trapdoor);
-Whip spider people;
-Whip scorpion people.

459. A full set of vital organs encased in a humanoid shell of force.
460. Anthros that wear concealing clothing to hide the fact that their head, hands, and feet aren't connected to their torso and may move them up to five feet away from their torso without any problems.
461. A race of highly advanced anthropomorphic (Canadian) Goose.
462. Creatures that create a mask during childhood and wears that mask for the rest of their lives. Removal of the mask causes them to get nervous.
463. Creatures that would never be allowed into a settlement in their true form. Thankfully, they can take the form of a human for a few minutes at a time.
464. Aberrations that can assume human form. They live in fear of remembering their mission from the dark tapestry. Their true form is as an M sized shoggoth.
465. Creatures that subsist on arsenic-containing compunds
466. People that clean the air around themselves (potentially also replenishing oxygen)
467. Genie-like dragons.
468. Cheery aberrations.
469. Lightning-obsessed creatures with a ridiculously high land speed.
470. Dragon statue creatures that grant luck to other creatures.
471. Draconic slimes.
472. Dragons that are tethered to their allies by a god, prohibiting splitting up the party.
473. Dragon weasels.
474. Moonfolk.
475. Ryuujin (see Ryuutama).
476. 3rd generation Skum that wear spacesuits so they can come out on land.
477. Parrotfolk, possibly excessively talkative.
478. Hummingbird people, very hyper.
479. What you'd get if birds had dragon abilities.
480. Bird oozes. What I'd imagine them being is a blob covered in feathers that extend bird parts from its own mass from time to time, but definitely not mindless.
481. Blood oozes.
482. Friendly slimes that cling to creatures for warmth as they need heat to survive, but can't produce it. Won't eat living or warm flesh.
483. Ectoplasmic oozes that can eat incorporeal creatures, as well as creatures from across the Material-Etheral plane barrier.
484. Animal slimes (expansion from 480).
485. Dragons with vocal chords that can only let them speak Draconic, but they can still learn to understand, read, and write other languages.
486. Creatures that look like giant animals, but with dragon horns and spine, a second pair of legs (if avian), a pair of feathered wings (if not avian), and the usual dragon abilities. Vocal chords would only let them make animal noises, but naturally understands, reads, and writes Draconic, and can learn other languages, too.
487. Woolly bear people
488. Wooly bully people
489. Shadowy looking slimes with white glowing eyes that can extend tendrils from itself, as well as assume a humanoid form (but only by containing it's body inside clothing).
490. Dog people, but with glorious manes of feathers.
491. People with an incredibly accurate sense of time; the ability to track not just minutes but seconds, subconsciously
492. People with birthmarks depicting natural features of places far from home
493. Humanoid Tardigrades.
494. Cars (the movie)
495. Spindly 12 ft. tall, dark-skinned humanoids with eyes like polished pearls.
496. Humanoids with feathers on their arms that grow in a way that makes them resemble robe sleeves.
497. Crystal creatures with breath weapons corresponding to chromatic dragons of their color.
498. Razor legs.
499. Creatures with two furred tentacles growing out the back of their necks.
500. Kobolds (but the cat kind).
501. A race the generates an inherent 'stability field' around themselves, which mitigates or nullifies some (or all) aspects of instability in a radius around them. Some examples might be: earthquakes, preventing transformations or shapeshifting, preventing oozes from splitting, or mental states from changing to 'unstable' modes, like confusion, rage, or insanity, etc.
502. Creatures with a detachable limb. Possibly requiring concentration and visibility to the limb for control, possibly autonomous. Also, they are highly allergic to plants of the broccoli family.
503. Kobolds, but the poetic, gentle-souled ones.
504. Weregeese or gooseweres.
505. Obsessive terrier-like humanoids.
506. Kobolds, the earth spirits who turn good, valuable ores into worthless cobalt.
507. Were-chihuahuas, often mistaken for were-rats.
508. Things that were chihuahuas, before the accident
509. People born from gross sacs in the earth like lotr movie orcs
510. An enslaved race that are used as batteries by advanced constructs, but are slowly breaking free.
511. The constructs from above.
512. Desert dwellers that are trained extensively in either dragon slaying or coordinated combat alongside dragons (depending on their tribe's values).
513. People that can pass for a preexisting race, but only knows draconic, sports claws and a powerful bite, and act rather primitive (probably just a package of alternative traits, but could still count as a subrace).
514. What happens when plants get dragon powers.
515. Fire-spewing glass people of the desert.
516. My 5 year-old daughter dew me a picture of a unicorn dragon that walks around on two legs and breathes fire and sparkly rainbows, so there you go.
517. Sports buffmen
518. Aberrations with storm motifs rather than Naval.
519. Aberrations that lives through other creatures' mindscapes.
520. Undead with an affinity for haunting other creatures' dreams and landscapes (read: Freddy Kreuger).
521. Prinnies from the Disgaea series, dood!
522. The Marsh Wiggles from Narnia.
523. CATS people
524. (?)
525. Dragons with animal features.
526.Living crystals able to project a solid light body. Yes I want to see your take on gem warriors from Steven Universe.

Well, the profile picture changing was unexpected, to say the least.


About the 524th race, I noticed that there were two entries for 522, so I skipped one for my next entry. 523 should be "being different from Puddleglums," and 524 should be "CATS people."


Anyways, I'll roll for a prompt:

Random Prompt: 1d526 ⇒ 296

Jace Nailo wrote:
296. A race that views all humanoids as the same species with only minor differences.

Liberty's Edge

Correct Full List of Race Prompts:
1. Duck people
2. Liverwort people
3. Angry birdz people
4. Carnivorous plant people
5. Lionfish people
6. People with skin made of tarmac
7. American possum people
8. Hydra people, but not fantasy hydras, real hydras ("a minute freshwater coelenterate with a stalklike tubular body and a ring of tentacles around the mouth.")
they dont s#+% they just periodically vomit
9. horsetail people, or people who make a living farming horsetails and maybe eat them, who extrude silicon through their pores
10. Lilliputians
11. Robots, but like Wheatley from Portal 2.
12. Radioactive goblins that can turn people into Goblinmen by biting them.
13. People who use anenomes symbiotically, like pompom crabs.
14. People who live in hamster balls, but not hamster people.
15. Like the Dvati, but for Pathfinder.
16. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.
17. Adventurers
18. Martin Shkreli, but as a person.
19. Gnome like beings that can turn into tea kettles
20. Goblin/Gnome hybrids.
21. Highly sexualized slime people, but and they all look like Slimer from Ghostbusters.
22. Lost Sock People
23. Catfolk but is actually a cat put in a sweater and carried around by a witch.
24. Broccoli People
25. The Last of the Summer Wine.
26. The Onion Tony Abbot bite into on national television, but with a knife.
27. Jort Bulkhard, whose name periodically changes every time he is mentioned
28. Brickfolk.
29. A reverse goblin.
30. The female character that was clearly written by a man and has 7 brothers.
31. A water fountain on a trolley hooked up to a tap. Removing the hose from the tap is instant death.
32. A banker.
33. A race with a lifespan so short it actually comes up during the campaign. Potentially with some sort of reincarnation ability?
34. A race with a sonic attack.
35. Crystal people.
36. A race that can turn into sand to fit into small spaces.
37. A race so pampered by their god that the main racial abilities are based around that god pulling strings and doing them favors.
38. A race that spends the majority of its time climbing vertical surfaces.
39. A one-legged race, like the dufflepuds/monopods from Narnia.
40. A kenku analog. Yes, we have tengu, but aside from being corvid people, tengu are entirely distinct from kenku as a race. I miss those sneaky, cursed, voice-mimicking a~#@%~$s.
41. Lesser spotted purple banana goblin.
42. Faceless people who talk through vibrations in their feet.
43. Outsiders but are actually a group of people displaced in time and split throughout mutliple timelines. Sometimes they are identical to the original. Sometimes they have taken a dramatic change in personality, appearance or behaviour. Any given individual could have multiple selves running around in the same timeline. The death of one has no impact on the death of the others.
44. Tiny blobs of slimes with minute black specs for eyes, and small pseudopods for hands and arms. They are 2 feet tall and eat grass and fallen tree branches for nourishment. They do not sleep, drink water and breath in oxygen through their mass.
45. Existential dread given physicality.
46. Former President Richard Nixon, but with a mustache.
47. Deep Sea Merfolk.
48. Sheepfolk. They are the best at hugs.

