pathfinderempressofnightmares
pathfinderempressofnightmares
Strange Homebrew Races for Pathfinder
17 posts
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Common/Lesser Sphinxes, Any Alignment, (14 RP)
Magical Beast (4 RP)
Have Low-light Vision and Darkvision (60 ft)
Need to eat, breathe, and sleep
Size: Medium (0 RP)
Linguist (1 RP)
Common, Draconic, Sphinx
Speed: Normal, 30 ft (0 RP) (bipedal locomotion)
Fast +10 ft (1 RP) (quadrupedal locomotion)
Flexible stat points (2 RP)
+2 Int, +2 Dex
Silent Hunter (2 RP)
Reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty.
Claws (2 RP)
2 claw attacks, 1d4 each
Spell-like ability, at will (2 RP)
Heightened Awareness: You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
Origins and Social Behaviour
Some say the Common Sphinx stem from the mingling of sphinx and humanoids, others say they are Sphinx who lost the majority of their powers, leaving them in this lesser form.  The truth of the matter is obscured or lost to time.  Likely by the Sphinxes own design.
Regardless, these Common Sphinx, both with their lack of wings, and smaller size, have an easier time moving amongst humanoid towns without attracting attention.  Or those who pester Sphinxes for their famed wisdom and knowledge.  True/Greater Sphinx look upon these common sphinx with pity or contempt, depending on their temperament.  The Common Sphinx by and large do not like or want the pity of their more magical kin, and for those who regard them scorn, they are treated in kind.
Common sphinx tend to hide themselves amongst humanoid towns, often keeping their felinoid bodies hidden under long sleeves and loose cloth.  Those whom do not care that others know they are Sphinx are fond of light silks and outfits that don’t hamper their movements.
Though they are sphinxes, they are not limited to just a lion-like body, they have been known to come in a riot of colors and coat patterns.  Common Sphinxes, much like their greater magical kin, have humanoid heads and chests, with the rest of their body being felinoid.  Oddly enough, common sphinxes forepaws are built more like hands.  They can switch between bipedal and quadrupedal locomotion with ease, being able to move more swiftly when on all fours.
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Palicos/Felynes, Monster Hunter's favorite feline helper! (9RP)
2 RP: Fey, need to eat/sleep/breath, have low-light vision.
0RP: Small Sized, +1 AC, and to hit on Attack rolls, -1 on CMD, +4 on Stealth
0RP: Basic Speed: 30 ft
1RP: Fast-> 40 ft movement
0RP: Standard Stats: +2 Str or Dex, +2 Int or Cha, -2 Wis 0RP: Standard Language
2RP Climb Speed: 20ft Climb speed, +8 on climb checks
3RP: Burrow: Burrow of 20ft, 
1RP: Skill Training: Survival and Stealth are always class skills
For Starfinder, 4 HP
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Hello, I was wondering if you could help me find/make a race for a character concept I'd like to make for my next campaign but despite my searching, I've been unable to find anything that fits my idea. The kind of race I was looking for was one where the character is formed from someone else's hatred taken a physical form, possibly with a see-through torso, the only thing visible being their skeleton. :D
Hm, that could be tricky. But I could take a crack at it. I'd need a little more info for it, like what abilities you're thinking of, what type you want it to fall into, (Magical Beast, Aberration, Undead, Fey, etc.)
Mind you, I do 1e race builds. Feel free to reply to this or message me if you want to hash out more details.
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(Updated) The Verdant Dreamers, Sylvari (From Guild Wars 2)
Sylvari (9 RP)
Fey, Plant sub-type, Medium Size
Alignment: Any
Height: Between 5-6 ft
Weight: Between 150-180 lbs
Land Speed: 30 ft
Favored Classes: Ranger/Druid/Cavalier
Hailing from the land of Tyria, the Sylvari race is relatively new.  The first having awaken from the Pale Tree no more than 25 years ago.  Curious by nature, this leads may of this unusual race to wander, in search of new experiences and knowledge.  They look similar to humans or elves, but their flesh is composed of either leaves or bark, as is what passes for “hair” should they have any.  The race also has a natural bio-luminescence that pulses softly in the darkness. 
