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The Yellow Wizard » Adventure » Creations » Examples for non-existance Races You'd see here

Examples for non-existance Races You'd see here

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So like the Lapin race, just other things.
What I've found interesting to see here:

  • Gremlins,
  • Pixies,
  • Gnolls,
  • Minotaurs*,
  • Troglodites,
  • Medusas*,
  • Beholders*,
  • Rakshasas*,
  • Djinnies*

(I think Races with * would be too OP to play :D these things are mostly from Heroes of Might and Magic, but they can be found elsewhere either. So not only from HoMM series :) )

Mister Dicey

Mister Dicey
Yellow Wizard
I'll see what I can do. I know there are Gnolls pre-made, but I might tweak them a little so they're more appealing as a PC race.

Nooooo! Mister Dicey killed yellow!


Oh nice, a Beholder would be a funny experience to play. (Come on babe, look me deep in my eye^^)


hehe, yeah, would be too OP :D
I imagine beholders as they are in DDO - so if he sees you, you cannot cast, and loose all of your buffs. (the casters worst nightmare)

well im not saying we should create all of them. I think Ill try some of those to create either. maybe ill start with pixie :D

and if anyone have something in his mind (i mean a race), plz share it here.

Mister Dicey

Mister Dicey
Yellow Wizard
Okay, Gnolls are first up since I have things to work from.  If you want to see pictures, there are probably tons online, just give it a look.

As they appear in the Pathfinder RPG Advanced Race Guide (Although I picked their bonus languages):

Gnoll Racial Traits:
+2 Strength, +2 Constiution: Gnolls are strong and hardy [2 RP]
Gnolls are humanoids with the Gnoll subtype
Medium: Gnolls are Medium creatures and have no bonuses or penalties to their size
Normal Speed: Gnolls have a base speed of 30 ft (6 squares)
Xenophobic: Gnolls are typically isolationist and shun contact outside their species. They speak only Gnoll and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects.
Darkvision: Gnolls can see in the dark up to 60 ft [2 RP]
Natural Armour: Gnolls have hard pelts and recieve +1 to AC from the natural armour. [2 RP]
Languages: Gnolls begin play speaking Gnoll.  Gnolls with high intelligence scores can choose from the following: Common, Dwarf, Undercommon and Gnome.

This comes to 6 RP.  By comparison, most of the core races are around 10 RP.  To make Gnolls slightly more tempting, I've added the following (Open to debate, of course)

Stalker: Perception and Stealth are always class skills for Gnolls [1 RP]
Scavenger: Gnolls gain a +2 racial bonus Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. [2 RP]

Do Gnolls look like an appealing PC race now?  They look like they'd make decent fighters or maybe rouges.

Last edited by Quark on Tue Jul 29, 2014 3:33 pm; edited 2 times in total

Nooooo! Mister Dicey killed yellow!


Here just a first race in my mind list:

- centaurs
- lizardmen (with subspecies like skink, saurus and slann)
- amazonians
- oger
- skaven
- chaos dwarfs
- dragoons
- vodyanoi
- klingons^^

Mister Dicey

Mister Dicey
Yellow Wizard
Pixies I think are next.

My concept of Pixies is small, fluttery things good with magic, so I've picked things appropriate to this theme.

Pixie Racial Traits:
-2 Strength, +2 Dexterity, -2 Constiution, +2 Intelligence, +2 Charisma: Pixies are fragile, but nimble and charming with keen minds [Specialised, Tiny bonuses -> 1 RP]
Pixies are Fey (that is, Fairy or Faerie)  [2 RP]
Tiny:  Pixies are Tiny creatures and gain a +2 size bonus to AC and attack rolls, a -2 size penalty to CMB and CMD and a +8 bonus to stealth checks.  Pixies take up a space of 2.5ft by 2.5ft, so 4 can fit in a single square.  They have no natural reach, so they cannot reach into adjacent squares, so cannot threaten squares and must enter an opponent's square to attack it in melee.  Tiny creatures cannot usually flank an enemy [4 RP]
Slow Speed: Pixies are so small that they can't move as quickly as the big folk. They have a speed of 20ft (4 squares) [-1 RP]
Low light vision: Pixies can see twice as far in dim light [part of being fey]
Flight: Pixies can fly at a speed of 30ft (6 squares) with Clumsy Maneuverability. [4 RP]
Pixie Magic: Pixies gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Pixies with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. [Gnome Magic, 2 RP]
Languages: Pixies begin play speaking Common and Sylvan. Pixies with high intelligence scores can chose from the following: Auran, Gnome, Elven, Clestial, Draconic, Goblic and Orc