49. A race of diminutive parasites who form long-term bonds with human hosts. They don't hijack their minds; they actually live in harmony with their hosts, and develop relationships with them.
50. A "race" of clones - all physically identical to the original, and all with similar - but not identical - personalities, shaped by their own experiences. For example, if the original was Lawful Neutral, a Chaotic Good member must have experienced extraordinary things to be changed so profoundly. (Yes, this is basically The Council of Ricks, from Rick and Morty.)
51. A playable, race-builder-style myconid race.
52. A flumph-style race: an alien race that looks very, very silly, but whose members are actually quite grave and serious-minded, possess a tragic backstory, and who have no real idea how silly they look to humanoids.
53. A race sent to [insert campaign setting] in order to catalogue everything on it. Plot twist: ...because it's going to blow up / die / dis-corporate soon! Plot twist two: ...because their masters are preparing to assimilate / conquer / absorb it soon! Plot twist three: ...because they're really from the future / an alternate timeline / a parallel dimension.
54. A (non-reptile) race that sheds is skin periodically.
55. Plantfolk and Fungalfolk seem moderately popular in current and previous editions... so what what about Lichenfolk? Bonus points if such a race is composed of three symbiotic partners.
56. A human offshoot resulting from humanity's promiscuity with other races. They have a always-active low-level telepathic field that makes them really good at understanding other sentient (or maybe just sapient) beings.
57. A race that ripped their way back to the mortal plain from an afterlife.
58. A species who are this close to ascending to a purely mental state.
59. Gods bound into mortal form with their power stripped from them.
60. A species that exposed themselves to the horror of the cosmos and got shaped by it. Think Lovecraftian.
61. Deep ones.
62. A swarm of nanites.
63. The botanical equivalent to owlbears.
64. Dogfolk/Wolffolk
65. A race based on symbiosis, like a race of coral people, or a playable version of those anglerfish monsters.
66. An extremely diverse race of talking, non-anthropomorphic but sentient animals.
67. A race of very normal humans doing some very normal human adventuring. In other words, a race of extremely unconvincing "humans" that are clearly very strange but difficult to technically prove the real nature of, in the style of Ted Cruz For Human President, Normal Human Blog, or, if you're willing to stretch the requirements slightly and really want to avoid the political satire site, Thrackerzod the Typical Pony.
"So, tell Thrackerzod—as a joke, because she is a normal pony—what would normal ponies consume? I AM BLENDING IN."
68. Floating bags of hot air from a gas giant, but playable
69. salamander people, but not made of fire
70. A sage, lavender-skinned "race" that consists of exactly one guy. Whenever s/he dies, he's reincarnated elsewhere, born to another set of parents.
71. A small race capable of physically enhancing each other.
72. A race which derives power from tattoos on their bodies.
73. A Race of turtle/tortoise people. Not like the ninja turtles.. has more of a water base culture
74. Tri-legged people.
75. People who have skin like plastic and enjoy beachhouses and expensive cars.
76. A people who are always cloaked and masked, and wear really long gloves to hide their bodies. Anyone who sees their actual form is blinded, and the creature disappears.
77. Zombie-like race that eats the brains of dead enemies, and for a short while, gain a vestige of their abilities.
78. Sentient weapons. They can take Weapon Focus in themselves. They float. They dislike being used as weapons.
79. A ghoul girl.
80. Two races, who spawn one another. Race A only gets children of race B, and vice versa.
81. JPEG Artifacts
82. Magnetic people.
83. Shadows turned into a player-friendly race.
84. Shambling mounds turned into a player-friendly race.
85. Froghemoths turned into a player-friendly race.
86. A race that can occupy multiple non-adjacent squares.
87. A race that generates plasma.
88. A subspecies of goblins incredibly skilled at lying.
89. A race that can use suggestion as a spell-like ability.
90. A humanoid race with the lower half of some sort of animal.
91. A mime pulled from Earth, but cursed with speechlessness, so they can only communicate via miming.
92. A murderhobo. May already be a PC race.
93. A race of space lizards come to infiltrate the planet to set up for future invasion, because there doesn't exist a race like this already!
94. 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.
95. A race accidentally created when one of the low-fecundity races (probably elves or dwarves) tried to create vat-grown kids... and they ended up with a mentally-twisted, physically-stunted offshoot race that can psychically infect other humanoids into transforming into new members of this new race. Think 1 part meenlocks, 1 part Reavers, with a pinch of mutant's deformities.
96. As [Zizaputian] above, but a race of mini-otyughs adapted for outer space. While they can usually eek out subsistence calories from photosynthesis/solar radiation, they will often follow (or remora onto the hull) of Starfinder ships for the jettisoned waste. A few enterprising colonies have set-up in Lagrange points, near shipping lanes, and in starship wrecks to consume the waste from passing ships and trade items they scavenge.
97. Naiads
98. A goblin species that can undergo slight mutations at will. Sort of like Eberron's shifters, but with more options from moment-to-moment.
99. A race like the landstriders.
100. Crustaceans similar to dark crystals Garthim.
101. Camel Spider people.
102. badgerpanda hybrid humanoids.
103. A race of unseen servants somehow mutated into a new life form.
104. A race that can change its appearance, but not its form, with illusions.
105. A race that's tapped into a "hivemind"/"internet"-like communication system with all other members of its race or clan or family, but that is otherwise fully independent.
106. One goblin, stacked on a second goblin, stacked on a third goblin, in a trench coat.
107. A race so heavily endebted to a devil or god that the servants of that being constantly follow members of the race around, collecting every part of the debtor they can get their claws on. Your hand gets chopped off? A creepy winged monkey scurries in and grabs it, then runs off. Hairs fall out? Monkey grabs them and climbs into a nearby culvert. They're always there. Watching. Waiting.
108. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one
109. Humanoid Llama's, because lovely llamas are lonely.
110. Coyote born--Born tricksters.
111. The Curiosity/Spirit Mars rovers, having acquired sentience and learned to produce more of their kind.
112. Jack-o-lantern people.
113. Alternatively, a race inspired by the Jack-of-the-Lantern story.
114. Spooky scary skeletons.
115. Actual monster mash given sentience.
116. Elf/dolphin hybrids.
117. A species that lives exclusively in the forest canopy and potentially never even knows the ground exists.
118. Aphid people.
119. A race of swamp people who are physically adapted to walk on stilts—think the Crow Fishers.
120. Swamp people who swim through the mud and have very strong immune systems
121. Swamp people who are very similar to onions.
122. A race of people who eat rocks.
123. A small or tiny race with a Strength bonus.
124. Playable dryads/hamadryads who carry their potted plants around with them.
125. A race of people who can't be seen.
126. A race of tourists that see everything as both harmless and exciting.
127. People with skin like smartphone touchscreens that lights up and stores information
128. Anthropomorphic anticores
129. Extradimensional spirits possessing mobile willow trees
130. A race of annoying riddle-loving goblin creatures.
131. A race of shapeshifters that can swap between multiple preset forms, or 'aliases', and gain more as they level.
132. Catfolk, but more like Garfield.
133. Flamingo people.
134. Heron/egret/crane people.
135. When a centaur is cut in two, one half can sometimes stay alive, like a worm. (this one can only be made by Garbage-Tier Waifu)
136. Sebastian, but as a playable race.
137. Smurfs.
138. An incorporeal race (good luck).
139. A race of sentient gorgonopsids. Non-anthropomorphic.
140. A race that gets bigger from eating things.
141. A race whose base movement mode is the conga line
142. A race that has a chance to explode when their hit points are at max.
143. A predominantly-subterranean humanoid race whose internal (and actual) gravitational orientation is always North on a vertical plane, making them treat walls as their 'ground'. They can walk normally on a horizontal surface like a normal creature when they wish but they become dizzy and sickened as long as they do so. They also fall to the earth normally if they end up 'falling' more than 30 feet in a northern direction without striking a solid object.
144. A race for whom sleepwalking and/or dreaming is extremely important in some way.
145. A race of orc-dwarf hybrids, light-sensitive packmules with a raging short temper and a physical hardiness that impresses even dwarves. These creatures have a mutual hatred of 'true' dwarves and orcs, and barely get along with half-orcs.
146. A race similar to stories about Hecate, that changes its shape depending on the time of day/night.
147. A race of these not quite-humanoid feline-ish beings. (Note: creepy and unsettling.)
148. A race of constructs with subraces based on every programming language (bonus points if you can make something useful from Brainf&$+).
149. A race of sapient electrons.
150. The unfortunate result of a time-paradox.
151. The fortunate result of a time-paradox.
152. A race which feeds by poking and touching things.
153. A race created by Existentialists, incorporating only their beliefs.
154. A race created by Stoics, incorporating only their beliefs.
155. A race which exists as a series of Epicurean Delights.
156. Squiggles.
157. Null-space; a race consisting of the absence of everything.
158. Clown People.
159. The forgotten ones.
160. Kaleidoscopic Rainbow Sparkles.
161. Definitely not a Katamari.
162. A race of people who feed on fear, or another emotion.
163. A race of intelligent equations that can teleport at will between flat surfaces that can hold writing or etchings.
164. A race closely linked to matryoshka dolls, like a golem race.
165. A race of animated magical debris. Made of very solid, yet mobile withing the creature, items used in magic (potion bottles, spent scrolls, spent wands, once spelled weapons, etc.). They spontaneously animate when concentrated and 'heal' as more is added. Absorb magic to 'heal' and levitate. Anti-magic is lethal, as are dispels, etc.
166. miniature kaiju
167. miniature space kaiju hamster, with cheek pouches of holding
168. A race that is round. Like, round enough that it can roll away to safety.
169. A race that moves on wheels. Like the Wheelers from Return to Oz, or those weird critters from His Dark Materials.
170. A race whose each member is actually made up of five small lions formed together, and can split apart or reform at will.
171. A race made of delicious cheese.
172. A race spawned by rare simulacrums that are able to continue living through their 'children', which they sculpt themselves and lie dormant until the creator's death. They have fire vulnerability (being animated ice and snow) and bonuses with illusion magic (though they aren't illusory, like simulacram's.)
Each one has the ability to craft a simulacrum of themselves (100 gp. in snow or ice materials + 500 gp. in rubies per HD). Requires 1 day per 1,000 gp price and a Craft (Sculture) check at DC 15 + 1 per per HD. They can do this once per level and only one simulacrum progeny can be viable at a time. If a new one is made, the old one melts away, never to exist.
The progeny remains dormant and must be kept in a cool, not necessarily cold or icy location (though this won't harm it.) At the creator's death, their body melts away, like a simulacrum. They can only be returned to life with a wish, true ressurection or spell of similar power. Otherwise, within 1 day their life-force animates their 'child' and they may continue living.
If the body is of a lower HD than the creator at the time of its demise, the newly animated body may expend 500 gp. in rubies per HD to increase its levels to that limit. This ritual takes 24 hours and the character must make all the same choices regarding levels, skills, feats, etc. including hit points (which should be readily available, since the original sheet should still be there.) This does not count as gaining levels, for the ability to craft a 'progeny'.
If it chooses to remain at a lower HD, it may advance normally and take any new classes or choices it wishes when it gains a new level. This option is sometimes chosen to allow the creature to craft a new 'progeny' quicker (as a 'safety net'), since it can only do this when gaining a level and at higher levels this becomes longer and harder to achieve.
173. A race with only one arm.
174. A race with true cylindrical symmetry
175. A race that feeds off of the presence of positive emotions in other intelligent races.
176. Technically two races in physical symbiosis.
177. A race of identical triplets that share a single mind (the triplets, not the whole race)
178. A race that communicates primarily via scent and gesture.
179. A race that reproduces primarily via parthenogenesis.
180. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.
181. A race that reproduces via parasitically infecting other races with a disease, like tapeworms or flukes, but probably larger.
182. A race who has evolved to be somewhat cannibalistic, and sees it as a truly good act of sacrifice to the community.
183. Race born when the local mage academy put a little too much waste in the local sewage treatment plant
184. Extremophile race
185. Easily offended clawed water spirits/demons
186. Bouncing off of [Kestroids], a race that can only reproduce by colonizing the corpse of a Gargantuan or larger monster
187. Tony Hawk people
188. Cherubs.
189. Cherubs that are just normal goblins with wings strapped to their backs.
190. A humanoid plant race related to the common figs. In late adulthood, it puts down roots in a chosen location and metamorphosizes to its final Large immobile form. It begins emitting alraune-like aromas to attract humans, using them in place of wasps to crawl inside the oversized fruit, pollinating it and thus spawning the next generation.
191. Feathery dinosaur people (e.g., just take away a deinonychus' claws and give it hands; think there was some sort of 3.5 supplement like this but I can't remember specifics)
192. A race of people so delicious that good-aligned folk must make Will saves against attack and eating them.
193. Giant isopod people
194. Angry geckos, named "beeps"
195. Somehow we haven't already gotten tardigrade people on here?
196. Elephantfolk.
197. A race with every kind of movement speed.
198. A race of giant babies. They have to crawl everywhere, but can serve as very slow mounts to other PCs.
199. One of these guys. Warning: Highly disturbing video.
200. Cockney people.
201. This man
202. Symbiote symbiotes (They attach themselves only to symbiotes)
203. Dipper people. These birds live solely along rivers, like in desert gorges and mountains and stuff, and never stray from those rivers. They swim under actual icewater at times for long periods of time. Pretty extreme.
204. A race of faulty clones.
205. A race of honeybee people. Not to be confused with Thriae—these are plump, fuzzy bee people.
206. A race of bumblebee people. Again. Don't monster girl them.
207. A race where every limb is a separate consciousness
208. A race of sentient string that control puppet bodies to interact
209. Centaur frog-goblins.
210. Girl With All The Gifts-style zombies—plague zombie children born to people who were infected while pregnant, allowing their brains to adapt enough to keep sentience, but retaining the hunger. Basically, dhampirs, but for zombies, and also unable to grow up (or they grow up so slowly, and the race is so new, that no adults yet exist).
211. Piggybacking off the last one, a race that undergoes metamorphosis like butterflies and frogs—only they live so long, nobody's ever seen the final form, not even them.
212. A race that consists of a mask which animates other cloth to use as, and approximate in appearance, a body.
213. Purple mushroom people with eyes everywhere on their bodies and no mouth.
214. Buff Koopa Troopas.
215. TV-headed people
216. Gelatinous Icosahedra
217. A race of Tiny to Large humanoid sentients composed primarily of felt, fabric, and stuffing: Muppets
218. Gelatinous Icosa-hydra? Gelatinous Ice-o-hydra?
219. 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.
220. Millipede-shaped (or centipede-, or remorhaz-shaped if you prefer) people who can manipulate things with their mouthparts and first ten legs
221. Egg-phase psychic beings that hatch into horrible CE monsters on a day randomly chosen by the GM
222. Remember that fairy tale where the girl spits out gemstones whenever she tries to speak, and then the other mean girl tries to get it, too, but she gets bugs and vermin? Imagine a race of that second girl.
223. Any Chuck Tingle character.
224. Chuck Tingle.
225. A Chuck Tingle book (admittedly, this also technically falls under #245).
226. Puddleglums
227. Lantern jacks (thematic)
228. Cockroach-people (who hate being discriminated against) (no one did this yet?)
229. Wasp/spider/snake/scorpion(all at once)-people (who are very nice and polite, but nightmare inspiring)
230. Sloth race (which pretend to be slow but are extremely fast)
231. Eelfolk (who both inspire nightmares and are actually terrifying)
232. 'Scheming witch snowflakes'
233. Porcelain doll people made from ghouls
234. Any other suggestion with one (1) adjective OR one (1) noun changed.
235. A race that communicates solely through the language of flowers.
236. These dudes (scroll down to the first response).
237. A race that become monsters or dangerous ravening berserkers (figuratively or literally) when they don't have fresh, humanoid blood of the same alignment as they are.
238. A sponge-like, humanoid-shaped race (not necessarily humanoids) that excrete (or secrete, expel as a jet, etc.) an unusual substance (fire, oil, water, lead-based paint, webbing, gravy, etc. Possibly a combination of the two).
239. The inhabitants of a Bob Ross painting.
240. Orchids who live on the street and pickpocket people
241. Orca urchins
242. More mobile dryad-like beings that can bond to any tree of their species but also have to eat and sleep
243. Mobile, though typically sedentary and placid trees, that consume dryads or other people that attempt to step inside them, such as with tree stride (possibly even affecting incorporeal creatures), and can also redirect such transporting creatures to themselves instead of a nearby target tree.
[Optional: They also eat kobolds or goblins, just in the more traditional way or by crushing them against their trunks and letting their sweet, sweet kobold and goblin juices dribble down beneath their roots.]
244. A planetouched giant race
245. Strong horses
246. Capitalist mosquitoes
247. Communist mosquitoes. Like stirges, but they're equally likely to share blood with a creature, injecting it into them. Of course, without some internal or innate process for making blood compatible (ie. making it heal or give benefit to those injected)... it probably acts as a poison or damaging agent. Ah well, communism works on paper…
248. 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.
249. Atlas Shrugged...but as a person.
250. Communist mosquitoes, but they just suck the blood of the rich and share it amongst themselves to sustain the next generation. Alternatively, see them as ragamuffin vampires of the swamp.
251. Tiny deer that live in frozen ponds
252. Draken - a cephalopod variant that has some Draconic traits.
253. A race that must move regularly or becomes ill or dizzy or has trouble breathing (like some sharks) unless constantly moving (or possibly in a brisk wind).
254. Anima - an all-female race that embodies the feminine spirit, with some traits borrowed from a particular animal.
255. Animus - as the Anima, but all-male and embodying the masculine spirit instead.
256. Sponge-like race capable of absorbing things through touch, possibly physical (blood, poison, disease, Strength), mental/emotional (Intelligence, emotions, alignments), or magical (spell effects, spell-like abilities, etc.)
257. That one Mass Effect race that must always wear a fluid-filled suit.
258. An overly polite ooze race.
259. A race whose natural habitat is the cold depths of space.
260. A race that entirely lacks alignment, instead driven by some imperative objective to which all else is meaningless.
261. A race whose perspective of time is extremely slowed down, allowing them to even see bullets in flight. But they have otherwise normal reflexes and mobility, making this more of a detriment than a benefit.
262. A race that seems to be made of a single material or assortment of a single kind of object (for instance, they seem to be made up of broken seashells or discarded spoons), but is not a construct or elemental. Otherwise looks humanoid down to very defined features, despite their anatomical makeup.
263. A race whose soul lingers just behind them, unbeknownst to them. All others see a ghostly watcher, seemingly betraying their inner thoughts, or maybe making vaguely threatening gestures.
264. A race that is otherwise pretty normal, but has an unsettling aura about them in the presence of fire. This does not necessarily affect their behavior or alignment, though others might interpret their actions as slightly more menacing than intended when in fire light.
265. A race whose arms have atrophied to uselessness, requiring the use of magical prosthetics made from silk and gold to perform most tasks.
266. A race who seem to be able to peer into other planes, even see the gods themselves if they look deep enough. This can have dire consequences, as any entity they can see can in turn see them. This occurs involuntarily when they sleep.
267. A race whose bones, nails, teeth and hair are made of some kind of glass. Their hair is malleable though brittle, while their teeth, nails and bones are as hard as diamonds. Light often reflects off them in strange ways. They are vulnerable to shatter, like a construct.
268. A race who, to other creatures of various alignments, seem to speak an entirely different language. Creatures within one step of their alignment can partially understand them, but only creatures of identical alignment can fully grasp what they are trying to say.
269. A race who culturally desire ascension into some other higher state beyond their current form. Very big on augmentation, with most members of the race replacing their flesh with prosthetics.
270. The comfort of rain.
271. A lost and discarded heirloom.
272. Wild abandon given fulfillment.
273. The people you meet in liminal spaces.
274. Unspoken words and deep regrets.
275. Addressing it is worse than ignoring its presence.
276. You seem reluctant to ask them questions. They often answer with things you did not seek nor ever wished to know.
277. A rusted, blunt dirk finds purchase in their hands, but the sharpest blade reject them.
278. A really catchy song.
279. A smelly old shoe.
280. A bouncing head.
281. A race of small-sized dragons or dragonpeople who are obsessed with collecting hoards of various objects or treasures and universally talk like Ayn Rand.
282. A race which despises the very concept of race.
283. Transformers, like the toys.
284. Diskworld trolls.
285. Spirits of household items.
286. DALEK.
287. Time Lord.
288. Weeping Angel.
289. People who leave footprints wherever they walk (even in stone)
290. Pollen-eaters
291. People who can make machines with pieces of their bodies (hair, claws, etc.)
292. Kaorti crafters
293. A playable size large gangly and tall race with Swallow Whole spell-like abilities.
294. A race of horrific, all-powerful monsters or world-destroyers or Lovecraftian abominations...that have been shrunk down to roughly the size of pigeons due to a curse. "Tremble, puny mortals!" "Awww!" "STOP AWWING!"
295. Swallow people that have significant trouble walking, but can fly for hours (bonus points if they hibernate underwater)
296. A race that views all humanoids as the same species with only minor differences.
297. A race that lives on fallow fields
298. A race of mechs, but human sized.
299. The precursors from Pacific Rim.
300. A race of evil halflings, similar to drow/elves or duergar/dwarf races.
301. A race of animal companions.
302. A race of semi-humanoid crab-men.
303. A race of hyper-intelligent arboreal cephalapods.
304. A race of psionic dolphins who cannot speak or walk normally, but are telepathic and telekinetic.
305. Corn people
306. Killer whale people
307. Kill deer from the booster rocket wastes
308. A race of small, stealthy humanoids with grey skin that can grow to size medium and turn their skin to stone as an SLA.
309. A race of medium humanoids with stone skin that can shrink to size small and turn their skin stealthy grey as an SLA.
310. A race with unusually long limbs, or perhaps extendible (telescopic?)
311. A race of aberrations that look and act human. They escaped from the dark tapestry and are trying to fit in. Their true form is that of an M sized Shoggoth.
312. People who can hack into the DNA of others, but not their own
313. Walking houses
314. A skinless horse
315. Metal flower people
316. Reptilian people who can float in the air supernaturally with perfect maneuverability, but painfully slowly (like 10 feet)
317. Outsiders with claws, horns, the ability to jump thrice their land speed, and breathes fire
318. Constructed. They must be made of at least a little materials animal, vegetable. mineral, raw materials, and used man made materials. The ritual includes 10000 in various gems. The result is a free willed construct. It's immune to any magic or power that requires a fort save because they have no con. They have the hit dice of the character class or classes selected. While raise dead will not work, make whole and performing the creation ritual again brings them back(possibly rebuilt). They are +2 to all mind effecting spells or powers, but not immune. Spells that do damage to objects, such as rust, do 1D4 per spell level(or equivalent spell level) if they hit with a touch attack. They are otherwise responding to the rules of constructs.
319. A race of Sciencing Fish, originating from the sun. They are able to fly through space and work their way into humanoids brains, taking control of their minds.
320. A race with two heads, one coming from each side of its body, and a singular arm coming from the top of their torso.
321. A race of Honey Badger men, walking around like they own the place and likely to snap you in two if you look at them funny.
322. Ariekei/Hosts
323. Orcs for PF2
323. Largesians
324. Sumacrea
325. Tsla
326. Vssey
327. A race that gets distinct advantages against creatures who find them (and their actions) repugnant, distasteful, or hated. (The race should be relatively attractive or aesthetically pleasing to ensure that creatures are repelled more by actions they take rather than just by appearance, though it might possibly work with a good Disguise check to make themselves repulsive).
328. A caller of rooks
329. Vampires, but balanced for playing
330. A race born of the hurricane
331. Long-legged spider plants that can extend themselves to climb over barriers, but at the cost of leaving behind a soulless "foot" bud that they then have to cut loose to grow on its own
332. People that look like road signs in some way or another
333. Tiny-sized and rather plump anthropomorphic animals that everyone mistakes for toys.
334. Humanoids with extreme mood swings, but are permanently stuck with an facial expression of absolute indifference and monotone voices.