Something to note is that the Sylvari emerge into the world fully formed from fruit dropped from the Pale Tree’s branches.  This leads many to question why they appear male or female, and how they are able to function.  When asked, while they cannot explain why they have a “physical gender”, they tell of the Dream.  A mental collective the Sylvari experience while they develop in their fruit, which grants them knowledge about the world and existence.  And what the Sylvari experience in the waking world is reflected and added to the knowledge in the Dream as well.
(More info on the Sylvari, their mindset, culture, etc, can be found on the Guild Wars 2 website and the GW2 wiki)
+2 Dex, +2 Cha, -2 Wis
Starting Language: Common, + Bonus Languages as per standard.
Traits
Fey, Low Light Vision, need to sleep, eat, and breath.
Low Light Vision: See twice as far in low light.
Bond to Land: Forest or Jungle, gain a +2 dodge bonus to AC.
Camouflage: Forest or Jungle, gain a +4 stealth bonus.
Bio-Luminescent: -4 on stealth checks in dark environments.
Curiosity: +4 to Diplomacy, Gather Information; gain knowledge History and Local. (if already class skills, gain additional +2)
Sociable: Able to roll a second Diplomacy check even before 24 hrs have passed.
Race point break-down under the cut.
Race Point break-down
Fey: 2 pts
Medium Sized: 0 pts
Normal Speed: 0 pts
Standard Stats: 0 pts
Standard Language: 0 pts
Bio-Luminescent: -1 pts
Bond to Land: 2 pts
Camouflage: 1 pts
Curiosity: 4 pts
Sociable: 1 pts
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Leopidathos
Moth Fey Race (17 RP)
Alignment: Any Chaotic
2RP: Fey, Low Light Vision, need to sleep, eat, and breath.
2RP: Dark Vision 60 ft.
0RP: Small sized, +1 size bonus to AC, +4 to Stealth, -1 to CMB & CMD
0RP: Normal Speed: 30ft Land Speed
6RP: Flight, 40ft Movement Speed and Average Maneuverability.
0RP: Standard Skill points, +2Dex, +2Cha, -2 Str
0RP: Standard Languages, Common and Sylvan.
3RP: Poison Resist: Bonus on saving throws vs Poison +Hit Dice
1RP: Camouflage (Mimicry Moths) or Gregarious (Vibrant Moths)
Camouflage: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
Gregarious: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.
3RP: Extraordinary Ability: 1 per day, use scales on wings like “Stinking Cloud” spell, save Fort, DC 10 + Con Mod + ½ Lv.
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Vespidavos
Hornet Fey player race, Total: (28 RP)
Alignment: Usually Chaotic
Total Stat modifiers: +4 Str, +2 Con, -2 Dex, -4 Cha
Fey (2 RP)
Low-light Vision
Fey need to eat, breath, and sleep
Large Size (7 RP)
+2 Str, -2 Dex,
-1 AC, -1 on Attack rolls,
+1 to combat maneuver checks and CMD,
-4 Stealth
Normal Speed: 30 ft (0 RP)
Weakness Stats (-1 RP)
+2 Str, +2 Con, -4 Cha
Standard Language (0 RP)
Common
Sylvan
Natural Armor (2 RP)
Improved Nat Armor x3 (6 RP) +4 Nat Armor
Flight (6 RP)
Poor Maneuverability, 40ft movement.
Grabbing Appendages (6 RP)
Gains Improved Grapple as a bonus feat.
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Apinivalis
Honey Bee Fey player race, Total: 26 RP
Alignment: Usually Lawful
Fey (2 RP)
Low-light Vision
Fey need to eat, breath, and sleep
Medium Size (0 RP)
Normal Speed: 30 ft (0 RP)
Specialized Stats (1 RP)
+2 Str, +2 Dex, -2 Wis
Standard Language (0 RP)
Common
Sylvan
Natural Armor (2 RP)
Improved Nat Armor (1 RP) +2 Nat Armor
Flight (10 RP)
Good Maneuverability, 60ft movement
Swarming (2 RP)
May share a square with one other member of their race.