This totals 12 RP. A little higher than core races, but closer than other races.  There are a few things that I'd like to include still, such as fey damage resistance or a better flight speed, but chances are it'd begin to start being unbalanced.  Advanced ability scores would be great as well to give an extra +4 dex (+6 total) and +2 Wis to round them out fully.

Obviously, Pixies will make terrible physical combatants being as small as they are. A 1d6 medium weapon does 1d3 when it's tiny and even powerful weapons like greatswords or greataxes only do 1d8.  Armour is half as effective too.  And not to mention the horrible reach and no flanking!  However, the increased AC and hit bonuses will make them wonderful spellcasters.

Following this link, you'll find a few races that you may not have seen under Other Race Examples.  Notably, Centaurs, Lizardfolk and Ogres.
Chaos Dwarves might be Dreugar?  Dragoons might be kobolds, although Dragoons are often a class rather than race (unless you're thinking of The Legend of Dragoon?)  I might have to take a look at those other races before I give them a try.
In a similar vein to Pixies, in that link above there's a race called Gathlain which is sort of similar.

Last edited by Quark on Tue Jul 29, 2014 3:39 pm; edited 1 time in total

Nooooo! Mister Dicey killed yellow!


Ive found some things to start with (just im actually too lazy to do it atm xD):

Mister Dicey

Mister Dicey
Yellow Wizard
Hm, those will be handy, and amazingly, probably easy to convert.  Especially the Gremlin.

Looking through some of my Pathfinder suppliments, I've found, while not totally what Baaron7 was talking about, but close: Half-Rakshasa and Half-Djinn.

The Half Rakshasa are basicially Tiefling variants, with these changes

Tiefling   ->    "Beastbrood" (Tieflings with Rakshasa ancestors)
+2 Dex, +2 Int, -2 Cha -> +2 Dex, +2 Cha, -2 Wis
Darkness spell like ability 1/Day -> Detect thoughts spell like ability 1/Day
+2 Racial Bonus to Stealth and Bluff -> +2 Racial Bonus to Disguise and Sense Motive

Half-Djinn come in a huge number of varieties, all of which I can actually just link to.
Ifrits - Efreet ancestors (That is, Fire Djinn)
Oreads - Shaitan Ancestors (Earth Djinn)
Sylphs - Djinn Ancestors (Air Djinn)
Undines - Marid Ancestors (Water Djinn)
Sulis - Jann Ancestors (All element Djinn)

Ifrits, Shaitan, Sylphs and Undines are all actually pretty much the same, just with different elemental themes.  Sulis are quite notably different, and amusingly perhaps the strongest despite their ancestors being weakest of the Djinn.

I might make separate topics for each of the races that we've actually built up for easier access rather than having to dig through here.

Nooooo! Mister Dicey killed yellow!

Mister Dicey

Mister Dicey
Yellow Wizard
I'd like to see some Wizardry races on here, so having dealt with some of your requests I'm going to start work on those.
Specifically, I'll work on:


Then branching out to


Felpurr has practically already been done with Catfolk, the Rattkin with Ratfolk, Lizardmen with Lizardfolk or Nagaji and we've done Faeries (as Pixies).  Kobolds are a little like Dracons, but not enough to really give that vibe.

I'll start with Dracon here because that should be fun.

Dracons, for those unfamilliar with the old Wizardry series, are humanoid descendants of dragons.  They breathe acid as a special race feature and make exceptional fighters.