335. Giant, muscle-bound humanoids, but with a head more befitting of a small-sized plush toy.
336. Humanoids that draw their powers from a gemstone located in the center of their chest, but also is the source of their life force.
337. Forgotten Beasts from Dwarf Fortress.
338. Humanoids that name their children after wordspells, and has the ability to use the wordspells they're named after as a spell-like ability.
339. Humanoids that look like they should be perfectly corporeal, but are actually incorporeal.
340. Incredibly quick race that is inherently good at contortion.
341.Really smart squirrels that make and pilot human sized magical mechs. They often pose as tanks and one may often join a party of adventurers.
342. Possessed outfits of clothing. Lifespan of only 1-2 years.
343. Humanoids whose innate magic enhances costumes they make, which becomes another form when worn by them (treated as either Greater or Lesser Change Shape).
344. What seems like anthropomorphic animals, but hides a gigantic maw on their abdomen.
345. Enlarged sentient animals, but their heads always looks like that of that species' young. Sickeningly innocent-looking.
346. Withered: undead versions of local races that disguise themselves as normal living versions of themselves, but the facade often gets randomly dropped.
347. Time-Crossed: a race sent from the future to prevent an apocalypse in progress, but a design flaw in their time-shifting technology left them with little memory beyond vague details of the apocalypse. They find medieval weapons too physically demanding to wield practically, but are gifted at gunmanship.
348. Sentient Squids that may stand upright with a number of tentacles, but their weight capacity is extremely small. Their weight capacity is multiplied by the number of tentacles they are moving with.
349. Creatures born from the manifestation of dreams.
350. Lanky, almost emancipated-looking houndfolk who focus on marksmanship and disciplinary techniques (ki, grit, inspiration, and panache), and covers their body with scars for an edge on intimidation.
351. A race of small aquatic/amphibious troll-like creatures. Some suspected them to be distant, weaker or potentially degenerated cousins to the Scrag/River Troll/Sewer Troll. Of course they could be wrong.
352. A floating head, hands, and forearms (the rest of their body is a nebulous mass of black fog).
353. A race that stands a solid foot taller than elves, but has stubby legs.
354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.
355. A race that can only learn spells by injecting alchemical fluids into their bloodstream (inspired by BioShock).
356. A swarm in the shape of a humanoid, that can disassemble and reassemble at will.
357. A race that gets bonuses when not connected to solid ground (flying, swimming, in tree canopies)
358. A race of Gollum-like creature (without necessarily the split personaly).
359. A species that can teleport short distances, but that leaves behind a small psychic imprint each time they do
360. A construct composed of scrap, refuse, and excrement.
361. Small creatures that hoard things, and are empowered by their hoards.
362. People who get more or less translucent depending on the ambient air pressure
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.
364. A race that absolutely, undeniably, and unequivocally hates, despises, and often openly attacks another predominate race (dwarf, elf, human, gnome, etc.) and for a legitimate, very real and known reason (it might not be a good reason or one that makes sense to any other race) but it goes both ways and the races will never, ever, trust or get along with each other. They otherwise are as integrated and prevalent as any other other race would be in society or the world (based on however their, as yet indetermined, outlook or traits would normally be viewed).
365. Were-humans. They can turn other races into humans if they bite (or are bitten by) them. [Possibly temporary or during the day, in sunlight, in a farmer's market, etc.]
366. A race that psychically heals creatures that hurt or inflict pain on them (willingly or not). This may create a psychic link between the two creatures that the race may have an ability to exploit.
367. A race that doesn't have sight or smell, but has a completely different sense that is incomprehensible to humanoids (and most other races that have sight and smell). This Nth sense is their primary sense for interacting with the world, but it doesn't detect other races as substantial, distinct sorts of life forms. Most of their history revolved around the fact that they were surrounded by these ghost-like beings (i. e. humans and other creatures) that they couldn't comprehend until after generations of study, they figured it out.
368. A race that is born with an incomplete soul. In order to survive past the first week, an animal must be sacrificed to supplement the newborn's soul.
369. A race that can share it's body with a dying creature's soul. Once a soul has been taken in, the visiting soul is stuck inside the body until either the host dies, in which case both souls head to the afterlife, or the visiting soul is brought back to life, in which case the soul returns to it's own body or occupy the new body.
370. Brightly colored reptilian creatures that also sport feathers and are often hardcore partyers.
371. Mindless androids or golems that kill intelligent beings, and then those beings' souls get reincarnated into their killer's body.
372. A horrible abomination that comes into being when a dead humanoid is revived near an animal. Forever stuck as a twisted form blending traits of humanoid and animal and housing both souls, competing for control. However, this accident grants the animal sentience, the humanoid the ability to communicate with other animals as the animal soul, and both may learn to cooperate.
373. A race of humanoids bred specifically to house the soul of a dragon should one find themselves dying or withering away from age.
374. A race that doesn't reproduce so much as they grow another soul, which they stuff into corpses.
375. Giant immortal puppies (not dogs, puppies) that charms/dominates those who make eye contact with it.
376. Classical greek monsters that broke free of their curses and intermaried. Basically humanoid but with some traits from Spinx, Minotaurs, Harpies, Lamias, Medusas, ext.
377. Humanoids that are seemingly unaffected by gravity, but cannot manage to stay on the ground.
378. Sapient dogs with serpentine hindquarters.
379. Creatures that get their bodies ripped to shreds over the course of each day, only to come back perfectly ok the next morning.
380. Personable robots with an animalistic aesthetic to their humanoid chassis.
381. Half-Bred: a race of humanoids that reproduce asexually, but only have half of a complete DNA genome as a result. In order to survive, they must recieve blood from other creatures every 48 hours.
382. A race whose traits and racial ability scores change according to the cycle of the seasons.
383. A race that views the world as though the light levels were inverted.
384. A 5,000 POUND TINY RACE!!!
385. An evil-creature-turned-fat-good-guy race (please no creatures that were already fat when they were evil)
386. an race, likely Outsider, from the "Land of Dream", are aligned along the line of Dreams and/or Nightmares,
387. Magpie people
388. A humanoid race that can wear the skulls of other races as headpieces and gain slight powers or variant abilities based on the race (and possibly sub-race) of the skull.
389. A race with an aversion or possibly allergy to wood, taking extra damage and being unable to utilize such objects easily.
390. A race that has a chance to spontaneously combust (does not necessarily have to be fire; could be cold, acid, maddening screams, etc.) at certain times or when taking damage. They are not immune (at least not fully) to this damage or any effects it causes, so it isn't pleasant for them either.
391. A race that constantly emits a song on a loop and their voice autotunes to complement the music. While they may turn the music down to a whisper for short periods of time, to go completely silent would kill them.
392. A race that can make creatures fall asleep by grappling them (because of fluffy fur, a soporphoric aroma, or a combination of the two)
393. Chunky dragons. Like, "Max Dex bonus to AC of +0/ all speeds permanently reduced by half, still faces further reduced speed from armor and encumbrance" chunky.
394. Good-guy ghosts that possesses somebody they choose to be their partner, only to sit back and let their host continue living their lives, only occasionally taking over to give advice or to defend against threats that the host were unaware of.
395. Oozes, save that they're more intelligent than the average human and can assume the form of useful architecture/tower shields or two-handed weapons sized for creatures of their size (or equivalently sized weapons and shields for larger creatures).
396. Moleman. Anthropomorphic moles.
397. A race of lycanthrope-like badgers that can assume a Dwarven form as well as a hybrid form.
398. Fungi that infect small bushes and trees, pulling up the plant's roots and using them for ambulation (might have a limited lifespan reflecting the progression of the infection)
399. Creature that reproduces by infecting the skin of another being. Causing boils on the skin, and enlarging when the infant creature starts to grow. Eventually the boil bursts when the infant is ripe.
400. Sand beings, often called sandmen, which eventually lead to a song about a famous wizard being created. The song was called, "Mr. Sandman."
401. Basically the opposite of 353. Roughly 6 inches shorter than Gnomes, but is 80% leg.
402. A race that only needs to eat and drink one day a year, but on that day, they must eat the flesh and drink the blood of any fresh corpses they come across. Doesn't matter if it's an intelligent creature or something they just killed, they must partake of the corpse first thing.
403. A race of colossal sentient worms that are driven to eat so much that they take up 40 ft X 40 ft. Thankfully, they can eat anything with absolute impunity, and are immune to poisons and diseases that they come into contact with as a result of eating. Wall in the way? They'll eat their way through eventually. Ready to set up camp? They can create a huge trench around it by eating up the ground, then make a bridge in the morning with their waste (which is fertile dirt since worms are decomposers, and dirt covers most of the ground for land masses, in case you're squeamish about the idea of walking on worm scat, genius).
404. Invisible, mute, incorporeal creatures that can teleport other creatures to Limbo (or Purgatory, take your pick) by touching them (get it?).
405. Tiny creatures that are almost always either on a larger creature's shoulder, their head, of peeking out of their bag. Often plays lookout/advisor to whoever's carrying them.
406. A non-flying humanoid race iconic to mountain ranges.
407. Pangolins with even harder scales.
408. Blubber: A member of this race may eat food in excess of the daily requirement and store it as blubber. Each additional day's worth of food eaten adds a point of blubber. They gain a bonus to their natural armor equal to their blubber points and may spend a point of blubber to satisfy their hunger requirement for a day, or for an additional use of any racial Con-based ability that is usable a limited number of times per day. They may store up to their CON modifier (minimum 1) in points of blubber. However, as long as they have points of blubber, they have a Max Dex bonus to AC of +10, which decreases by 1 for each point of blubber. They cannot wear armor with a base Max Dex bonus (before class features and masterwork quality is considered) equal to or less than their current points of blubber. At 2 points of blubber, their speed is reduced as though they were moderately encumbered, overriding all abilities that prevent reduced speed due to encumbrance, and cannot move through any space smaller than them, even by squeezing. At 4 points, their speed is reduced as though they were heavily encumbered, overriding all abilities that prevent reduced speed due to encumbrance, recieve size modifiers (but not to damage die or space) as though they were one size larger, and must squeeze to move through spaces unless it's wider than their token space. At 6 points, they have an effective speed of half of their normal speed, cannot double move or run, take space as though they were one size larger, and can move up through spaces up to one size smaller than their new size only by squeezing. At 8 points, they can only move through spaces of their current token size or larger, even by squeezing. At 10 points, they can move by taking full-round 5-foot steps. While not a race, this is a trait I would like to see implemented in a race.
409. A reptilian race that fills almost every cubic inch of their square simply by standing, acting as a wall on all sides of their square for the purpose of cover, moving through their square, and blocking AoE areas (still is affected by the effect).
410. A race that constantly leaks energy through their pores and the same energy spills out like a waterfall every time they open their mouth.
411. A tiny mix of cat and dog that looks adorable, but has an ego the size of Texas (or Golarion).
412. A race that forces their young through a legendarily brutal curriculum focusing solely on intellectual studies. Youths normally come out of this with their self-esteem completely destroyed.
413. A living beagle aegis
414. A Large creature with +2 Str, +2 Dex, -2 Int, -2 Wis, and +4 Cha... whatever that looks like.
415. A race with a -6, a +6, and a +2 to scores.
416. People who exude enough heat to make people physically uncomfortable around them (or to warm them up when it's cold)
417. Creatures that emit an aura of perfect comfort, but touching them causes feelings of the most miserable conditions imaginable.
418. Creatures that switch between a Tiny sentient animal/vermin and a Large anthropomorphic version of the same thing.
419. Large folk whose genetics are so volitile that they never know what their racial traits for the day will be, but they will always have a puppy dog mindset.
420. Plant creatures that purposefully set themselves on fire for laughs.
421. A creature that dies whenever it sleeps for the day. When it dies, it will leave behind an egg, and quickly throughout the 8 hour sleep will have fully regrown with the parents full memory. Allowing the player to continue on where he left off, but having to re-roll his ability scores.
422. Humanoid that can fly, but can only do so at a 5 speed with poor maneuverability.
423. Completely normal humanoid races, but with bobble heads.
424. People with stones for bones
425. Really kind and sweet folk who unfortunately depend on performing morally repugnant actions to stay alive (ie cannibalism).
426. A quadruped race with a rich history and culture whose front paws can hold things but clumsily as they lack opposable thumbs.
427. A race of physically weak Small humanoids. Four of them can temporarily melt/change shape/amalgamate into a single strong & hardy Medium creature with lower mental attribute scores from four minds not being in total harmony. (Think fleshy versions of the combiner Devastator from the classic G1 Transformers cartoon. Do not think of the Michael Bay version.)
428. A race with ancestral origins in the Chaotic plane of The Maelstrom/Limbo whose existence is based upon their own solipsistic force-of-will. Self-doubts and lowered self-esteem translates to varying states of physical intangibility -- which, if learned to be controlled, can be a genuine benefit in combat. But if pushed too far, their lack of surety can damn them to total dissolution.
429. A humanoid race born with an incomplete soul. Upon reaching adulthood, individuals are compelled to seek out an individual of another humanoid race and physically meld together with them into a new amalgam individual who is a hybrid of both parents physical and mental traits. Failure to meld leads to progressive weakness and eventually death.
430. An isolationist race of Large humanoids/giants who have no children. During their cyclical periods of fertility, the giants become contagious; prolonged contact, peaceable or otherwise, with Small and Medium humanoids will eventually infect these smaller races with a virus that slowly and uncomfortably, sometimes painfully, transforms them into members of the giant race. Conservation of mass and the cube-square rules both apply, so infected individuals are compelled to resort to incredible gluttony. Multiple Small and Medium infectees who spend too much time in close proximity find the virus will physically meld them together into a larger individual, regardless of their consent or mental compatibility, until full gianthood is reached.
431. A Pathfinder/Starfinder version of the Kobali from Star Trek: Voyager.
432. A humanoid race born with small mouth slits, nostrils, and transparent sealed eyelids, but otherwise lacking nearly any distinguishing physical outer characteristics of race, ethnicity, and sex; likewise, their mental mindset is similarly stunted and limited in flexibility/possibility. They are basically mannequins except of flesh instead of plastic. Upon maturing, they legally become adults by constructing their first mask, which grants them an unique individual physical appearance, and shapes their mental/emotional mindset, with all the traits they were lacking. As they gain additional life experiences and interact with other races, they may accrue "points" to fuel the crafting of other new masks, with each granting another unique form and identity.
Because they spend so much time interacting with other races, it is a not uncommon occurrence for a mask, especially the first one, to be inspired (often unconsciously) by a particularly charismatic and/or heroic/infamous individual of another race that the new guise it grants is similar enough physically and psychologically to be (mis)taken as the inspiring individual's sibling (with all the complications and entanglements that can involve). Unless specific intricate and costly arcane rituals are performed -- which even if successful, has not insignificant drawbacks -- they remain forever connected to their retinue/wardrobe of masks. Damage and/or destruction to a single mask is experienced as a severe wounding to their soul, including attribute damage and/or drain, and possibly even death if more than one mask is destroyed. Worse, desecration or "re-carving" of a mask can warp that individual into a "Renfield" unwilling bound to their new master.
In Golarion, this race's ancestry might (or might not) be traced back to followers of Sivanah from other races who collectively were curse/blessed by that deity for their own actions or as a means to an (unknown to mortals) end.
433. A race of puddings/oozes who are like gametes and must seek out a single alchemical potion/elixir/oil/balm/etc. with which they permanently commingle/blend to become a new solid humanoid who can temporarily assume an oozy form but with limited oozy abilities that improve as they level up. Their humanoid attribute scores and racial traits are largely derived from the specific effects of the alchemical potion "parent".
434. A near-human race except physiologically-jointed enfleshed versions of the flailing inflatable noodlefolk.
435. A pangolin heritage of Small skinwalkers.
436. A race of humanoid glompadillos, only better than my anemic attempt.
437. Venetian blinds-type people who can turn near-invisible in the horizontal plane
438) A race of naturally occuring "living" wight*. Will not quite undead, they are not as alive as a Dhampir would be. (*Or any corporeal undead really.)
439. Hard light creatures.
440. Tauric creatures that have so much control over their forms that they can choose a different creature to emulate for each body part: Head, L. Arm, R. Arm, LF. Leg, RF. Leg, LH. Leg, RH. Leg, Tail, Torso. This ability only works if they use a polymorph effect on themselves, but using this ability doesn't require additional castings.
441. A squirrel version of a minotaur. So a humanoid with a squirrel head. Terrifying.
442. Humans, but with clawed, reptilian hands and wrists and are great at channeling a single energy type.
443. Creatures that look human, but their real form is a colored aura over their human appearance in the form of crystalline armor.
444. Tiny taurs (the four-leggers)
445. What you get when you cross a housecat, a bird, and a rabbit.
446. Tiny taurs (the animal-headed ones).
447. Tiny reptilians well known for their frequent and explosive vomit (cone of acid).
448. Winged dog-like creatures with oversized teeth and an overbite.
449. Hyperintelligent oozes that can imitate other creatures, but they always have a teenager's attitude.
450. Good-guy troglodytes with the same ungodly awful stench as normal troglodytes, but tries way, way, WAY too hard to make up for it.
451. A race that by itself consists of just a head, with a set of tiny legs coming out of their neck that they can use to very slowly move around. They can attach themselves to corpses of other races that have been beheaded, gaining that individuals physical ability scores (and potentially some racial abilities as well, such as half-or ferocity or dwarven sure-footedness).
452. Dolphin people, which physically look exactly like normal dolphins, with telekinetic powers allowing them to manipulate objects and somewhat fly.
453. A race that is only awake for one year each decade.
454. A mass of worms that occupy the flayed skins of other creatures.
455. A race that breed diseases within their bodies.
456. Ki-rin, But under pony finder rules. When they rage they have fire shield up.
457. Just a brain, mouth, and spine.
458. Arachnid people.
These as several possible approach
A) A spider-like creature
B) A scorpion-like creature
C) A generic arachnid creature
D) A base generic chassis with "specialised package" (in the same vein as Alluria Publishing Entobian)
E) Distinct and seperate subspecies (one per arachnid type).
List of all (most) arachnid type:
-Mite people;
-Opiliones People (Harvestman/harvester/Daddy longlegs);
-Hooded tickspider people;
-Solifuge people;
-Tick people (both hard and soft);
-Pseudoscorpion people;
-Scorpion people;
-Spider people (both web and trapdoor);
-Whip spider people;
-Whip scorpion people.
459. A full set of vital organs encased in a humanoid shell of force.
460. Anthros that wear concealing clothing to hide the fact that their head, hands, and feet aren't connected to their torso and may move them up to five feet away from their torso without any problems.
461. A race of highly advanced anthropomorphic (Canadian) Goose.
462. Creatures that create a mask during childhood and wears that mask for the rest of their lives. Removal of the mask causes them to get nervous.
463. Creatures that would never be allowed into a settlement in their true form. Thankfully, they can take the form of a human for a few minutes at a time.
464. Aberrations that can assume human form. They live in fear of remembering their mission from the dark tapestry. Their true form is as an M sized shoggoth.
465. Creatures that subsist on arsenic-containing compunds
466. People that clean the air around themselves (potentially also replenishing oxygen)
467. Genie-like dragons.
468. Cheery aberrations.
469. Lightning-obsessed creatures with a ridiculously high land speed.
470. Dragon statue creatures that grant luck to other creatures.
471. Draconic slimes.
472. Dragons that are tethered to their allies by a god, prohibiting splitting up the party.
473. Dragon weasels.
474. Moonfolk.
475. Ryuujin (see Ryuutama).
476. 3rd generation Skum that wear spacesuits so they can come out on land.
477. Parrotfolk, possibly excessively talkative.
478. Hummingbird people, very hyper.
479. What you'd get if birds had dragon abilities.
480. Bird oozes. What I'd imagine them being is a blob covered in feathers that extend bird parts from its own mass from time to time, but definitely not mindless.
481. Blood oozes.
482. Friendly slimes that cling to creatures for warmth as they need heat to survive, but can't produce it. Won't eat living or warm flesh.
483. Ectoplasmic oozes that can eat incorporeal creatures, as well as creatures from across the Material-Etheral plane barrier.
484. Animal slimes (expansion from 480).
485. Dragons with vocal chords that can only let them speak Draconic, but they can still learn to understand, read, and write other languages.
486. Creatures that look like giant animals, but with dragon horns and spine, a second pair of legs (if avian), a pair of feathered wings (if not avian), and the usual dragon abilities. Vocal chords would only let them make animal noises, but naturally understands, reads, and writes Draconic, and can learn other languages, too.
487. Woolly bear people
488. Wooly bully people
489. Shadowy looking slimes with white glowing eyes that can extend tendrils from itself, as well as assume a humanoid form (but only by containing it's body inside clothing).
490. Dog people, but with glorious manes of feathers.
491. People with an incredibly accurate sense of time; the ability to track not just minutes but seconds, subconsciously
492. People with birthmarks depicting natural features of places far from home
493. Humanoid Tardigrades.
494. Cars (the movie)
495. Spindly 12 ft. tall, dark-skinned humanoids with eyes like polished pearls.
496. Humanoids with feathers on their arms that grow in a way that makes them resemble robe sleeves.
497. Crystal creatures with breath weapons corresponding to chromatic dragons of their color.
498. Razor legs.
499. Creatures with two furred tentacles growing out the back of their necks.
500. Kobolds (but the cat kind).
501. A race the generates an inherent 'stability field' around themselves, which mitigates or nullifies some (or all) aspects of instability in a radius around them. Some examples might be: earthquakes, preventing transformations or shapeshifting, preventing oozes from splitting, or mental states from changing to 'unstable' modes, like confusion, rage, or insanity, etc.
502. Creatures with a detachable limb. Possibly requiring concentration and visibility to the limb for control, possibly autonomous. Also, they are highly allergic to plants of the broccoli family.
503. Kobolds, but the poetic, gentle-souled ones.
504. Weregeese or gooseweres.
505. Obsessive terrier-like humanoids.
506. Kobolds, the earth spirits who turn good, valuable ores into worthless cobalt.
507. Were-chihuahuas, often mistaken for were-rats.
508. Things that were chihuahuas, before the accident
509. People born from gross sacs in the earth like lotr movie orcs
510. An enslaved race that are used as batteries by advanced constructs, but are slowly breaking free.
511. The constructs from above.
512. Desert dwellers that are trained extensively in either dragon slaying or coordinated combat alongside dragons (depending on their tribe's values).
513. People that can pass for a preexisting race, but only knows draconic, sports claws and a powerful bite, and act rather primitive (probably just a package of alternative traits, but could still count as a subrace).
514. What happens when plants get dragon powers.
515. Fire-spewing glass people of the desert.
516. My 5 year-old daughter dew me a picture of a unicorn dragon that walks around on two legs and breathes fire and sparkly rainbows, so there you go.
517. Sports buffmen
518. Aberrations with storm motifs rather than Naval.
519. Aberrations that lives through other creatures' mindscapes.
520. Undead with an affinity for haunting other creatures' dreams and landscapes (read: Freddy Kreuger).
521. Prinnies from the Disgaea series, dood!
522. The Marsh Wiggles from Narnia.
523. Being different from Puddleglums
524. CATS people
525. Dragons with animal features.
526. Living crystals able to project a solid light body. Yes I want to see your take on gem warriors from Steven Universe.