Multi-Armed x2 (8 RP)
Has 2 additional sets of arms
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Aranidorvos
Spider Fey player race, Total (27 RP)
Alignment: Any
Fey (2 RP)
Low-light Vision
Fey need to eat, breath, and sleep
Medium Sized: (0 RP)
Powerful Build (3 RP)
Counts as large when beneficial
Standard Stats (0 RP)
+2 Dex, +2 Int, -2 Cha
Standard Language (0 RP)
Common
Sylvan
Normal Speed (0 RP)
Fast x2 (3 RP) 50 ft
Climb (2 RP)
Expert Climber (4 RP) Speed 20 ft, +16 to climb checks
Natural Armor (2 RP)
Improved Nat Armor x2 (3 RP) +4 Nat Armor
Bite (1 RP)
Large-sized Bite damage
Stalker (1 RP)
Stealth and Perception are always class skills
Grabbing Appendages (6 RP)
Gains Improved Grapple as a bonus feat.
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Incoming invertebrate fey races.
I got bored during a trip.
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For Blood! For Ash! For Iron! For the Legions! The Charr
The Charr of GW2 (24 RP)
(Please see the Guild Wars 2 Official Site and Wiki for more info)
Monstrous Humanoid, Feline sub-type, Medium with Powerful Build, (Counts as Large when beneficial only).
Low Light Vision, Dark Vision 60 ft.
Alignment: Any
Height: 9 -12 feet tall.
Weight: Around 300-450 lbs.
Base Speed: 40 ft.
Stat Modifiers: +2 Str, +2 Con, -2 Cha
Standard Language: Common, and Charr
Extra Modifiers:
Pick a Legion at creation, gain the following trait.
Iron - Master Tinker: Gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Also treated as proficient with any weapon they have personally crafted.
Ash - Silent Hunter: Reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Blood - Power Attack: see Feat: Power Attack.
Flame - Eschew Materials: see Feat: Eschew Materials *
Ancient Foe: vs Humans, +2 dodge AC, +2 to grapple.
Battle Hardened: +1  to CMD
Defensive Training, Greater: +2 dodge bonus to AC
Claws: 2 claw attacks, 1d6 each.
Point Breakdown under the cut
Monstrous Humanoid - 3 RP
Medium Size - 0 RP
Powerful Build - 3 RP
Master Tinkerer/Silent Hunter/Power Attack/Eschew Material - 2 RP
Specialized Stats - 1 RP
Ancient Foe - 3RP
Battle Hardened - 4 RP
Defensive Training - 4 RP
Standard Language - 0 RP
Standard Speed - 0 RP
Fast - 1 RP
Claws - 2 RP
Low Light Vision - 1 RP
* If a Flame Legion gets Eschew Materials as a part of their class, value of the material components they can ignore goes up to 5GP worth.
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Hi! I need to ask if you plan to convert some of these races to starfinder? I love what you have so far! X3
Hello there!  One of the members of the group I play with was planing to get the Starfinder equivalent book of the Advance Race Guide. 
Once I can get my talons on that, I can start the conversion for that system as well.  And if they don’t, I can try and dig up a pdf to do so.
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The fine line between genius and madness, the Asura.
Asura, from Guild Wars 2 (13 RP)
(See both the GW2 official site and the GW2 Wiki for more info.)
Humanoid, Goblin sub-type, Small sized
Low Light Vision
Alignment: Any
Height: between 2 feet 6 inches to 4 feet tall
Weight: Around 40-60 lbs.
Base Speed: 30 ft.
Stat Modifiers: +2 Dex, +4 Int, -2 Wis
Extra Modifiers:
Small Size: +1 AC; +1 on all attack rolls; -1 on CMC and CMD; +5 stealth.
Illusion Resistant: +2 on saves against illusion spells and effects.
Resistant: +2 on saves against mind altering effects and poisons.
Cave Dweller: +1 bonus to Knowledge Dungeonering and Survival checks made Underground.
Craftsmen: +2 on Craft and/or Proffesion checks where metal and/or stone are the focus.
Master Tinkerer: +1 on Disable Device, +1 to Knowledge Engenering; Profficent with any Weapon(s) they make themselves.
Race Point breakdown below the cut.