Dracon Racial Traits:
+2 Strength, +2 Consitution, -2 Wisdom: Dracons are physically tough, but unfocused.  [Specialised, 1 RP]
Dracons are Humanoids with the Reptilian subtype.  (Mostly because Dragon is OP and not all those features fit with Dracons)
Medium: Dracons are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracons have a base speed of 30 ft (6 squares)
Draconic immunities: Dracons are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. [Elf immunities, 2 RP]
Acid Resistance: A Dracon's body resists acid, so they receive acid resistance 5 [1 RP]
Acid Breath: Three times a day, a Dracon can breathe acid in a 30ft cone, dealing 2d6 acid damage to all who get hit by it. A successful reflex save against DC 10 + 1/2 the Dracon's character level + the Dracon's Consitution modifier halves the damage. [Breath Weapon, 6 RP]
Dragon Scales: The hard scales of a Dracon grant a +1 Natural Armour bonus to AC. [2 RP]
Languages: Dracons begin play speaking Common and Draconic.  Dracons with high intelligence scores can choose from the following: Terran, Aquan, Ignan, Auran, Celestial, Infernal or Aklo.

Total: 12 RP

I'd expect Dracons to be impressive fighters, as intended, although their main selling point is the acid breath.  At low levels especially, that breath weapon is dangerous.  You could potentially finish the first battle in Kingmaker in a single breath (You'd be lucky to do so though).

Nooooo! Mister Dicey killed yellow!

Mister Dicey

Mister Dicey
Yellow Wizard
More Wizardry races:

For those unfamilliar with the Wizardry Races, Mook are giant furry things. A little like yetis, actually. Despite this, they're actually extremely intelligent, perceptive and nimble.

Mook Racial Traits:
+2 Strength, -2 Dexterity, +2 Intelligence: Mook are strong and smart, but their size makes them slow and cumbersome.
Mook are Humanoids with the Mook Subtype
Medium: Mook are medium and receive no bonuses or penalties due to their size.
Slow but steady: Mook have a base speed of 20 ft (4 squares), but have no changes due to armour or encumberance [-1 RP]
Low light Vision: Mook can see twice as far as normal in dim light. [1 RP]
Curiosity: Mook are extremely inquisitive about the world around them. They gain a +4 bonus of Diplomacy checks to gather information, and Knowledge(local) and Knowledge(History) are class skills for them. If they have a class that has either of these skills as class skills, they gain a +2 racial bonus on these skills instead. [4 RP]
Master Tinker: Mook gain a +1 on Disable Device and Knowledge(engineering) checks. Mook are also treated as proficient with any weapon they have personally crafted. [2 RP]
Large Weapons: Mook are large enough to use large weapons without the size penalty [Static bonus feat? 2 RP]
Envoy: Mook with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/Day - Comprehend Languages, Detect Magic, Detect Poison, Read Magic. The caster level for these effects is equal to the user's character level. [1 RP]
Languages: Mook begin play speaking Common. Mook with high Intelligence scores may choose any other language except secret languages (such as Druidic) [1 RP]

Total: 10 RP

Okay, the Large Weapons thing is slightly dodgy. I wanted to make them large, but that costs too many RP and wouldn't leave room for other important things, and they aren't quite as large as large. Just close. Even if it should have a larger RP value, chances are it'd still be about even with Tieflings.

I'm enjoying some of these races. I'm tempted to give some of them a playtest at some stage. Maybe there will be some Mook wandering in from nearby Numeria in Kingmaker...

Nooooo! Mister Dicey killed yellow!

The Black Vegetable

The Black Vegetable
Great Adventurer
Great Adventurer
When you mentioned sylphs I can't get the idea of a winged blond studying law out of my head

Argraff Clawhammer (Retired) - Dwarf Cleric, women's rights activist and tavern frequent; Drinking and fighting for a better Stolen Lands
Orophin Arkanthamz (Retired)  - Elf wizard, Eldritch Knight, librarian and teacher; Fixing the flaws of Nethys, one disaster at a time
Currently Running:
          Carrion Crown (Play-by-Post)
          Skull & Shackles (Live)

Previous Campaigns:
          Dobhyst Wasteland (Resolved)

Mister Dicey

Mister Dicey
Yellow Wizard
Nice Order of the Stick reference :P

Time for Rawulf.