Liberty's Edge

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Erthax

Native to the vast jungles of the Mwangi expanse, Erthax resemble over-sized parrots. They can be also be found in most places that natives of that land can be found.

Physical Description: Erthax stand at an average of 3.5-4 feet tall, and typically weigh around 50-60 pounds. They have a very parrot-like body, with feathers covering almost their entire body. The main difference between them and their smaller cousins is the fact that they possess arms in addition to their legs and wings. Their feet and hands look similar, each having two opposable digits, with their feet having four toes and their hands five fingers. These all end in short claws, too blunt to do any real damage to anything. Meanwhile, their beak is heavy enough to do a little damage if it is used as a weapon. However, Erthax usually find it extremely distasteful to do so, preferring to use manufactured weaponry or magic before resorting to their natural weaponry.

Their feathers tend towards being grey, with varying shades on different parts of their bodies. The darkest areas are along the back of their neck and their wings, while the lightest is on their legs, arms, and patches around their eyes. The main exceptions to this pattern is are their short tail and the feathers along their neck. Their tail has a set of colorful feathers, ranging from light purple to red or orange. As for their neck, it is splotched with random blue, green, and yellow feathers.

When it comes to clothing, Erthax prefer to wear light and relatively loose clothing, better suited to the heat of their homeland, as well as to keep from messing with their feathers overly much. Additionally, these clothes help to weigh them down less when flying. They will typically wear simple tunics and pants, with large openings for their wings and tails, of lighter colors. In colder climates, they will put on additional layers, often with a layer of animal fur on the outside. They often go without shoes, but wear glove-like footwear in areas of rough terrain or in colder climates.

Society: Erthax as a race are somewhat communal, but don’t particularly enjoy massive hordes of individuals, and their society is seemingly built around this. Their settlements are rarely any larger than the large towns of other races, and even those are somewhat rare. These settlements are often built high above the ground, near to the canopy of the forest or jungle that they live in. Their buildings are constructed directly onto the side of the trees, sometimes even partially or even fully inside larger trees. They are connected to each other by large networks of rope bridges, which often connect to each other to form large web-like structures well above the ground. Knowing that not all races are capable of flying, or even particularly good at climbing, at least one of their structures will include a staircase going down to the ground. These settlements are often presided over by the eldest or most powerful Erthax living there, although this is not always the case.

Relations: Erthax are on relatively good terms with most of the other races that reside around them. They are on the best of terms with the Elves and the Lizardfolk, often building settlements above or close by those of these races. They have split opinions of humans, being on better terms with those who are native to the lands around them rather than outsiders, who they are still cordial to. They even maintain polite relationships with orcs, although they tend to not build as close to them as to the other races.

Alignment and Religion: Erthax care about what would be the best for both themselves and those around them, tending towards being good. However, they have no particular tendency towards either order or chaos.

As for religion, the most commonly worshipped deities among the Erthax are Abadar, Desna, Gozreh, Nethys, and Pharasma.

Adventurers: Erthax adventurers are not the most common among their kind, but are not a rare thing for any individual Erthax to do at some point in their life. They are often driven by a desire to meet new people and experience new things, as well as gaining more knowledge and experiences of the world, rather than for fame or monetary gains.

Male Names: Araxa, Herrak, Ontro, Seerv

Female Names: Beecza, Ferra, Ronda, Treva

.

Racial Traits:
-2 Str, +2 Dex, +2 Int: Erthax are nimble and intelligent, but are also rather weak. (0 RP)
Erthax: Erthax are humanoids with the Erthax subtype. (0 RP)
Small: Erthax are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
Slow Speed: Erthax have a base speed of 20 feet. (-1 RP)
Low-Light Vision: Erthax can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Flight: Erthax are capable of flying, and have a fly speed of 30 feet with average maneuverability. (5 RP)
Gripping Feet: Erthax feet are made for gripping onto things, a trait developed from their life spent in the trees. As such, they gain a +2 bonus on climb checks, Acrobatics checks to move along narrow surfaces, and against trip attacks. (~3-4 RP)
Silver-Tongued: Erthax gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. (2 RP)
Thick Beak: Erthax have a thick beak on their face that they can use to make attack their foes. They gain a bite attack that deals 1d2 points of damage. (1 RP)
Languages: Erthax begin play speaking Common and Erthaiv. Erthax with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)

Total RP: 12-13 RP

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Next Race: 1d526 ⇒ 446

Lazaryus wrote:
446. Tiny taurs (the animal-headed ones).


Nexus Institute
PHOENIX Program

Test Log #296 <Subject: EVERYMAN Series>
Date: December 29, 4068

Begin log:

Alright, I've just been accepted into the government's PHOENIX Program in exchange for my tuition at the Nexus Institute being paid in full. I'm tasked with engineering new organisms to aid in breakthroughs in human evolution.

The objective of this test is as follows:

Engineer a humanoid with reduced prejudicial instincts.

Begin testing:

Results:
While I managed to diminish the series' capacity for prejudice, there has been an unforseen error in the brain's development, reducing the series' Recognized Visual Identifier count by roughly 40%. The series also seems dependant upon marking their bodies for identification. Barring the aforementioned behavior traits, the series is indistinguishable from natural humans.

Estimated Survivability Index (50%=average natural human): 30%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Humanoid(Human)
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common; one elective language. Unrestricted in learning additional languages
-Abilities: +2 Con, +2 Cha
-Creatures disguising as a different race doesn't take the penalty when attempting to fool members of the series
-For effects reliant upon subtypes, the series considers all Humanoid subtypes as Humanoid(Human)
-Bonus Feat
-Skilled

I deem this test a marginal success. I am not to attempt cognitive tempering again until I have studied further into the subject.

-Avix Landengrauz,
Bioengineering Student


On to the next one:

Random Prompt: 1d526 ⇒ 487

Jace Nailo wrote:
487. Woolly bear people

In case you're wondering, yes, all my race entries will be in the form of Avix's Test Logs.


Nexus Institute
PHOENIX Program

Test Log #297 <Subject: TOUGHWOOL Series>
Date: January 1, 4069

Begin log:

As a class test, I've been partnered with Xélle, a student from the Cherry Republic (I believe that's the direct translation; I'll double check later) who is two years my junior. She already has a reputation for pranks involving mutagenic microbes. We don't plan on this series being relevant to the PHOENIX Program, but I'll record it anyways, just in case a mishaps makes it relevant.

Xélle's Note:
Working with Avix has been...interesting. He seems to take great care in his work, but as a person, he's a bit "straight-laced" (if you folk still say that). He doesn't seem to like it when I say his name, but then again, he always carry himself like a Volcan from that old TV show (which one was it?). Anyways, guys like him are always fun to mess with. Later, perhaps?

The objective of this test is as follows:

Engineer livestock with enhanced self-defense capabilities.

Begin testing:

Results:
There were gaps in the genetic code pertaining to brain development, so we inserted what we believed was sheep code, but there was a mix-up in organisation, so the added code actually belonged to a human. The series has an identical physique to Black Bears, with instincts to match, save that it yields wool proportionally comparable to sheep, and boasts human-level sentience.

Estimated Survivability Index (50%=average natural human): 80%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Monsterous Humanoid
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common; one elective language. Unrestricted in learning additional languages
-Abilities: +2 Str, +2 Wis, -2 Dex
-Adapted to manipulate and carry loads as Size Category: Large
-Starting Wealth: +1d6
-Low-Light Vision
-Bonus Feat
-Skilled

I deem this test a failure, though one which can be repurposed. I have filed a complaint regarding material organisation. Action pending.

-Avix Landengrauz,
Bioengineering Student

P.S.: It has come to my attention that a number of classmates, as well as faculty, are confused as to the pronunciation of my name. It is pronounced like "a Vick's" and "land 'n' grouse," respectively. Please do not pronounce my first name as "Aves," and stop asking me trivia questions regarding birds.


Next Race Prompt: 1d526 ⇒ 135

Jace Nailo wrote:
135. When a centaur is cut in two, one half can sometimes stay alive, like a worm. (this one can only be made by Garbage-Tier Waifu)

Welp, I'm not them, so I guess I have to re-roll.

Re-Roll: 1d526 ⇒ 522
Jace Nailo wrote:
522. The Marsh Wiggles from Narnia.

Er...what? Sorry, don't know about those...

roll...: 1d526 ⇒ 182
Jace Nailo wrote:
182. A race who has evolved to be somewhat cannibalistic, and sees it as a truly good act of sacrifice to the community.

Eheheheheh, looks like trouble's brewing at the ol' Institute!


Erm, Jace? Having trouble?

Liberty's Edge

1 person marked this as a favorite.

Nope. Just taking enough time to make the race up to my standards. That said, here are the Silvanera! Spoilering because their is a lot of text here.

Silvanera:
Silvanera are a strange race, generally resembling their distant relatives the Centaurs in their general form and way of life. However, they differ from them in a number of ways, the main two of which are their size and the animal they take traits from. Additionally, there are multiple kinds of Silvanera, differing from each other in the types of animals they resemble. While there are several different subspecies of them, the four most common are the Daenera, the Felnera, the Trinera, and the Vulnera. The animals they draw traits from are rabbits, cats, otters, and foxes, respectively.

Physical Description: All of the known Silvanera subspecies have the same general body plan as Centaurs, with a lower body resembling that of an animal (typically a mammal, although at least one avian type has been discovered), with a humanoid torso emerging where the animal’s neck would normally be. However, they differ in appearance to their horse-like relatives in that their heads are far more animal-like (while still being roughly humanoid), their torsos are covered in fur, and they are significantly reduced in size. Their animal body is typically about half of their full height. Since they vary in specifics, each of the four most common will be detailed separately.

Daenera are the smallest of the four common Silvanea, with their head only reaching to be about 2’0”-2’9”. Their heads have large eyes that are splayed slightly to the side, giving the Daenera a wide range of vision. Additionally, their large ears help them to hear significantly better than most creatures. On top of that, they look essentially like a rabbit with a person growing where their neck should be, with large rear feet, a tiny tail, and thick fur of varying shades covering their body. They typically dress in simple clothing, not wanting to draw too much unwanted attention to themselves. This would include a simple shirt or tunic for their torso, and either special-designed pants and dresses or no clothes on their rabbit body.

Felnera stand with their head at about 2’6”-3’3” above the ground. Even though they are taller than their Daenera cousins, they are on average slimmer and weigh the same or even less. Their head is very reminiscent of a house-cat, with flexible pointed ears, a mouth full of pointed teeth, and eyes with slit pupils. As for their body, it also resembles a typical house cat, with a tail, clawed feet, etc. As for their fur, it can be any pattern and thickness typically found on house-cats. For clothing, they favor somewhat extravagant clothes, often brightly colored or with extra pieces added on. They often go without clothes over their cat body, but will occasionally wear dresses over them for special occasions.

Trinera are the largest of the four, with a height of 3’6”-4’3”, and are significantly heavier than their relatives. They have a very otter-like head, with very little difference between them and the animal they resemble. Their brown or black fur is thick and oily, perfect for shedding water while they swim. When it comes to clothes, they prefer simple articles of clothing that can be safely worn underwater without them being damaged too much or getting in the way. They often wear the equivalent of a thick skirt or kilt over their otter body.

Vulnera have an average head height of 3’0-3’9”, and are similar to the Felnera in build. Their bodies are very fox-like, covered in fur that is typically either red or a light gray. For clothing, they often wear tight fitting clothes over their torsos, as well as clothing designed for their fox bodies.

Society: Relatively little is known about Silvanera society, as they keep to themselves most of the time. It is known that they tend to congregate in small settlements, typically near the coastline or a decent sized body of water. In these settlements you can typically find individuals of the four major subspecies, as well as numerous other ones that are suited for that terrain. These settlements very rarely have members of other races living within them, usually at less than 10% of the population being non-Silvanera.

Relations: Silvanera get along best with Centaurs, who they view as cousins. They are the race most likely to be found living in a Silvanera settlement, although the small size of the buildings can be somewhat of an issue for them. Other than them, Silvanera get along best with Elves and Gnomes, both of which are more attuned to the natural world than other species. They also somewhat strangely get along well with gnolls, who are welcome in their settlements. Gnolls have actually been seen refusing to raid Silvanera settlements and caravans, sometimes actually protecting them from other raiders or bandits.

Alignment and Religion: Silvanera run the entire range of alignments, but tend towards neutrality on both the law-chaos and good-evil spectrums. As for religion, while they do possess their own gods, they also worship those deities that are more commonly worshiped by other humanoids.

Adventurers: Silvanera adventurers are rare, but not unheard of. They tend towards putting their natural skills to the best use, with the different subspecies focusing in different ways. Daenera often focus on finding a role to where they can avoid engaging in melee combat themselves, preferring to be able to move about the battlefield and cast spells from a distance. Faenera tending more towards a supporting fighter role, preferring to move in and out of combat to get optimal positioning against their foes, or else supporting their allies from range. Trinera, on the other hand, often focus on melee combat, using their strength to their best advantage with weapons that provide reach. Finally, Vulnera tend towards becoming the diplomatic talker of a group, taking a frontline in social engagements even while taking a supportive role in combats.

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General Racial Traits:
+2 Dex: Silvanera as a whole are rather nimble, but each subspecies has additional traits.
Monstrous Humanoids: Silvanera are Monstrous Humanoids. (3 RP)
Small: Silvanera are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. They have a space of 5 feet by 5 feet and a reach of 0 feet. (0 RP)
Normal Speed: Silvanera in general have a base speed of 40 feet. Some subspecies are quicker or slower however. (0 RP)
Darkvision: Silvanera can see in the dark out to 60 feet. (0 RP)
Quadrapedal: Silvanera have four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, while Silvanera still use weapons and armor as if they were small sized, their reach is reduced as if they were tiny. (2 RP)
Languages: Silvanera begin play speaking Common and Sylvan. Silvanera with high Intelligence scores can choose to learn any languages they want (except Druidic and other secret languages). (1 RP)

Daenera (5 RP)
-2 Str, +2 Wis: Daenera are very perceptive, but are rather lacking when it comes to their musculature.
Quick: Daenera have a base speed of 50 feet. (1 RP)
Jumper: Daenera are always considered to have a running start when making Acrobatics checks to jump. (2 RP)
Keen Senses: Daenera gain a +1 racial bonus to Perception related to vision or hearing. Additionally, Perception is always a class skill for them. (2 RP)

Felnera (5 RP)
-2 Con, +2 Cha: Felnera are very likeable, but aren’t the hardiest of people.
Climbers: The claws on Felnera’s feet enable them to easily climb, granting them a climb speed of 30 feet, as well as gaining the +8 racial bonus on Climb checks that a climb speed normally grants. (2 RP)
Cat’s Luck: Felnera gain the following extraordinary ability: Once per day, when a member of this race 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. (1 RP)
Nimble Faller: Felnera always land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. (2 RP)

Trinera (5 RP)
+2 Str, -2 Cha: Trinera are stronger than their other Silvanera, but are a bit gruff and disagreeable to most people.
Swimmer: Trinera are naturally adapted to swimming, giving them a swim speed of 40 feet, as well as gaining the +8 racial bonus on Swim checks that a climb speed normally grants. However, they are less quick on land as other Silvanera, having a base speed of only 30 feet. (3 RP)
Breath Holders: Trinera can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Keen Eyes: Trinera are used to scavenging treasures off of the ocean floor, especially out of sunken ships. They gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Additionally, they gain a +1 racial bonus to Perception when underwater. (1 RP)

Vulnera (5 RP)
-2 Str, +2 Int: Vulnera are quite smart, but are somewhat lacking in strength.
Sneaks: Vulnera always treat Perception and Stealth as class skills. (1 RP)
Gifted Linguists: Vulnera gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. (2 RP)
Multitalented: Vulnera choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. (2 RP)

Total RP: 11

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.

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Next Prompt Roles:
And, for my next race:
Random Race Prompt: 1d526 ⇒ 255
Quote:

254. Anima - an all-female race that embodies the feminine spirit, with some traits borrowed from a particular animal.

255. Animus - as the Anima, but all-male and embodying the masculine spirit instead.

Interesting. I will try to do this, and perhaps the Anima as well (maybe they are a pair of connected races or something), but in case I can't I will roll a backup option:

Random Race Prompt: 1d526 ⇒ 64

Quote:
64. Dogfolk/Wolffolk

I feel like this has been done a lot. Going to roll another option, just in case this doesn't interest me overly much.

Random Race Prompt: 1d526 ⇒ 108

Quote:
108. Species of "world prospectors"—just looking this planet over for some potential new developments. Think Hitchhiker's Guide to the Galaxy on this one

Very interesting. Don't quite know what I would do, but this would probably be more Starfinder than Pathfinder.

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@Lazaryus, you should probably stop simply listing me as the one you are quoting. I know that I wasn't the source of most of the prompts you have rolled so far.


Nexus Institute
PHOENIX Program

Test Log #___ <Subject: DREADNOUGHT Incident>:
Date: January 2, 4069

Begin log:

There was a microbe breach last night. Everyone's experiments were unharmed, but the graveyard security team was infected. The body of Chrygote Welters, who was another classmate as well as my bunkmate, was also found in a campus bathroom. Apparently he committed suicide with a handgun, and was the creator of both the microbes and the breach. The Institute and security team has been quarantined, with everything that was cleared now being held at a temporary facility.

The objective of this test is as follows:

This is not being recorded as a potential breakthrough; This is a biohazard report.

Begin testing:

Results:
The infectees seem drawn to cannibalism, and when interrogated, claim that they were doing everyone a service by appeasing some "god" called "Xim the Pale." The microbe has since been classified as a cognatohazard.