Humanoid: 0 RP
Small Sized: 0 RP
Normal Speed: 0 RP
Standard Stats: 0 RP
Low Light Vision: 1 RP
Linguist: 1 RP
Advance Intelligence: 4 RP
Illusion Resistance: 1 RP
Resistance: 2 RP
Cave Dweller: 1 RP
Craftsman: 1 RP
Master Tinkerer: 2 RP
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Starbound's favorite space-fairing fluffy raptors, the Avali.
(Created by RyuujinZERO)
Avali (24 RP)
Aberration, Small Size
Alignment: Any
Height: 3' 3" - 4' 0"
Weight: 60-90 lbs.
Land Speed: 30 ft.
Favored Classes: Ranger/Bard/Alchemist
Stat Modifiers: +2 Dex, +2 Cha, -2 Con.
Extra Modifiers: +1 AC, +1 to all Attack rolls, -1 to CMC and CMD, +4 to Stealth checks.
Natural Attack: Bite, 1d3 + Str mod.
Starting Languages: Avali, Common
Traits:
Low Light Vision
Darkvision 60 ft
Poison Resist: Racial Bonus on saves versus poisons, add total hit die to Save. (Ex: 4 HD = +4 bonus)
Disease Resist: Same as Poison Resist, but for saves versus Disease.
Elemental Immunity, Cold
Elemental Weakness, Fire: Takes an additional 50% Fire damage.
Fast Healing: Regains 1 HP per round, except for environmental damage.
Light Blindness: When abruptly exposed to bright light (ex: daylight), Blinded for 1 round, dazed until removed from bright light.
Gliding Wings: No falling damage, as Feather Fall, glide rate of 5:1.
Silent Hunter: Remove movement penalty from Stealth by 5; can make Stealth checks even while at a -20.
Toxic, Life-Stealing Venom: (Due to Ammonia base biology) Number of Usage per day, Con mod to a minimum of 1; Fort Save DC 10 + 1/2 HD + Con mod, frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Recommended Purchase: Sun Dark Goggles: 10 GP, Causes entities with Light Weakness/Blindness to be Dazed for only one turn, before returning to normal.
Race Point Breakdown:
Aberration: 3 pts Small Sized: 0 pts Normal Speed: 0 pts Standard Stats: 0 pts Standard Language: 0 pts Poison Resistant: 3 pts Disease Resistant: 3 pts Elemental Immunity: 4 pts Elemental Weakness: -2 pts Fast Healing: 6 pts Light Blindness: -2 pts Gliding Wings: 3 pts Bite, taken twice: 2 pts Toxic: 1 pts Low Light VIsion: 1 pts
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The Verdant Dreamers, Sylvari (From Guild Wars 2)
Sylvari (18 RP)
Plant, Medium Size
Alignment: Any
Height: Between 5-6 ft
Weight: Between 150-180 lbs
Land Speed: 30 ft
Favored Classes: Ranger/Druid/Cavalier
Hailing from the land of Tyria, the Sylvari race is relatively new.  The first having awaken from the Pale Tree no more than 25 years ago.  Curious by nature, this leads may of this unusual race to wander, in search of new experiences and knowledge.  They look similar to humans or elves, but their flesh is composed of either leaves or bark, as is what passes for "hair" should they have any.  The race also has a natural bio-luminescence that pulses softly in the darkness.  Something to note is that the Sylvari emerge into the world fully formed from fruit dropped from the Pale Tree's branches.  This leads many to question why they appear male or female, and how they are able to function.  When asked, while they cannot explain why they have a "physical gender", they tell of the Dream.  A mental collective the Sylvari experience while they develop in their fruit, which grants them knowledge about the world and existence.  And what the Sylvari experience in the waking world is reflected and added to the knowledge in the Dream as well.
(More info on the Sylvari, their mindset, culture, etc, can be found on the Guild Wars 2 website and the GW2 wiki)
+2 Dex, +2 Cha, -2 Wis
Starting Language: Common, + Bonus Languages as per standard.
Traits Plant: Immune to paralysis, poison, polymorph, sleep effects, and stunning. Immune to all mind-affecting effects. Do not require sleep.
Low Light Vision: See twice as far in low light.
Bond to Land: Forest or Jungle, gain a +2 dodge bonus to AC.
Camouflage: Forest or Jungle, gain a +4 stealth bonus.