Rawulfs are apparently descendants of wolves or dogs.  Evolution made them bipedal and more traditionally sentient, but they're still a little way behind on the Brains Race.  They are, however, still quite loyal and faithful.  They made excellent Priests, decent Fighters and, oddly enough, Rogues.

Rawulf Racial Traits:
+2 Constiution, +2 Wisdom, -2 Intelligence: Rawulfs are sturdy and perceptive, but slightly dim.
Medium: Rawulfs are medium creatures and receive no bonuses or penalties from their size.
Fast Speed: Rawulfs have a base speed of 40ft (8 squares) [1 RP]
Stubborn: Rawulfs gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if Rawulf fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Rawulf has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. [2 RP]
Pack Attack: Rawulfs maintain their old pack instincts, and receive the teamwork feat Pack Attack for free. [2 RP]
Scent: Rawulfs have the strong sense of smell of their ancestors, and have the Scent ability (see Scent) [4 RP]
Bite: A Rawulf's strong jaws gives it a natural bite attack that deals 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. [1 RP]
Languages: Rawulfs begin play speaking Common.  Rawulfs with high intelligence scores can choose any language except for secret languages (Such as Druidic) [1 RP]

Total: 10 RP

Alternate racial traits:
Swarming: Some Rawulf prefer to attack en masse. Two of these Rawulf (or other races with this racial trait) can occupy the same square.  If two Rawulfs that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.  This trait replaces Pack Attack.
Low-light Vision: Some Rawulf have keener eyesight than average. They can see twice as far as normal in conditions of dim light.  This trait replaces Bite.
Skilled: Rawulfs descended from domesticated dogs have lost some of their old senses, but their training for a variety of purposes gives them an extra skill point at each level.  This trait replaces Scent.
Moon-touched resistance: Touched by the ancestral beliefs in the moon, some Rawulf have picked up some werewolf-like qualities.  They receive DR 5/Silver.  This trait replaces Bite and Stubborn.

Well, my first attempt at including alternate racial traits.  Mostly coming from a desire to include more things than would be balanced. Oddly, I suspect that Rawulf would actually make pretty good monks, in addition to solid clerics and exceptional rangers.

I would, at some stage, like to play a Rawulf Pirate called Black Spot.

The Rapax:

The Rapax made their debut in Wizardry 8. They are, come to think of it, vaguely minotaur-ish. Although they were classified as demons by the game. They certainly felt like demons when you had to fight them. They lived in an active volcano (Yes, there's a reason for it), but seemed to really thrive there. As for culture, well, their idea of high art is a large, fresh blood-stain. That should give a pretty good indication as to what they were like.
While you couldn't make Rapax characters, you could hire one, a very high level mage. Who could use swords, apparently (and surprisingly well, too). Anyway, since they were playable they were obviously intended to be a balanced race (even if you never got to see base stats).

Rapax Racial Traits:
+2 Strength, +2 Intelligence: Rapax are strong and smart. [2 RP]
Medium: Rapax are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Rapax have a base speed of 30ft (6 squares)
Fiendish Resistance: The Rapax's demonic nature gives them Cold Resistance 5, Electricity Resistance 5 and Fire Resistance 5 [3 RP]
Ferocity: If the hit points of a Rapax fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. [4 RP]
Desert Runner: Rapax are used to harsh conditions and 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. [2 RP]
Weapon Familiarity: Rapax are automatically proficient with Scimitars and Falchions [1 RP]
Languages: Rapax begin play speaking Rapax. Rapax with high intelligence scores can choose from the following: Common, Infernal, Abyssal, Ignan.

Total: 12 RP

Alternative Racial Traits:
Defense Training: Some of the more educated Rapax overcome their overwhelming ferocity and spend their time avoiding being hit in the first place. These Rapax receive a racial +2 Dodge bonus to AC. This trait replaces Ferocity.
Pyromaniac: Rapax who welcome their volcanic homeland well and truly into their hearts become avid lovers of fire. They 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 Rapax early access to level-based powers; it only affects powers that they could already use without this trait. Rapax with a Charisma score of 11 or higher, gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces weapon familiarity and desert runner.