Estimated Survivability Index (50%= Average Natural Human): 10%

Below is an approximation of the series' infectees' capabilities and deficiencies:

-Type: Humanoid(Human)
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common; one elective language. Unrestricted in learning additional languages
-Abilities: one elective +2 boost
-Ingested Poison and Disease Resistance: +4 boost
-Bonus Feat
-Skilled

If you come across an infectee outside of quarantine, you are to PUT THEM DOWN. At this point, it's probably a mercy.

-Avix Landengrauz,
Bioengineering Student

______________________________________________

Next Race: 1d526 ⇒ 357

Quote:
357. A race that gets bonuses when not connected to solid ground (flying, swimming, in tree canopies)


1 person marked this as a favorite.

1d526 ⇒ 498

Quote:
498. Razor Legs

I guess we can try and make a race with really sharp legs.

Rasombra (10 RP, standard race)
Rasombra are semi-nomadic hunters and warriors dwelling underground. They tend to have large territories which might include other races' settlements or territory and move about it at various points and times as the hunting or resources begin to wane in one area. Rasombra are mammals with bony and hardened flesh plates on their bodies and wiry manes of hair that they typically wear loose, though sometimes they are braided or held back with bands during a hunt or when working.

Rasombra prefer a carnivorous diet of meat or insects, though they supplement this with cave fungus or fish if such resources are available at their current location. They typically drink water flavored with such fungus or plants as a type of tea, but will also enjoy beer and ale if they have opportunity to trade for it. They rarely take time to brew such things themselves, though they do leave caches of their herbal brews hidden in barrels and such to age or ripen for the next time they return, though most other races can't seem to tell the difference between aged and unaged rasombra brews.

Rasombra tend to wear harnesses when hunting or on patrol and prefer light armor or breastplates, and typically dress in kilts, skirts, or waist wraps with footwear and pants being nearly unheard of. Only the occasional metal anklet or piercing through a plate is worn as ornamentation on the legs and these are almost always temporary for a specific ritual or ceremony and removed afterwards, as the plating grows too quickly and would either destroy, warp, or grow out. Otherwise, they wear necklaces, jewelry and torso coverings like any other subterranean race.

Physical Description Standing about as tall and lean as an elf, rasombra have brownish-yellow skin with hardened flesh and chitin in along their spine and ribs. They have almond-shaped eyes with large, dark pupils nearly filling them and short, flattened nostrils. Their faces are angular and narrow, almost elven, though their canines are pronounced and they have a second pair on their bottom jaw. Their manes range in color from steel grey to brownish-red.

A rasombra's most noticeable feature is their legs. Their legs and feet have heavy chitin plating, which grows at about twice the speed of human fingernails and forms spines and razor-sharp edging. These are normally kept in check through normal movement, but more sedentary rasombra have to trim or maintain their legs and feet to prevent overgrowth and loss of mobility.

Rasombra have a lifespan equivalent to half-orcs, typically living no more than 80 years, though most do not live even half that unless they are shamans or craftsman in well-established tribes. Rasombra elders are looked on with respect, especially those who were hunters or warriors or have physically defended the tribe.

Society Rasombra live in tribe-like hunting packs, moving around their regions in a nomadic style. Most such communities number between 25 and 50 hunters and warriors with about half that number in crafters and others. They tend to have a shaman or spiritual guide and a chieftain, either of which can be male or female. Disputes are typically settled with non-lethal combat using their leg spurs and bludgeoning weapons like clubs or quarterstaffs.

Relations As nomadic hunters, rasombra tend to have little trade with established settlements, who sometimes view them as encroaching poachers or raiders, but they aren't typically unfriendly with races that don't attack them. Most of their trade is with smaller, traveling merchants and includes gnomes, elves, and even drow or as exterminators sent after troublesome creatures or pests invading mines or other tunnels.

Alignment and Religion Most rasombra are neutral good. They tend to prefer their own tactics when hunting unless as a pack in which case they will work together. They are generally willing to share their prey and spoils with the pack and even with those members that don't hunt or fight, such as older rasombra or the crafters.

Adventurers Most rasombra are warriors or rangers, using their natural abilities to stalk and hunt prey through their territory. Some also pursue more spiritual pursuits, like oracles and shamans. There are even priests, though there is almost never any organized religion or ecclesiastical hierarchy. Most priests and shamans venerate earth or rock spirits and deities with underground portfolios.

Rasombra Racial Traits (10 RP total):

Racial Qualities (5 RP)
Monstrous Humanoid Rasombra eat, sleep, and breathe (3 RP)
Medium size (0 RP)
Speed, Normal Rasombra have a base speed of 30 feet (0 RP)
Darkvision Rasombra can see 60 feet in darkness. (0 RP from Monstrous Humanoid)
Natural Armor Rasombra have distinct chitinous covering and ridges over their legs, but also smaller chitin and cartilaginous plates on their body, giving them a +1 natural armor bonus. (2 RP)
Abilities +2 Dex, +2 Wis, –2 Cha. Rasombra are agile and perceptive, but their predatory appearances and outlook makes it hard to earn the trust of others. (standard, 0 RP)
Languages Rasombra speak Undercommon. Those with high Intelligence may also select Common, Draconic, Dwarven, Gnome, Goblin, Elven, or Orc as bonus languages. (standard, 0 RP)

Racial Traits (7 RP)
Adhesive Spittle (Ex) Once per day as a standard action, a rasombra may spray an adhesive spittle over a 5 foot space. This functions as a glue seal spell, but it cannot target creatures or objects. The DC is 10 + 1/2 HD + Con modifier. The duration is 1 minute. (1 RP)

Cat's Luck (Ex) Once per day, when a rasombra 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. (1 RP)

Climbing Spurs (Ex) Rasombra gain a +2 racial bonus on Climb checks when they are able to utilize their legs. (2 RP)

Dissolving Spittle (Ex) Once per day as a swift action, a rasombra can spray enzymes that loosen the hold of adhesive over a 5 foot space and any adhesive creatures within it. The spittle lowers the difficulty to escape from such effects by 2. It only works on adhesive or sticky effects, like webs, tanglefoot bags, mimics, etc. It has no effect on ordinary grapples, nets, or snares. The duration is 1 minute, after which the adhesive returns to normal potency. (1 RP)

Razor Legs (Ex) Rasombra have sharp chitin plates and grooves along their legs and feet. They gain a primary kick attack that deals 1d4 slashing damage. Additionally, this damage applies to successful trip attempts made by the rasombra if they use their legs during the attempt. It doesn't apply when strictly using their arms or bodies to knock someone down or with tripping weapons. The damage is also applied each round to any snares, ropes, or other bindings around their legs or feet as long as they can move their legs at least a little, even while helpless, such as being bound, but not if unconscious, paralyzed, or held. (2 RP)

Weaknesses (–2 RP)
Item Restriction The flexing, sharp-edged chitin on a rasombra's legs and feet prevent them from wearing footwear or most leg coverings other than skirts, kilts, and the like. Magical items designed for those locations have no effect when worn. Additionally, any armor whose coverage includes the majority of the legs has its armor check penalty increased by 2 while worn. (–1 RP)

Light Sensitivity Rasombra are dazzled as long as they remain in areas of bright light. (–1 RP)


Nexus Institute
PHOENIX Program

Test Log #___ <Subject: ICARUS Interview>:
Date: January 3, 4069
Begin log:

The authorities have began investigating yesterday's incident and discovered a sealed container of an unknown microbe in my former locker labeled as one of Chrygote's creations. I had suggested that someone, preferably with bioengineering experience, interview Chrygote's sentient experiments for possible motives, and somehow found myself as a temporary member of the investigative team. My first interview, which is also being recorded on camera, is with a specimen labeled ICARUS.

The objective of this test is as follows:

This is being recorded primarily to find out Chrygote's motive behind the attack; however, the data of the specimen may prove useful.

Begin testing:

Results:
The ICARUS specimen appears slightly smaller than a human, with minor leg atrophy and feathered sails (most likely from duck genetics) attached to his otherwise human arms. His nose is enlarged and severely calcified, but his face is otherwise human. He seems to feel ill while standing on stable surfaces, but feels fine when a bird perch was provided.

I introduced myself as an unnamed bioengineering student at the Nexus Institute, then asked about Chrygote's character. He said that while Chrygote saw that his needs were met, he was always bitter and never seemed to really care or show affection towards the specimen. When I asked about Avix Landengrauz, he became aggressive, revealing that Chrygote hated me for "getting by on nothing but stupid talent," apparently boasting about sabotaging my experiments, and even left the container of microbes (which were designed to connect the victim's pores directly to their blood veins, causing them to bleed to death) in my locker. I then revealed my name, that Chrygote is dead, and that I would try to put him in the care of someone better...

Estimated Survivability Index (50%= Average Natural Human): 40%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Humanoid(Mutant)
-Size Category: Medium
-Speed: Slower (15 ft.)
-Languages: English/Common. Unrestricted in learning additional languages
-Abilities: +2 Dex, +2 Wis, -2 Con
-Fly Speed: 30 ft. (Average Maneuverability; may not use hands while flying)
-Skill Boost: +2 Acrobatics, +2 Swim, +4 Fly
-Hover Feat

It's still a shock that Chrygote Walters was actively trying to kill me. I have since been assigned to weekly appointments with a therapist.

-Avix Landengrauz,
Bioengineering Student

P.S.: I have decided that Mevin would be the best candidate for the ICARUS specimen. He does fairly well in class, but he's more interested in surrounding himself with an interesting "family." Awaiting a response.

P.P.S.: My teachers boosted my previous grades in light of Chrygote's sabotaging.

______________________________________________

Next Race: 1d526 ⇒ 79

Quote:
79. A ghoul girl.

Necrovivication in the Institute? SCANDALOUS!!!


Nexus Institute
PHOENIX Program

Test Log #___ <Subject: Worm-For-A-Heart Interview>:
Date: January 7, 4069
Begin log:

So Avix went and got himself wrapped up interviewing Chrygote's "science kids," huh? Well, turns out, Chrygote had reanimated a corpse with some worm-type parasite, and it's got poor Avix so mad, bellowing out about not toying around with death, that he slammed the door on the interviewee. It was so loud, even the quantum physics kids in their building across the courtyard could hear it. I don't think he'd be in the mood to do reports anytime soon...

The objective of this test is as follows:

Chat it up with Chrygote's special friend from the grave!

Begin testing:

Results:
This grey young woman is no different in stature than a normal human, and she barely smells like anything, to my surprise. Chrygote must've kept her clean. That, or those cops just washed her. There's some stitches on her chest, over her heart.

Phage (that's the name I gave her) says that Chrygote completely abandoned her after her creation, and he fed her the same propaganda about Avix, which she thankfully didn't believe. She doesn't remember anything from before her death, which is pretty sad.

Estimated Survivability Index (50% = Average Natural Human): 50%? Why is this even on the form?

Below is an approximation of the series' capabilities and deficiencies:

-Type: Undead
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common. Unrestricted in learning additional languages
-Abilities: +2 Dex, +2 Cha, -2 Int
-Diet: only gets nourishment from blood (for plasma)

Phage is, admittedly, really creepy to look at, but she seems nice. While her being made in the first place was wrong, it doesn't feel right to destroy her now...What to do?

-Avix Landengrauz, Xélle D'Lune,
Bioengineering Student

______________________________________________

Next Race: 1d526 ⇒ 8

Quote:

8. Hydra people, but not fantasy hydras, real hydras ("a minute freshwater coelenterate with a stalklike tubular body and a ring of tentacles around the mouth.")

they dont s#+% they just periodically vomit

Er...I'm sorry...What?

Re-Roll: 1d526 ⇒ 480
Quote:
480. Bird oozes. What I'd imagine them being is a blob covered in feathers that extend bird parts from its own mass from time to time, but definitely not mindless.

Right on!


Nexus Institute
PHOENIX Program

Test Log #___ <Subject: BIRB PUDDIN'!>:

Date: January 13, 4069
Begin log:

Mr. Tensor assigned us to engineer a pet on our own. I'm kinda nervous, but Big Sis gave me a DNA sample of my dear Sir Chirppy IX for Christmas. He's an older parrot, but he's still hecking CUTE! I think I'll use the sample here. My cosmetics and pet sponsors are fine with just pictures of my projects, but Avix left me a whole ream of these forms, so I'll try to use them up,too.

The objective of this test is as follows:

Make a cute bird-pet-thing!

Begin testing:

Results:
I made a living blob of feathers, but I don't think that's bad for a first attempt. It's absolutely ADORABLE!!! sometimes forms a beak and wings.

Avix's Note:
Your bird ooze creature...It's SENTIENT.

Estimated Survivability Index (50% = Average Natural Human): Who Cares? It's cute!

Below is an approximation of the series' capabilities and deficiencies:

-Type: Ooze
-Size Category: Small
-Speed: Slow (20 ft.)
-Languages: English/Common. Unrestricted in learning additional languages
-Abilities: +2 Dex, +2 Cha, -2 Str, -4 Int
-Natural Attack: Slam
-Formation (may spend a full-round action to gain either <Natural Attack: Bite> or <Fly Speed: 40 (Average Maneuverability)>. May revert back as a swift action)
-Skill Focus (Fly)

-Avix Landengrauz, Xélle D'Lune,
Bioengineering Student


The Birb Puddin' gets Blindsight 60 feet, but is blind otherwise. It is also not Mindless. Other than that, the usual ooze traits apply.

I'd rather the ToughWool's creature type be changed to Humanoid (Mutant).

Next Race: 1d526 ⇒ 457

Quote:
457. Just a brain, mouth, and spine.

I already did my own idea once. I'll leave it.

Reroll: 1d526 ⇒ 363
Quote:
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.

Ok, I'll try it.


Nexus Institute
PHOENIX Program

Test Log #298 <Subject: FADING Series>:

Date: January 21, 4069
Begin log:

Headmaster Jouxl has announced that from now on, attempts to reanimate corpses will be met with immediate expulsion, and I calmed down enough to resume experimentation. Quince from the Quantum Physics department wanted to blend disciplines with me, which I guess is okay. Normally I'd rather not deal with something so unpredictable, but whatever.

The objective of this test is as follows:

Just...See what happens, or something...

Begin testing:

Results:
A human, except it seems to fade from existence as it gets injured. A terrifying way to go, but I don't think it'll be in any danger of dying.

Quince's Note:
Heh, Bioengineering is just as freaky as they say! Our weird little abomination can fade out as some kind of defense mechanism.

Re: Quince's Note:
Quince, please be extremely careful what you say around here. Almost all of us are very weary about playing god, so we have an unofficial code of ethics in this department. #2 on the list is "you must always treat your creations as though they were your own natural children," which we all will hold you towards. Breaking this rule is grounds for everyone dumping mutagenic microbes on you while destroying any Genome Backups you may have had made, meaning you'll be stuck looking like a humanoid mess of animal features until you can get blood samples from your parents.

Estimated Survivability Index (50% = Average Natural Human): 100%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Humanoid (Human)
-Size Category: Medium
-Speed: Normal (30 ft.)
-Languages: English/Common, one elective language. Unrestricted in learning additional languages
-Abilities: one elective +2 boost
-Fade: At full health, series has a 0% base miss chance; every
hit point per character level below maximum, the miss chance increases by 5%; this miss chance applies to all attack rolls made by and against the series; at 100% miss chance, the series immediately dies.
-Bonus Feat
-Skilled

-Avix Landengrauz,
Bioengineering Student


Shoot, I kinda goofed on Fade. The way it is now, it takes 20 HP at 1st level - 400 HP at 20th to fade out of existence. Is there a better way to do it?

Liberty's Edge

I would have it be a percentage of your total HP personally.


Does this sound right?:
Fade: 0% miss chance at full health; miss chance increases as series loses HP, to 100% at 0 HP; at 0 HP, the series immediately dies, leaving no body.

______________________________________________

Prompt 1: 1d526 ⇒ 447

Quote:
447. Tiny reptilians well known for their frequent and explosive vomit (cone of acid).

Prompt 2: 1d526 ⇒ 168

Quote:
168. A race that is round. Like, round enough that it can roll away to safety.

Prompt 3: 1d526 ⇒ 16

Quote:
16. A literal hive of very smart ants. Or termites/naked mole rats/bees/wasps/hornets.

Prompt 4: 1d526 ⇒ 54

Quote:
54. A (non-reptile) race that sheds is skin periodically.

Prompt 5: 1d526 ⇒ 142

Quote:
142. A race that has a chance to explode when their hit points are at max.

______________________________________________

How's it going on the new race(s)?


Lazaryus wrote:

Nexus Institute

PHOENIX Program

** spoiler omitted **...

Re: Quince's Note:

Quince, please be extremely careful what you say around here. Almost all of us are very weary about playing god, so we have an unofficial code of ethics in this department. #2 on the list is "you must always treat your creations as though they were your own natural children," which we all will hold you towards. Breaking this rule is grounds for everyone dumping mutagenic microbes on you while destroying any Genome Backups you may have had made, meaning you'll be stuck looking like a humanoid mess of animal features until you can get blood samples from your parents.

Estimated Survivability Index (50% = Average Natural Human): 100%
Is that what happened to Discord?


Goth Guru wrote:
Lazaryus wrote:

Nexus Institute

PHOENIX Program

** spoiler omitted **...

Re: Quince's Note:

Quince, please be extremely careful what you say around here. Almost all of us are very weary about playing god, so we have an unofficial code of ethics in this department. #2 on the list is "you must always treat your creations as though they were your own natural children," which we all will hold you towards. Breaking this rule is grounds for everyone dumping mutagenic microbes on you while destroying any Genome Backups you may have had made, meaning you'll be stuck looking like a humanoid mess of animal features until you can get blood samples from your parents.

Estimated Survivability Index (50% = Average Natural Human): 100%
Is that what happened to Discord?

Answer


Lost the original roll while doing this up, but here it was.

Quote:
180. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.

Blaiddharn (20 RP, Advanced)

The fey creatures known as blaiddharn are carnivorous, cannibalistic predators that prey on other humanoids. While capable of hunting and slaying with weapons, they possess the ability to take the forms of young, nearly helpless children and toddlers of other races and ingratiate or work their way into households or orphanages, where they can feed on others before disappearing again.

Physical Description Blaiddharn stand approximately 5 feet tall and are slender and elf-like. They have large, serpent-like eyes and narrow, slitted nostrils on smooth, broad heads. Their mouths are wide, like a bear trap, and lined with sharp teeth. Males and females are both lithe and have short, wiry hair ranging in color from black to blonde.