Bio-Luminescent: -4 on stealth checks in dark environments.
Curiosity: +4 to Diplomacy, Gather Information; gain knowledge History and Local. (if already class skills, gain additional +2)
Sociable: Able to roll a second Diplomacy check even before 24 hrs have passed.
Race Point break-down
Plant: 10 pts Medium Sized: 0 pts Normal Speed: 0 pts Standard Stats: 0 pts Standard Language: 0 pts Low Light Vision: 1 pts Bio-Luminescent: -1 pts Back to Land: 2 pts Camouflage: 1 pts Curiosity: 4 pts Sociable: 1 pts
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The Spider-wyrm, the Aracislith
Aracislith (24 RP)
Monsterous Humanoid, Dragon subtype.
Alignment: Usually Neutral, Any
Length: 12-14 ft, Size Medium.
Weight: 300-400 lbs.
Favored Classes: Ranger/Druid/Sorccerer
More commonly called the Spider Wyrm, no one is exactly sure how the Aracislith race came to be. The best guess so far is an experiment, ether gone wrong or right. The face is a mix of feline an dragon, dragonic scales coat much of the body, chitin coats the for-arms and tail end. Six spider legs sprout from the back. Six horns sprout from the head. They commonly style their hair ether in a mo-hawk, braided, on simply left in a loose, wild mane.
+2 Nat. Armor, +2 Dexterity, +2 Strength, -2 Charisma
Natural Attacks: Bite: 1d4, Claws x2 1d4, Tail Sweep 1d8+Str Mod, can use tail to trip when attacking with it.
Venom Bite: Optional on bite, Paralytic, Fort DC10 +1/2 hit dice + Con Mod, once per round, deals 1d2 Dex damage for 6 rounds, 1d4 roll for reuse.
Climb speed: 20, +16 on climb checks.
Spinneret: Can produce up to 100 ft of strong, sticky silk per day, DC 20 strength check to break, DC 15 to un-stick.
Low Light Vision, Dark Vision: 60 ft.
Starting Languages: Common, Slith. Bonus: Dragonic
Naga-equs body, cannot be tripped, cannot wear/use feet items.
Optional Racial Feats:
Regal Heritage - (1st Lv Only) Dragonic ancestry is pronounced in the scales of this Aracislith. Gain +5 resistance to Element biased on Scale Color. EX: Gold resists Fire, Black resists Acid, etc. Alignment must be that of the Dragon or one-step off.
Ancient’s Breath - At 6 hit die, Aracislith with the Regal Heritage feat may take this to gain a breath weapon via scale color, for a 30 ft cone or 60 ft line, 6d8 damage, as according to dragon color specs. 10+ HD+ Con mod to save for half. 1d4 roll for next use.
(Race Point breakdown under the break.)
Race Point Breakdown
Monsterous Humanoid: Darkvision 60ft (3 pts) Low Light Vision (1 pts) Medium Size (0 pts) Normal Speed: 30 ft (0pts) Legless: Cannot be tripped, Cannot wear feet items. (0 pts) Specilized Stats: +2 Str, +2 Dex, -2 Cha (1pts) Standard Language: Common, Slith. (0 pts) Natural Armor: +1 Natural Armor to AC (2 pts) Improved Natural Armor: +1 NA to AC (1 pts) Climber: 20ft climb speed, +8 Racial bonus. (2 pts) Expert Climber: Non-magical equivalent of Spider-Climb spell in constant effect. Additional +8 to climb checks. (4 pts) Bite (taken twice to up die value): 1d4+Str Bite attack. (1pts per, total 2 pts) Slapping Tail: 1d8+Str. (3 pts) Tripping Tail: Can make a tripping attempt when attacking with tail as a free action. Does not provoke an attack of opportunity. (3 pts) Claws: Adss 2 1d4 Claw attacks. (2 pts)
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Races are taking longer to transcribe than expected, everything was hashed out in a notebook, and I am a horribly slow at typing.
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Hello and Welcome
This is the Pathfinder sister blog to http://dndmotherofnightmares.tumblr.com/
I’ll be posting here a collection of unusual player races for use in the Pathfinder campaign settings.  It will list stats, traits, favored classes, race-point values, and a break-down as to why for the point cost value.
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