Hopefully that should make the Rapax suitably fearsome without being overpowered, and provides options for both Fighters and Mages, as it did in the game.

Nooooo! Mister Dicey killed yellow!

Mister Dicey

Mister Dicey
Yellow Wizard
Yet more...

The T'Rang I think I'll leave until last, because they're going to be tricky. No legs, lots of arms, and a few stingers. To quote someone from the game:
"I've been trying to place them as animal, vegetable or mineral... and I just can't do it!"
So anyway, I'll do something easier first. The Trinnie.


The Trynnie, like the Rapax, came around in Wizardry 8. They were, small, furry rodent things. Not like rattkin; they actually had rather a large problem with them. Actually, the Trynnie had large problems with lots of things. They really seemed to be on or near the bottom of the sentient being food chain, quite literally: all of the native sentient races on the planet seemed to have some (or occasionally, many) members who regularly ate them. Or as often as they could at least. From memory, you could even actually find, buy and eat an item called Pickled Trynnie Chunks.
Moving on from their culinary properties, the Trynnie had three quite distinct reputations: They were the best at magic on the planet (which is saying something when they had the Rapax with them), they'd steal anything nailed down, and they were kind of stupid. They had a very much tribal culture, although they did all live in a giant tree that they made into a city. Also into halcenogenic drugs (You get to try them: you eat these flower petals and drink a "Mystery Potion" and see a vision.)
Oddly enough though, despite their reputation for being stupid, the two recruitable Trynnie both had high intelligence, and two of the remaining three named Trynnie were probably an Alchemist and a Bishop, both of which require high intelligence. I'm probably inclined to say that they have low wisdom instead, since they had low Piety, were easily distracted and didn't tend to think of consequences (though they had no problems coming up with ideas)
Both recruitable Trynnie were ranged characters, and the average Trynnie seemed to be a Rogue or Ranger.

Trynnie Racial Traits:
+2 Dexterity, +2 Intelligence, -2 Wisdom: Trynnie have light fingers and clever ideas, but they have trouble focusing.
Small: Trynnie are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Trynnie are fast for their size and have a base speed of 30 ft (6 squares). They have a climb speed of 20 ft (4 squares) to help them climb in their tree home. [2 RP]
Low light vision: Trynnie can see twice as far as humans in conditions of dim light. [1 RP]
Eternal Hope: After centuries of oppression, the Trynnie are still hopeful that one day they'll be in a better position. Trynnie gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, they may reroll and use the second result. [2 RP]
Cimber: Trynnie receive a +8 bonus on climb checks [Already accounted for in speed]
Stick to the Shadows: Perception, Sleight of hand, Stealth and Acrobatics are always class skills for Trynnie. If they choose a class that has these skills as class skills, they receive a +2 bonus on them instead. [4 RP?]
Tasty: Any hostile creature that gets a taste of a Trynnie's flesh will be enamoured of its flavour, and preferentially attack the Trynnie from then on in its desire to eat it. The same holds for any creature that knows of the Trynnie's succulent flesh and desires to eat it. They still behave rationally, it is merely a prefered target. If possible, they will take away the Trynnie's corpse/unconscious body and consume it entirely, making the revival possible only by means of True Ressurection or a similar spell. [-2 RP?]
Master Tinker: Trynnie are adept at putting what they find to use, giving them a +1 bonus on Disable Device and Knowledge (engineering) checks. Trynnie are also treated as proficient with any weapon they have personally crafted. [2 RP]
Languages: Trynnie begin play speaking Common. Trynnie with high intelligence scores can choose any language they wish, except for secret languages (Such as Druidic) [1 RP]

Total: 10 RP

First attempt at making a trait: Tasty. Long description, I know. Goodness knows how to balance it properly; there's nothing remotely like it to work from. Makes the other questionable thing, Stick to the Shadows, seem easier to explain. I assumed it'd be like Curiosity.

Nooooo! Mister Dicey killed yellow!

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