Both males and females dress in durable, functional armor with an array of weaponry. These blend into their deceptive forms when they assume the appearance of young, helpless creatures, leaving only simple clothing and items apparent until they change back.

Society Blaiddharn are almost always solitary hunters, with a rare mated pair being encountered. Blaiddharn have no communities or society of their own. Some integrate into other races' communities, but mostly as stalkers and predators, rarely for any significant amount of time. The closest thing they have is fey society and fey courts, where they typically can be found in the darker, unseelie courts and conclaves where they serve as spies, emissaries and assassins.

Relations Consuming members of other races tends to dampen relations with others. While capable of infiltrating into communities when the desire arises, it is almost always short-term.

While blaiddharn have no inherent respect or inability to consume gnomes or elves, they seem to avoid it or at least such instances are rare. This may be due to some fey connection between the races, but it doesn't appear to apply to half-elves and there seems to be no real hesitation when it come to just flat out killing any gnomes or elves that threaten or get in the way of a blaiddharn's plans.

Alignment and Religion Blaiddharn are almost always chaotic evil, enjoying deception, hunting, and eating sentient humanoid prey. Being fey, they tend to have beliefs and devotion to primordial concepts and arcane and abstract philosophies which mortals have trouble grasping.

Adventurers Blaiddharn tend to become rogues or rangers to increase their hunting skill, stealth capabilities, and damage potential against prey, but are equally likely to become sorcerers to increase their magical capabilities, though few take direct offensive or targeted spells. Almost none become druids due to their aversion to druidic plants like holly and mistletoe.

Blaiddharn Racial Traits (20 RP total):

Racial Qualities (15 RP)
Fey Blaiddharn eat, sleep, and breathe. (2 RP)
Medium size (0 RP)
Speed, Normal Blaiddharn have a base speed of 30 feet. (0 RP)
Low-light Vision (0 RP from Fey type)
Natural Attack Blaiddharn have a bite attack which deals 1d4 damage. (2 RP)
DR 5/cold iron (3 RP)
Resistances Blaiddharn have cold and electricity resistance 5. (2 RP)
Spell-like Abilities: Constant—nondetection; 1/day—hide from animals, obscure object, sanctuary. CL equals character level. (2 RP, Enclave Protector)
Abilities +2 Dex, +4 Cha, –2 Str. Blaiddharn are agile and lithe as well as strong-willed, but they lack the raw strength of other races. (standard + Advanced Charisma. 4 RP)
Languages Blaiddharn speak Sylvan and Common. Those with high Intelligence can select Dwarven, Elven, Giant, Gnome, Goblin, Halfling, or Orc as additional bonus languages. (0 RP)

Racial Traits (11 RP)
Deceptive Form (Su) As a full-round action, blaiddharn can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores, nor do they gain any abilities other than movement abilities and natural attacks. The form is always of a young, almost helpless individual, typically one size smaller than a full grown creature. All weapons, items, and gear other than simple clothing meld into this form. Magical items with constant effects still function and items in spell component pouches can be accessed, but other magic items cannot be activated or used. Blaiddharn can maintain this form indefinitely but require two rounds to end it, during which time they can only take a 5 foot step each round. (4 RP)

Concealed Casting While in their Deceptive Form, casting spells and spell-like abilities is completely unnoticeable. They are still required to have any components on their person or in a spell component pouch and must be able to perform any somatic components and be able to speak for verbal ones, however, all such actions are disguised as other movements or sounds and are unidentifiable as casting. This prevents both normal counterspelling and identifying spells as they are cast, but does not prevent any attacks of opportunity if the blaiddharn does not cast defensively, though only hostile or suspicious creatures may take them and even then they are unaware that it is because of casting, as opposed to the blaiddharn being distracted. (3 RP)

Cornered Fury When a blaiddharn is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. (4 RP)

Weaknesses (–6 RP)
Broken Veil If a blaiddharn ever targets a non-blaiddharn with a spell or spell-like ability, they forever lose their Concealed Casting ability against that creature. This does not apply to indirect effects, such as summoned creatures, the damage from a creature moving close an existing wall of fire, or effects that target attended objects in a creature's possession. (–2 RP)

Plant Vulnerability If touched or struck by mistletoe or holly, blaiddharn receive 1 point of Constitution damage and cannot utilize Deceptive Form or end it for one minute. A successful Fortitude save (DC 15) negates the damage and reduces the form-lock time by half. (–2 RP)

Silver Vulnerability If struck by a silver weapon, blaiddharn receive a –2 distraction penalty to saves and skill checks for a number of rounds equal to the base weapon damage that would have been dealt before the blaiddharn's damage reduction is applied, if applicable, even if it reduces the attack's damage to 0. Only the weapon's base, rolled damage counts; enhancement bonuses, Strength bonuses, and extra damage from things like sneak attack or a bard's inspire courage do not apply, though critical hits do. (–1 RP)

Young and Helpless While in their Deceptive Form, blaiddharn have a –2 penalty to attack rolls and their movement speeds are 5 feet less than those of the assumed normal creature. (–1)


1d526 ⇒ 476

Quote:
476. 3rd generation Skum that wear spacesuits so they can come out on land.

Hmm... as far as I can see... skum possess the amphibious quality... so they can stay on land indefinitely. So unless their 3rd generation offspring lose that property, this doesn't make sense., I suppose I can just hand-wave it in the interest of race-building though.

Neo-Skum (ulit nawr kini) (20 RP, Advanced)
The immortal skum, spawn of the aboleths, procreate only by crossbreeding with humans. While this normally results in typical skum, after a few generations, a rare genetic offshoot has begun cropping up. Many skum-spawn live entire lives as normal humans, only undergoing 'the change' when they would die of old age. Some of these rare variants lack the amphibious qualities of normal skum, instead living their lives beneath the waves, in the shallows and deeps of the ocean and the vast waterways and lakes of the underworld.

Neo-skum can still only breed with humans, but their inability to breathe air makes this extremely difficult, as any breeding stock must be brought underwater or at least partially submerged.

Physical Description
While slightly less muscular and hulking, neo-skum greatly resemble skum; hunchbacked, green-skinned humanoids with wide, frog-like heads and mouths akin to that of toothy fish. Neo-skum have more pronounced gills along both their necks and their ribs. They also have fan-like head fins that extend and retract as they move beneath the water.

Society
Neo-skum exist in skum communities, typically dwelling in ruins of the aboleth's former power or in coastal villages beneath the waves. Unable to breathe outside of water like typical skum, they nonetheless perform the same duties; patrolling, hunting, and exploring, just strictly underwater. There is no apparent or appreciable stigma or social difference between skum and neo-skum in their society and there seems to be no restriction on any jobs, positions of power, or duties other than ones that require venturing ashore or out of water.

Relations Neo-skum have the same relations as skum would have with those around their communities. Some are raiders or pirates, though their hunting grounds are normally limited to ships and shorelines.

Alignment and Religion Neo-skum have the same beliefs and religion as skum.

Adventurers Neo-skum tend to be martially-oriented, taking advantage of their strength and mobility.

Neo-Skum Racial Traits (20 RP total):

-----------------------------------------------------------------
Racial Qualities (26 RP)
Monstrous Humanoid (aquatic) NeSkum eat, sleep, and breathe. (3 RP)
Medium size (0 RP)
Speed, Slow Neo-Skum have a base movement of 20, a swim speed of 40 feet, and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
Darkvision, 60 feet (0 RP from Monstrous Humanoid type)
Natural Attacks Bite (1d6), 2 claws (1d4) (5 RP)
Natural Armor Neo-skum have a +2 natural armor bonus (3 RP)
Resistances cold 10 (2 RP)
Feats Multiattack (2 RP)
Skills +4 Perception and Stealth underwater (4 RP)
Abilities +2 Str, +2 Dex, +4 Con, –4 Cha. (5 RP)
Languages Aboleth, Common. Neo-Skum with high Intelligence can select Aquatic, Dwarven, Elven, Gnome, Goblin, Orc, or Undercommon as additional bonus languages. (0 RP)

Weaknesses (–6 RP)
Air Vulnerability Neo-skum not only cannot breathe air, but their skin and gills dry out extremely fast. After each minute of being mostly out of or away from water, they must make a DC 10 Fortitude save or take 1d4 nonlethal damage. The DC increases by 1 every minute. Whenever this nonlethal damage surpasses their Constitution score, they become fatigued, which cannot be removed normally until they submerge in water for at least an hour. They also take a –1 penalty to Constitution. This penalty affects the threshold for additional nonlethal damage from drying out, and if this penalty ever equals or exceeds their Constitution score, they fall unconscious and have one hour to be submerged or they die (restoration or other effects can also buy them more time by negating the penalty). They will still need to be able to breathe somehow or will likely die much faster. Being doused or submerged will suspend the Fortitude rolls, but they will not reset to their base value (DC 10) until the neo-skum is submerged for a full hour. (–6 RP)
-----------------------------------------------------------------

Equipment Neo-skum have developed specialized suits for excursions out of water and onto land. The simplest are enclosed helmets containing water which last for anywhere from minutes to an hour. These allow them to breathe as long as they cover their neck gills. This still leaves their skin and lateral gills along their ribs exposed to drying out, so are only good for quick scouting or emergencies.

More useful are full body suits to maintain water and moisture. The lightest are made from sea sponges. These are equivalent to padded armor and can sustain a neo-skum for up to 2 hours before needing to be refreshed with new water. Masterwork versions of the suits last 3 hours.

Other versions involve sharkskin, whale or walrus hide or other leather-equivalent variants from local sealife, coated and sealed with a gel-like combination of coral or barnacle excretions and a grease excreted by the skum themselves.

Liberty's Edge

I decided not to go with the Anima/Animus race, as I am having difficulty working them up in a way that I think would be good. As for the other two that I rolled, I have ideas for at least one of them. Since I might have plenty of time to work on things tonight, I'm going to go ahead and roll up another prompt or two.

Race Prompt: 1d526 ⇒ 76

Garbage-Tier Waifu wrote:
76. A people who are always cloaked and masked, and wear really long gloves to hide their bodies. Anyone who sees their actual form is blinded, and the creature disappears.

Sounds interesting, and outside of what I normally do.

Race Prompt: 1d526 ⇒ 326

Jace Nailo wrote:
326. Vssey

At first, I was slightly annoyed that whoever had wrote this had only put a single word. Then, I was excited because I realized that this was a race from one of my favorite book series. Then, I got even more excited because I realized that this was one of my prompts.


1d526 ⇒ 414

Lazaryus wrote:
414. A Large creature with +2 Str, +2 Dex, -2 Int, -2 Wis, and +4 Cha... whatever that looks like.

Okay, I will just factor the requested ability modifiers in with the Large size +2 increase to Strength and the –2 penalty to Dex and ... let's see what it looks like.

Carger (20 RP, Advanced)
Carger are descendants of fire giants and humans. Originally, their progenitors were assisted by magic and alchemical experimentation by a cabal of casters to make new warriors. Over time they began to thrive and became their own race, spreading out into the world, first as mercenaries and later finding places to call their own.

Carger possess an affinity for fire and it runs in their blood, making their casters quite formidable with it and their enhanced size and musculature gives them a dashing profile that most races find either attractive or intimidating, depending on the situation. Cargar craftsmen spend most of their time mining or trading for metals and gemstones, which they work into armor and weapons as well as jewelry.

Physical Description Carger stand about 7 and a half to 9 feet tall and are muscular and well-built. They have dark, bronzed skin and dark or red hair. Unlike their fire giant ancestors, they tend to look more like very tall humans than dwarves, though the men do tend to have impressive beards and both men and women prefer to braid their hair to keep it back away from fire. Carger have well-defined features, with noble faces and smoldering eyes that tend to be a surprising blue or black over other colors.

Society Carger society is tribal and run by elders, who can live 200 years. There will be both a war chief, typically a barbarian or fighter, and a spellcasting elder, who tends to be an oracle or sorcerer. Most tribes number 100 members, with half being warrior or magic-users. The rest are craftsmen or hunters and gatherers. Carger prefer stone dwellings and construct simple structures, though some tribes are more nomadic and use tents. Carger love music and they need little reason to hold a festival or gathering and enjoy storytelling around a fire. They place great importance on rubies, even above gold, and will often trade favorably with those who can supply them.

Relations Carger are fierce warriors and talented casters thanks to their fire heritage. This makes them good raiding partners with wilder humanoid tribes but also makes them in demand mercenaries. They don't get along well with dwarves, but other races have no inherent difficulty in interacting with them unless they've been targets of raids.

Alignment and Religion Carger tend to be chaotic in alignment but can be good or evil with equal frequency. They worship giant gods when living in seclusion or isolation but those who live near or within other communities frequently pray to other gods, preferring those of strength or fire over others.

Adventurers Carger tend to become fighters and warriors to take advantage of their strength, but many also become sorcerers, building on the fire bloodlines, or oracles delving into the flame mysteries.

Carger Racial Traits (20 RP total):

-----------------------------------------------------------------
Racial Qualities (18 RP)
Humanoid (giant) Carger eat, sleep, and breathe. (0 RP)
Large size Carger take up a 10 foot by 10 foot space and have 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 (7 RP)
Reach Carger have a reach of 10 feet. (1 RP)
Speed Carger have a base movement of 40 feet. (1 RP)
Low-light Vision Carger can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Resistances fire 5 (1 RP)
Natural Armor Carger have a +2 natural armor bonus (3 RP)
Abilities +4 Str, –2 Int, –2 Wis, +4 Cha. (4 RP)
Languages Common and Giant. Carger with high Intelligence may select Dwarven, Elven, Gnome, Goblin, Halfling, or Orc as additional bonus languages. (0 RP)

Racial Traits (5 RP)
Fly-Swatter Carger ignore their size penalties to attack when attacking a smaller creature in their space. They also ignore any cover, concealment, or miss chances based on smaller creatures being in their space. This does not apply to other miss chances, such as a smaller creature being in fog or having blur or other effects, only from those granted by being in another's space. (2 RP)

Pyromaniac Carger are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give early access to level-based powers; it only affects powers that they could already use without this trait. Carger with a Charisma score of 11 or higher also gain the following spell-like abilities (CL equal to character level):
1/day—dancing lights, flare, prestidigitation, produce flame (3 RP)

Weaknesses (–3 RP)
Cold Susceptibility Carger receive a –1 penalty to saves against cold effects. Any cold effect that deals more than their Constitution score in damage also slows them for 1 round (Fort negates, DC equals the damage taken). (–2 RP)

Thin-blooded Cargers' blood runs thin, causing them to take 1 additional bleed damage when bleeding and checks to end the bleeding are at a +2 difficulty. This only applies to bleed which causes hit point damage. Carger do have a defense against this, once they take 10 points of continuous bleed damage, any bleed effects are automatically staunched. This can occur once per day per point of Constitution modifier the Carger has. (–1 RP)
-----------------------------------------------------------------


1d526 ⇒ 201

Gark the Goblin wrote:
201. This man

Eight seagulls... standing on top of each other... No.

1d526 ⇒ 123
Quote:
123. A small or tiny race with a Strength bonus.

I just did a race based on size and stats, need something that stimulates creativity, not numbers.

Lazaryus wrote:
420. Plant creatures that purposefully set themselves on fire for laughs.

Tindervine (10 RP, Standard)

Distantly related to gourd leshys, tindervine were evolved from serotinous seed pods; plants that spread their seeds and spores in response to wildfires and heat. Unfortunately, their personalities make them more inclined to pyromania and playing with fire. While some are able to suppress their urges and instead tend and replenish wilderness damaged after lightning strikes and wildfires, others are unable to resist immolating themselves and potentially causing more harm than good. Being aflame is both fascinating and hysterical to tindervine.

Tindervine do not need to consume food as most creatures do, though they still need water. If there's reasonably fertile or fire damaged soil and a small amount of sunlight, they can receive their daily sustenance by resting with their feet lightly buried.

Physical Description Tindervine resemble small humanoids with green bodies with curling vines along their arms and legs and a natural leafy cloak on their back. This cloak is light and allows them to glide and is also studded with pine-cone like seed pods.

Tindervines typically use simple weapons and go without clothing and gear. When they do wear clothing, they prefer flame resistant gear due to their likelihood of immolating themselves

Society Tindervines typically live in small groups of tindervines and occasionally other leshys or plant creatures. They have no leadership structure amongst themselves naturally, though more charismatic ones can become leaders. Otherwise, they often live with druids and serve as guardians to other forest caretakers.

Relations Tindervines coexist with nature normally, interacting with druids, treants, and other sylvan creatures as most leshy would. Unfortunately, their pyromaniacal inclinations often lead to them eventually being corralled into less inhabited wilderness and scrubland. Over the years, tindervines have learned to accept this and understand the reasoning, but it hasn't stopped their inclinations towards fire and self-immolation.

Individually, tindervines make good companions (though poor watchmen if there's a fire nearby) and are brave and courageous. Only when in the presence of flames or when people start catching on fire does their aberrant sense of humor come forth, eliciting gales of laughter at the situation. Overall, most tindervines are watched closely in other races' settlements, other than those that exist in fiery conditions themselves, and are almost always blamed for any arsons or accidental fires that occur.

Alignment and Religion Tindervines are always chaotic. Their very natures and the evolution of their race is intricately tied with the need for chaos, which leads to rebirth and new life. Their outlooks are inherently focused on the cycle of destruction and unpredictable disaster. Tindervine may be good or evil or in between.

While most tindervine are not religious, tending to respect and revere elder druids and other figures of nature, when they do worship gods, they tend to be gods of fire, nature, and rebirth.

Adventurers Tindervines typically become adventurers out of a desire to explore and learn new things. They make good warriors and some of the wilder ones can even harness the rage of barbarians. They also make passable mages and sorcerers, specializing in fire magic typically.

Tindervine Racial Traits (10 RP total):

-----------------------------------------------------------------
Racial Qualities (11 RP)
Plant Tindervine breathe and need water but do not sleep, unless they want to gain some beneficial effect from this activity. (10 RP)
Small size Tindervine gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. They have a space of 5 feet by 5 feet and a reach of 5 feet.(0 RP)
Speed Tindervine have a base movement of 20 feet. (–1 RP)
Low-light Vision can see twice as far as a race with normal vision in conditions of dim light. (0 RP, from Plant type)
Immunities Paralysis, poison, polymorph, sleep effects, stunning, and all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). (0 RP, from Plant type)
Resistances fire 5 (1 RP)
Spell-like Abilities: (CL equals character level) 1/day produce flame (1 RP)
Abilities +2 Str, +2 Con, –2 Cha. Tindervine are strong and durable, but they have a hard time relating to other races. (1 RP)
Languages Tindervine have their own language which, while audible, is equally based on limb position, spore and pollen release, and also, occasionally, setting themselves on fire... which makes it really difficult for most races to speak, though can learn to understand it. Tindervine with high Intelligences may select Common, Sylvan, Treant, or Vegepygmy as bonus languages. (–1 RP)

Racial Traits (7 RP)
Auto-Ignition (Ex) Once per day, as a swift action, a tindervine can set itself ablaze. It takes one round to ignite, occurring at the start of its next turn. This lasts a number of rounds equal to the tindervine's Constitution modifier (minimum 1) and deals 5 fire damage to any creature grappling or striking the tindervine with a natural or unarmed attack. It also deals this damage to the tindervine and any gear it is wearing, though the tindervine's natural resistance usually protects it, but not its gear. (1 RP)

Cauterized Wounds While on fire, any bleed effects on a tindervine are automatically cauterized and negated. (1 RP)

Pyro-Euphoria Despite their normal immunity to morale effects, while on fire, tindervines receive a +1 morale bonus to attacks and saving throws and cannot be slowed or disabled. A tindervine can benefit from this effect no more than 1 minute (10 rounds) total per day. (1 RP)

Gliding Cloak A tindervine with at least one hand free, can grasp its natural cloak and use it to glide. It takes no damage from falls while doing so and while in midair can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Tindervines cannot gain height with its cloak alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes it to rise, it can take advantage of the updraft to increase the distance it can glide. (2 RP)

Vine Sharing (Ex) Tindervines can spend a swift action and telepathically share 6 seconds (1 round) of visual and audio images and sound with every other tindervine within 100 feet. The images and sounds are what the viewing and sending creature sees and hears, so normally it cannot show itself unless a mirror is present, and those receiving cannot tell who or where the image is sent from unless the sending itself has clues. Those receiving these sendings are susceptible to visual and sonic effects, though they receive a +4 bonus against them. An effect that allows no save, still allows one at normal bonuses. (2 RP)

Weaknesses (–8 RP)
Alignment Restriction A tindervine that stops being chaotic loses 1 point of Charisma each day until they become chaotic again. This damage cannot be healed or removed until they do so, at which point it heals normally. They always feel a drive to return to this alignment, even if magically compelled otherwise, though it may take time to do so. A tindervine taking this damage equal to their Charisma score withers and dies forever. (–1 RP)

CombustibleTindervines hit with even instantaneous fire effects have a chance to catch fire (Reflex DC 15). This occurs even if their natural resistance would reduce the fire damage to zero, but not if they completely avoid the effect (such as with evasion). Attempts to extinguish a tindervine are at a –2 penalty. (–2 RP).

Fire Mesmerism When within 30 feet of an open flame of at least campfire size, tindervine receive a –2 distraction penalty to any skills that don't involve focusing on that flame or an aspect of it (such as working a forge, cooking on a fire, or observing or studying a person somehow carrying a campfire-sized flame). This also applies to Tiny or larger creatures that are on fire, including other tindervines and creatures that are naturally on fire, like fire elementals. This doesn't apply if they themselves are on fire.(–2 RP)

Item Restriction Tindervines cannot benefit from magical cloaks. They have no effect if worn and even normal ones interfere with their Gliding Cloak. Armor heavier than light requires an additional 10% cost to its base price as an alteration to keep from interfering.(–1 RP)

Pyro-Hilarity If a tindervine starts its turn within 30 feet of another creature that has caught on fire, including a creature that is normally or naturally on fire, such as a fire elemental, it must make a Will save DC 18 or spend its turn as though affected by hideous laughter. The DC reduces by 2 each round spent laughing. If multiple creatures are on fire, only one save is required. (–2 RP)

-----------------------------------------------------------------


Nexus Institute
PHOENIX Program

Test Log #299-303 <Subject: MULTIPLE LAB ASSISTANTS>:

Date: January 22, 4069
Begin log:

Mr. Tensor is having everyone create their own personal lab assistants as an assignment, which they shall keep for the rest of the curriculum. He's grading the papers in groups of four, with Xélle, Mevin, Lenn and I in one such group. Seems mighty dumb, but he's pretty set in his ways. Anyways, the others' reports will have to come alongside my own.

The objective of this test is as follows:

Quote:
354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.

Create an assistant optimized for common demands of laboratory work.

Begin testing:

Results:
The specimen (which I will call Gigas) came out rather big, almost breaking the maturation pod. Also weighs OVER 50 TONS (Quince said that's probably quantum backlash from the last experiment). Fortunately, my lab is in the basement. Unfortunately, Mr. Tensor's classroom is on the fourth floor, and Gigas will most certainly fall through the floor...and the next, and so on and so forth.

Gigas is centauric, about 20 feet from end to end, stands about 5' 6" at the frontal legs' shoulders (10' total standing height), with visual resemblance to Komodo Dragons.

Estimated Survivability Index (50% = Average Natural Human): 90%

Below is an approximation of the series' capabilities and deficiencies:

-Type: Monstrous Humanoid
-Size Category: Large
-Speed: Slow (20 ft.)
-Languages: English/Common, one elective language. Unrestricted in learning additional languages
-Abilities: +4 Con, +2 Str, -2 Cha
-Immune to involuntary movement
-Quadruped
-Lifting and Carrying Capacity: +2 size categories.
-Fast Healing 2
-Natural Armor: +2
-Unless there is at least 12 feet of solid material directly underneath their feet, the specimen automatically deals 10d6 damage to anything under their feet as no action
-Flaw: -10 armor check penalty

-Avix Landengrauz,
Bioengineering Student

P.S.: XÉLLE, YOU ABSOLUTE WITCH!!! CHRYGOTE DESTROYED ALL OF MY GENOME BACKUPS BEHIND MY BACK, SO NOW I'M STUCK WITH A PYTHON HEAD 'TIL NEXT CHRISTMAS 'CAUSE MY PARENTS KEEP GETTING MARROW DISEASES!!! SCREW YOU STRAIGHT TO HECK, YOU PRICK!!!

______________________________________________

Quote:
378. Sapient dogs with serpentine hindquarters.

January 22, 4069:

Mr. Tensor is having us make lab assistants. Not sure why I need a dedicated lab assistant, but hey, another excuse to make something cool and cute!

On another note, I just set up a prank on good ol' Avix. It should pay out any second now...

Description:
I tried making a mer-dog, but I mixed up Rainbow Trout DNA with Diamondback Rattlesnake DNA. I composited the dog DNA beforehand (I've always hated eugenics).

Ability Synopsis, in first-term student-friendly format:

Humanoid (Mutant)
Small Size
Slower (15 ft.)
English/Common and one extra language of choice. Can learn any language
+4 Cha, +2 Dex, -2 Int, -4 Str
Immune to tripping
+1 Natural Armor bonus
+4 Racial bonus to Intimidate
Gregarious

Xélle D'Lune

______________________________________________

Mevin Hartfeld

January 22, 4069:

Here is the lab assistant I made, which I have name-

Sorry, I'll have to cut it short. Avix is peeved off again.

Quote:
405. Tiny creatures that are almost always either on a larger creature's shoulder, their head, of peeking out of their bag. Often plays lookout/advisor to whoever's carrying them.

Classrunner

Stats:
Monstrous Humanoid
Size Tiny
Slow (20 ft.)
English/Common. Automatically learns all languages one ally knows, chosen at creation. Cannot learn languages through Intelligence
+4 Dex, +2 Int, +2 Wis, +2 Cha, -6 Str
Alertness feat
Focused Study
Grants a +2 dodge bonus to AC, the benefits of the Alertness feat, and the benefits of all Skill Focus feats chosen through Focused Study to any ally currently bearing them.

P.s.: It looks like a furry dragon, minus the wings, about two feet long, and weighs 10 pounds.

______________________________________________

Lenn Lenn

January 22, 4069:

Avix is shouting again, this time shooting actual venom. Xélle's in the hot seat now.

Note to self: stock up on antidotes.

Quote:
409. A reptilian race that fills almost every cubic inch of their square simply by standing, acting as a wall on all sides of their square for the purpose of cover, moving through their square, and blocking AoE areas (still is affected by the effect).

Abilities and Deficiencies:

Humanoid (reptilian)
Medium
Slow (20 ft.)
English/Common, Icelandic/Draconic. Can learn any language
+6 Con, +2 Str, +2 Wis, -6 Dex
Obstruction: acts as a 5' x 5' square pillar at all times for others. Still affected as a normal creature
DR 5/- against single target attacks
CMB/CMD: as Colossal


Should I change the effects of Gigas' crushing ability? The idea was that he houses a gravity well inside his body, making him a whole lot heavier than he should be.


Since I missed some names for the assistants, here's the rest:

Xélle: Lam-Pup
Mevin: Ace
Lenn: Hliðvörður


Trying to get a last one in for October. Going to try a different take on one of my own suggestions.

Quote:
363. A race that gets less real or effective (like quasi-real shadow conjurations) the less hit points (or percentage of total hit points) they have.

Evanescent (template, +1 RP to base creature)

Evanescents are creatures whose very existences are tied to their life force, vitality, and willpower. As they become injured, they similarly fade from reality, eventually disappearing from it entirely.

Evanescents come from humanoids whose ancestors may have been subjects of an ancient curse, wasting disease, or unstable magics. The trait tends to follow from parents to children but does not always manifest in children of even two evanescent parents, skipping generations. It's been known to spontaneously occur in otherwise unaffected family lines, but the cause for this isn't well-known. It doesn't typically manifest until a creature is at least past adolescence or a young adult.

Physical Description An evanescent resembles the base creature and is unidentifiable physically. Only as they begin to take damage and begin to discorporate is anything noticeable as amiss. Most evanescents are unaware of their condition until the first time they become seriously injured. As they take damage, an evanescent becomes incrementally more hazy and indistinct, though this does not cause any concealment or miss chances.

Society Evanescents form societies based on their base race, be that dwarf, elf, human, or otherwise. Most keep their conditions secret when possible unless it is unavoidable. If their community would be wary or mistrustful of their rare condition, they may move on.

Alignment and Religion Evanescents can be any alignment and worship gods and deities as a normal member of their base race. For the most part, no deity, even the most purist or racist, seems to have ever treated an evanescent follower differently than it would a follower of the base race.

Adventurers Few evanescents become adventurers due to the almost certain risk of injury involved and thus, permanent dissolution. Those who do, typically wish to further research into their conditions or find ways to mitigate it. Most tend to become clerics or oracles, so as to have ready access to reliable healing if they become injured, but otherwise, most tend to follow their racial inclinations.

Evanescent Racial Traits (+1 RP to base creature):

-----------------------------------------------------------------
Racial Qualities (2 RP)
Evanescent is a template that can be added to any humanoid creature. Evanescents have the same racial qualities as the base race; size, natural armor, spell-like abilities, etc. except where noted.
Type and Subtype As base creature. They gain the 'altered' subtype. (0 RP)
Feats Evanescents gain Toughness as a bonus feat. (2 RP)

Racial Traits (3 RP)
As base race, plus:
Existential Instability Evanescents' existences are tied to their life force. As they become damaged or injured, their very place in reality becomes tenuous, eventually culminating their complete dissolution. For each 10% of an evanescent's total hit points lost, it becomes 10% less real (to a minimum of 10%). Their attacks and spells do incrementally less damage and non-damaging effects have an equally reduced chance to have an effect on objects or creatures. Similarly, they take less damage and spells and effects may not affect them. This applies to both harmful and beneficial effects, including healing effects.
This doesn't affect the reality of equipment or weapons, which can still be targeted or damaged, such as by sunder. Its does affect the damage evanescents do with them except in the case of projectile weapons that aren't reliant on the user's Strength, like crossbows or firearms. This doesn't apply to spells they cast on themselves, but does apply to magic effects from items they use on themselves, such as potions, scrolls, or wands.
Example, an evanescent with 23 total hit points takes 12 damage. This takes it below 50% health. It now takes 50% damage (minimum 1) from attacks and spells and non-damaging effects (unless linked to damage, such as injury poisons) have a 50% chance to not affect them. Its own attacks deal 50% less damage (minimum 1) and a healing potion it drinks has a 50% chance to do nothing (and be expended). (2 RP)
While balanced positively and negatively, this ultimately makes evanescents harder to damage or kill, with the downside that one falling dead or dying will be very hard to heal.

Force of Will An evanescent may take 1 Charisma drain as a free action to count as being 100% real for 1 round per point of (their new) Charisma modifier (minimum 1 round). This ability can be used multiple times, though only once per round, and its duration stacks, rather than overlaps. This is normally done when an evanescent needs to be healed by another or use a healing potion and is typically only done during combat if they fear they're about to become unconscious (and thus cannot use this ability) and don't want their allies failing to heal them before they die. It's a dangerous choice, since it also makes them more susceptible to damage during this time. An evanescent cannot use this ability if it would put them below 1 Charisma. (0 RP)

Protected Charisma An evanescent has a 25% chance to ignore any point of Charisma penalty, damage or drain that might be taken. This is checked for each point, not each instance. This does not apply to their Force of Will or Discorporation qualities. (1 RP)

Weaknesses (–4 RP)
Discorporation Every round that an evanescent spends dead or at negative hit points equal or fewer than their Constitution score, they take 1 point of Charisma drain. This occurs whether they are dead, dying, unconscious, stable or otherwise. If this would reduce their Charisma to 0 or lower, they discorporate into non-existence, body and soul, and cannot be returned to life except with a wish or miracle. This is both a disappearance of the creature's physical body, including hair, blood, or other body parts removed even long beforehand (which don't reappear if the creature is somehow restored) and its soul, even if held somewhere else when this occurs, such as a devourer's Devour Soul ability or being in a magic jar. As such, there are no instances of evanescent undead, whether liches, ghosts, or even animated non-intelligent undead, such as zombies or skeletons. (–4 RP)
-----------------------------------------------------------------

Liberty's Edge

Current List of Completed Races:
1: Erthax, by Jace Nailo
2: Everyman, by Lazaryus
3: Toughwool, by Lazaryus
4: Silvanera (Daenera), by Jace Nailo
5: Silvanera (Felnera), by Jace Nailo
6: Silvanera (Trinera), by Jace Nailo
7: Silvanera (Vulnera), by Jace Nailo
8: Dreadnought, by Lazaryus
9: Rasombra, by Pizza Lord
10: Icarus, by Lazaryus
11: Worm-for-a-Heart, by Lazaryus
12: Bird Puddin, by Lazaryus
13: Fading, by Lazaryus
14: Blaiddharn, by Pizza Lord
15: Neo-Skum, by Pizza Lord
16: Carger, by Pizza Lord
17: Tindervine, by Pizza Lord
18: Gigas, by Lazaryus
19: (Unnamed dog-snake), by Lazaryus
20: Classrunner, by Lazaryus
21: (Unnamed cubic reptilian), by Lazaryus
22: Evanescent, by Pizza Lord
23: _, by __
24: _, by __
25: _, by __
26: _, by __
27: _, by __
28: _, by __
29: _, by __
30: _, by __
31: _, by __

Silvanera are counting as four races because there were four different subspecies for them.

Liberty's Edge

Finally finished up with these.

Fennecin:
Distantly related to the Kitsune, Fennecin are also humanoid fox-folk. However, they are far removed from their kin, the lineages having separated long ago.

Physical Description: Fennecin stand at about three and a half feet tall, with slight builds. They are covered in a short fur, which varies from gold to a sandy brown. They have large ears tipped with either black or white on their head, and sweeping tails that end with a similarly colored point.

Society: Fennecin mostly live on their own in small desert oasis towns. These communities are often known for being places to go if you are having trouble translating something, or are searching for an obscure piece of knowledge. They are very open communities, accepting of almost everyone that passes through. However, they fervently despise any individual that has anything to do with slavery, and activley repel them from their towns and territories.

Relations: Fennecin get along well with most other races. They take a particular shine to Kitsune, Halflings, Gnomes, and Elves.

Alignment and Religion: Fennecin have a strong tendency towards being good, along with a minor tendency towards the chaotic end of the alignment spectrum.

Adventurers: Fennecin adventurers are fairly common, typically being either Bards, Rogues, or Wizards.

Racial Traits:
-2 Str, +2 Dex, +2 Int: Fennecin are intelligent and quick, but not particularly strong. (0 RP)
Kitsune: Fennecin are humanoids with the Kitsune subtype. (0 RP)
Small: Fennecin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
Normal Speed: Fennecin are quick for their size, having a base speed of 30 feet. (0 RP)
Low-Light Vision: Fennecin can see twice as far as humans in conditions of dim light. (1 RP)
Desert Travelers: Fennecin are well suited to living and traveling through their native desert homes. While in desert terrain, they gain a +4 racial bonus on Stealth checks, as well as ignoring natural difficult terrain (magical difficult terrain affects them normally). Additionally, they receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (4 RP)
Gifted Linguist: Fennecin gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. (2 RP)
Magical Linguist: Fennecin gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level. (2 RP)
Multitalented: Fennecin choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. (2 RP)
Languages: Fennecin begin play speaking Common and Sylvan. Fennecin with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)

Total RP: 12

Setri-Valle:
Setri-Valle are a mysterious race, who keep themselves hidden from view through use of large masks, thick cloaks, and gloves. This is done mostly to help protect others from the Setri-Valle, rather than the other way around.

Physical Description: Nobody is exactly sure what a Setri-Valle looks like under their coverings. The most that has been guaranteed is that they have two eyes, positioned similar to other humanoids on their face, as well as two arms and legs. They have smooth skinned hands possessing five fingers each, all of which are completely nailless. Additionally, it has been made known that they produce an extremely bright light from their body, at levels bright enough to blind other creatures. Past that, next to nothing is known about them. While normally post-death examinations could help solve this, the Setri-Valle as a species dissolve into Ash whenever they die, so long as they are outside of one of their protected enclaves. There is almost no discernable difference between the two sexes, at least that non-Setri-Valle can determine.

Society: Setri-Valle live in isolated communities, whether they are in the middle of the wilderness or in a particular enclave inside a major settlement. These enclaves are always closed to other races, and seem to be a mixture of holy ground, burial grounds, and ancestral homeland for them. Individual enclaves tend to have between 50-200 Setri-Valle within them.

Relations: Setri-Valle are equally standoffish to every race they encounter.

Alignment and Religion: Setri-Valle don't seem too interested in taking sides in cosmological debates, with a strong tendency towards being true neutral. As for their religious ways, while they do worship their own deities, they also worship the more standard deities. In particular, they particularly worship Pharasma.

Adventurers: Adventuring Setri-Valle are rather unusual, due to their racial reluctance to leave their enclaves.

Racial Traits:
+2 Con, +2 Int, -2 Cha: Setri-Valle are highly intelligent and full of life, but are rather standoffish to everyone that they meet. (0 RP)
Outsider (Native): Setri-Valle are outsiders with the native subtype. (3 RP)
Medium: Setri-Valle are medium, and have no bonuses or penalties due to their size. (0 RP)
Normal Speed: Setri-Valle have a base speed of 30 feet. (0 RP)
Low-Light Vision: Setri-Valle can see twice as far as humans in conditions of low-light. (1 RP)
Darkvision: Setri-Valle can see in the dark up to 60 feet. (0 RP)
Glowing Form: Setri-Valle’s bodies are continuously glowing. If they are completely uncovered, they shed bright light in a 120 foot radius, and normal light for another 120 feet beyond that. If they are mostly covered, but still have a significant portion of their skin showing (such as their head and arms combined), the radius of their light decreases by half. If they leave only a small portion of their body uncovered, such as their face or hands, their light becomes a 30 foot cone of bright light, with normal light for another 30 feet beyond that. Even if they are completely covered, enough light seeps through their coverings to shed dim light in a 10 foot radius around them. By concentrating, a Setri-Valle is capable of suppressing this to shed essentially no light, but is only able to do this while completely covered. (3 RP)
Blinding Light: Any creature that is caught within the bright light from a Setri-Valle’s Glowing Form ability must make a Fortitude Save (DC = 25 + Setri-Valle’s Con Mod + Setri-Valle’s character level) each round that they are within the light or instantly go blind. If this happens to a creature, the Setri-Valle is simultaneously subjected to a Greater Teleport effect, taking them to a random location on the planet that they are currently on. The Setri-Valle can resist this with a Will Save with the same DC as the Fortitude Save. (5 RP)
Masked: So long as a Setri-Valle is wearing their mask, they gain a +4 Bonus on Bluff checks against non-Setri-Valle, as well as a +2 Bonus on Will Saves vs Illusion spells and effects. (3 RP)
Languages: Setri-Valle begin play speaking Common and Setinall. Setri-Valle with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)

Total RP: 13

Vssey:
Racial Traits:
-2 Dex, +2 Con, +2 Wis: Vssey are tough and wise, but are particularly non-nimble. (0 RP)
Aberration: Vssey are Aberrations. (3 RP)
Medium: Vssey are medium, and receive no bonuses or penalties for their size. (0 RP)
Slow Speed: Vssey have a speed of 20 feet, which is never modified by armor or encumbrance. (-1 RP)
Darkvision: Vssey can see in the dark for 60 feet. (0 RP)
Membranous Ear: Vssey can a +6 racial bonus on Perception checks related to hearing. However, they take a -2 penalty to any saving throws against being deafened. (2 RP)
Monopedal: Vssey have a singular large ‘leg’ that ends in four large toe-pads. This allows them to have a surprising degree of stability at the expense of mobility. They receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts when standing on the ground. However, they take a -2 racial penalty to Acrobatics checks. (1 RP)
Focused Study: At 1st, 8th, and 16th level, Vssey gain Skill Focus in a skill of their choice as a bonus feat. (4 RP)
Tendril Hands: Vssey have numerous small tendrils around their body that they can use as hands. Together, these can be used to hold two hands worth of equipment in combat. Additionally, they give the Vssey a +2 racial bonus on Disable Device checks. (3 RP)
Languages: Vssey begin play speaking Vssey. Vssey with high Intelligence scores can choose from the following languages: Aklo, Common, Draconic, or Elven. (0 RP)

Total RP: 12

Wop-I-Deedoo (SF):
Wop-I-Deedoos are a race that travels the galaxy, seemingly looking for just the right astronomical bodies to try and purchase or trade for some reason.

Ability Modifiers +2 Con, -2 Wis, +2 Cha
Hit Points 4

Size and Type
Wop-I-Deedoos are Medium Monstrous Humanoids

Planetary Acclimation
After spending a consecutive period of 24 hours on a planet, a Wop-I-Deedoo acclimatize to treat it as more favorable to them. This lasts for as long as the Wop-I-Deedoo spends on the planet, and ceases immediatley when they leave. They can choose one of the following options for each period of 24 hours that they spend on the planet:
* They can adjust themselves to the planet’s gravity, altering it by one step (such as from standard to light). This only affects the Wop-I-Deedoo and any equipment that they are carrying., and cannot be used to treat the planet as having zero-gravity.
* They can adjust themselves to the planet’s atmosphere, altering it by one step (such as from thick to normal), or by ignoring a toxic atmosphere. This cannot be used to counteract a corrosive atmosphere, nor can it be shifted to treat the atmosphere as non-existent.
* They can adjust their respiratory system, altering how they breath. They can shift between having either gills or lungs, or organs that allow them to breathe in stranger atmospheres or seas than either of those would allow. They cannot use this to adapt to not have to breathe.
* They can adjust themselves to adapt to dangerous temperatures. This allows them to treat the current temperature as if it were shifted one degree more favorably towards them (such as severe cold becoming very cold, or extreme heat becoming severe heat). However, this continues to affect them even if they go to a new temperature (for instance, had they shifted their temperature preferences to treat a very cold temperature as normal temperatures, if they went to an area of severe heat it would count as extreme heat for them.

Radiation Resistance
Wop-I-Deedoos are naturally immune to light radiation.

Charming
Wop-I-Deedoos gain a racial +2 bonus to Diplomacy, and gain it as a class skill.

Liberty's Edge

Current List of Completed Races:
1: Erthax, by Jace Nailo
2: Everyman, by Lazaryus
3: Toughwool, by Lazaryus
4: Silvanera (Daenera), by Jace Nailo
5: Silvanera (Felnera), by Jace Nailo
6: Silvanera (Trinera), by Jace Nailo
7: Silvanera (Vulnera), by Jace Nailo
8: Dreadnought, by Lazaryus
9: Rasombra, by Pizza Lord
10: Icarus, by Lazaryus
11: Worm-for-a-Heart, by Lazaryus
12: Bird Puddin, by Lazaryus
13: Fading, by Lazaryus
14: Blaiddharn, by Pizza Lord
15: Neo-Skum, by Pizza Lord
16: Carger, by Pizza Lord
17: Tindervine, by Pizza Lord
18: Gigas, by Lazaryus
19: (Unnamed dog-snake), by Lazaryus
20: Classrunner, by Lazaryus
21: (Unnamed cubic reptilian), by Lazaryus
22: Evanescent, by Pizza Lord
23: Fennecin, by Jace Nailo
24: Setri-Valle, by Jace Nailo
25: Vssey, by Jace Nailo
26: Wop-I-Deedoo, by Jace Nailo
27: _, by __
28: _, by __
29: _, by __
30: _, by __
31: _, by __

.

.

Prompts:

Prompt: 1d526 ⇒ 136
Quote:
Sebastian, but as a playable race.

Don't know what this means.

Prompt: 1d526 ⇒ 360

Quote:
A construct composed of scrap, refuse, and excrement.

This I can do.

Prompt: 1d526 ⇒ 127

Quote:
People with skin like smartphone touchscreens that lights up and stores information

Not doing this, just did a race with light-up skin.

Prompt: 1d526 ⇒ 249

Quote:
Atlas Shrugged...but as a person.

shrug

Prompt: 1d526 ⇒ 315

Quote:
Metal flower people

Another one I can do.

Prompt: 1d526 ⇒ 69

Quote:
salamander people, but not made of fire

Another one I can do.


1d526 ⇒ 521

Quote:
521. Prinnies from the Disgaea series, dood!

Liberty's Edge

Conglom:
Racial Traits:
+4 Str, -4 Int, +2 Wis: Conglom are strong and perceptive, but were not designed with intelligence in mind. (3 RP)
Construct: Conglom are constructs. As such, they:
* have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
*have the low-light vision racial trait.
*have the darkvision 60 feet racial trait.
*are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
*cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
*are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
*are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
*do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
*cannot be raised or resurrected.
*are hard to destroy, and gain bonus hit points based on their size (20 for Medium). (20 RP)
Medium: Conglom are medium, and receive no bonuses or penalties based on their size. (0 RP)
Normal Speed: Conglom have a base speed of 30 feet. (0 RP)
Low-Light Vision: Conglom can see twice as far as humans in condition of low light. (0 RP)
Darkvision: Conglom can see in the dark out to 60 feet. (0 RP)
Natural Armor: Due to their make-up, Conglom gain a +1 natural armor bonus to their Armor Class. (2 RP)
Slamming Arms: Conglom gain a slam attack, which is a primary natural attack dealing 1d4 damage. (1 RP)
Languages: Conglom begin play speaking Cong. Congloms with high Intelligence scores can choose from the following languages: Common, Dwarven, Elven, and Goblin. (0 RP)
Total RP: 26

Suiters:
Suiters consist of what appears to be a potted plant that is always in full bloom, with the pot having a construct body built around it. The flower is where the head of a normal humanoid would be.

Racial Traits:
-4 Str, +6 Dex, +2 Int, +2 Wis, +2 Cha: Suiters are incredibly nimble, have highly gifted minds, and are rather weak. (4 RP)
Half-Construct Plant: Suiters are Plants with some construct traits. As such, they:
* have the low-light vision racial trait.
* are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* are immune to paralysis, poison, polymorph, sleep effects, and stunning.
* breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
* gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
* cannot be raised or resurrected.
* do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health. (17 RP)
Tiny: Suiters are tiny. As such, they gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy. (4 RP)
Slow Speed: Suiters have a base speed of 20 feet. (-1 RP)
Low-Light Vision: Suiters can see twice as far as humans in condition of dim light. (0 RP)
Hydrated Vitality: Suiters gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Suiters can heal up to 2 hit points per level per day with this ability, after which it ceases to function. (3 RP)
Sociable: When Suiters attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. (1 RP)
Fertile Soil: Sorcerer Suiters with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Cleric Suiters with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give Suiters early access to level-based powers; it only affects powers that they could already use without this trait. (2 RP)
Languages: Suiters begin play speaking Common and Sylvan. Suiters with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Total RP: 31

Slaghudrad:
Racial Traits:
+4 Str, +2 Con, -2 Int, +4 Wis: Slaghudrad are strong, tough, and wise, but rather unintelligent. (4 RP)
Monstrous Humanoid: Slaghudrad are Monstrous Humanoids. (3 RP)
Large: Slaghudrad are large, and as such take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)
Normal Speed: Slaghudrad have a base speed of 30 feet. (0 RP)
Darkvision: Slaghudrad can see in the dark out to 60 feet. (0 RP)
Amphibious: Slaghudrad are amphibious and can breathe both air and water. (2 RP)
Bite: Slaghudrad gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (2 RP)
Reach: Slaghudrad have a reach of 10 feet. (1 RP)
Slapping Tail: Slaghudrad 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 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large. (3 RP)
Swimmers: Slaghudrad have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
Languages: Slaghudrad begin play speaking Slaghu. Slaghudrad with high Intelligence scores can choose from the following languages: Common, Gnoll, Goblin, or Orc. (0 RP)
Total RP: 24

.

Prompt: 1d526 ⇒ 135

Quote:
135. When a centaur is cut in two, one half can sometimes stay alive, like a worm. (this one can only be made by Garbage-Tier Waifu)

Can't do this one.

Prompt: 1d526 ⇒ 478

Quote:
478. Hummingbird people, very hyper.

Can do this one.

Flicker (PF1 & SF):
Racial Traits:
+2 Dex, -2 Con, +2 Cha: Flicker are quick and charismatic, but not particularly hardy. (0 RP)
Avian: Flicker are Humanoids with the Avian and Shapechanger. subtype. (0 RP)
Medium: Flicker are Medium, and gain no bonuses or penalties due to their size. (0 RP)
Normal Speed: Flicker have a base speed of 30 feet. (0 RP)
Low-Light Vision: Flicker can see twice as far as a human in condition of low light. (1 RP)
Hovering Flight: Flicker have a fly speed of 70 feet with perfect maneuverability. (11 RP)
Lesser Change Shape: Flicker can assume the appearance of a single form of an elf. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. (3 RP)
Urbanite: Flicker gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. (1 RP)
Languages: Flicker begin play speaking Common and Flicker. Flicker with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). (1 RP)
Total RP: 17

.

.

.

Ability Modifiers +2 Dex, -2 Con, +2 Cha
Hit Points 2

Size and Type
Flicker are Medium Humanoids with the Avian and Shapechanger subtypes

Hovering Flight
Flicker have a 70 foot fly speed with perfect maneuverability.

Low-Light Vision
Flicker can see in dim light as if it were normal light.

Lesser Change Shape
Flicker can shift their form into that of an Elf, gaining a +10 bonus to disguise themselves as a member of that race. Their form is set, and cannot be changed.

Urbanite
Flicker gain a +2 bonus on Diplomacy and Sense Motive checks.

.

.

.

.

.

List of Completed Races:
1: Erthax, by Jace Nailo
2: Everyman, by Lazaryus
3: Toughwool, by Lazaryus
4: Silvanera (Daenera), by Jace Nailo
5: Silvanera (Felnera), by Jace Nailo
6: Silvanera (Trinera), by Jace Nailo
7: Silvanera (Vulnera), by Jace Nailo
8: Dreadnought, by Lazaryus
9: Rasombra, by Pizza Lord
10: Icarus, by Lazaryus
11: Worm-for-a-Heart, by Lazaryus
12: Bird Puddin, by Lazaryus
13: Fading, by Lazaryus
14: Blaiddharn, by Pizza Lord
15: Neo-Skum, by Pizza Lord
16: Carger, by Pizza Lord
17: Tindervine, by Pizza Lord
18: Gigas, by Lazaryus
19: (Unnamed dog-snake), by Lazaryus
20: Classrunner, by Lazaryus
21: (Unnamed cubic reptilian), by Lazaryus
22: Evanescent, by Pizza Lord
23: Fennecin, by Jace Nailo
24: Setri-Valle, by Jace Nailo
25: Vssey, by Jace Nailo
26: Wop-I-Deedoo, by Jace Nailo
27: Conglom, by Jace Nailo
28: Suiters, by Jace Nailo
29: Slaghudrad, by Jace Nailo
30: Flicker (PF1), by Jace Nailo
31: Flicker (SF), by Jace Nailo

others?


The hummingbird people would be able to fly, and hover. Constant haste would be game breaking at lower levels. Expeditious retreat 2 times a day at 1st level, and haste(personal) once a day at 3rd level might be reasonable. Balance that with small size and constantly hungry and it might be doable. Also -2 con because, fragile bird.


Prinny
+6 dex, -2 str, -2 int, -2 wis, -2 cha
Small size
Normal speed (30 ft.)
Living Grenade: allies who can lift the Prinny overhead may throw them as an improvised splash weapon. When thrown, the Prinny deals 1d8 fire damage per character level to the square they land in, and half that much to adjacent squares (DC 15 + 1/2 character level Reflex half). The Prinny's HP is then sent to negative constitution and dies.
Familiar with Death: Prinnies take one less negative level (minimum zero negative levels) when they are revived or resurrected. Furthermore, they may be revived by healing their corpse back to full health.

Should I change anything?

Liberty's Edge

Goth Guru wrote:
The hummingbird people would be able to fly, and hover. Constant haste would be game breaking at lower levels. Expeditious retreat 2 times a day at 1st level, and haste(personal) once a day at 3rd level might be reasonable. Balance that with small size and constantly hungry and it might be doable. Also -2 con because, fragile bird.

.

In regards to the Flicker:

* Flight - Check

* Hovering - Check, easy to do since they have perfect maneuverability

* Constant haste - Uhm, what? Where did this come from?

* Spell-like abilities (expeditious retreat/personal haste) - See above.

* Small size - They are medium.

* Constantly hungry - Nope.

* -2 Con - Check.


Was hoping Kobold Cleaver or Gark would have made an appearance.

For Flickers, I haven't heard of the Avian subtype. Is that PF 2nd edition?

Liberty's Edge

No, I just created it new in order to throw humanoids with largely avian features into. Similar to the Reptilian subtype. Thinking about it, the Erthax I had made earlier in the month should be changed to have that subtype as well.


Jace Nailo wrote:
Goth Guru wrote:
The hummingbird people would be able to fly, and hover. Constant haste would be game breaking at lower levels. Expeditious retreat 2 times a day at 1st level, and haste(personal) once a day at 3rd level might be reasonable. Balance that with small size and constantly hungry and it might be doable. Also -2 con because, fragile bird.

.

In regards to the Flicker:

* Flight - Check

* Hovering - Check, easy to do since they have perfect maneuverability

* Constant haste - Uhm, what? Where did this come from?

* Spell-like abilities (expeditious retreat/personal haste) - See above.

* Small size - They are medium.

* Constantly hungry - Nope.

* -2 Con - Check.

Sorry, posted too late at night. Misread your post as can't do.

Also misread meaning of hyper.

Liberty's Edge

Goth Guru wrote:

Sorry, posted too late at night. Misread your post as can't do.

Also misread meaning of hyper.

Alright, no problem in that case. Sorry for the misunderstanding.


I have to revise the race, adding a few things. Below is the entire revised version;

Prinny
+6 dex, -2 str, -2 int, -2 wis, -2 cha
Small size
Normal speed (30 ft.)
Languages: common and choice of either abyssal or infernal. May choose any non-secret language for bonus languages.
Living Grenade: allies who can lift the Prinny overhead may throw them as an improvised splash weapon. When thrown, the Prinny deals 1d8 fire damage per character level to the square they land in, and half that much to adjacent squares (DC 15 + 1/2 character level Reflex half). The Prinny's HP is then sent to negative constitution and dies.
Familiar with Death: Prinnies take one less negative level (minimum zero negative levels) when they are revived or resurrected. Furthermore, they may be revived by healing their corpse back to full health, gaining one permanent negative level (factoring in the reduction).


Did I make Prinnies too powerful?

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