Now Playing Tracks

Custom Pathfinder races master post

paI wrote this short document as an attempt to compile all of the races I’ve made up till this point, and converting a few based on various series into a form suitable for most pathfinder games. So here we go, have at it everyone!


Ability Score Racial Traits: Lamia are durable and often very wise, but also tend to be rather rash at times. They gain +2 Constitution, +2 Wisdom, and -2 intelligence.

Size: Lamia are Medium creatures and suffer no bonuses or penalties due to their size.

Type: Lamia are Monstrous Humanoids with the Reptilian subtype.

Speed: Lamia have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Lamia begin play speaking Lamia and Common. Lamia with high intelligence scores can choose from the following: Elven, Infernal, Dragonic, and Aklo.

Defensive Racial Traits

Stability: Due to their lack of legs, Lamia get a +4 Combat Maneuver Bonus when resisting a Bull Rush and cannot be tripped.

Natural Armor: Lamia have a +1 natural armor bonus to their AC

Sense Racial Traits

Dark Vision: Lamia can see up to 60 feet in total darkness.

Feat and Skill Racial Traits

Serpentkin: Lamia may take any feats that list Serpentfolk or Naga as a racial requirement.

Constrict: A Lamia may make a single constrict attack against a creature smaller then themselves during a grapple using their tail.

Offensive Racial Traits

Natural Weapons: Lamia have a tail attack dealing 1d8 damage. This is a primary attack or secondary if the Lamia wields a manufactured weapon.

Deadly Tail: Lamia may make grapple attempts using their tail rather then their hands.

Harpy, Fledgling

Ability Score Racial Traits: Harpies are fast and personable, but flighty. They gain + 2 Dexterity, +2 Charisma, and -2 Wisdom.

Size: Harpies are medium creatures and receive no bonus or penalties due to their size

Type: Harpies are Monstrous Humanoids with the Avian subtype.

Speed: Harpies have a base speed of 30 feet and a fly speed of 20 feet [Clumsy].

Languages: Harpies begin play speaking Common and Harpy. Harpies with high Intelligence can choose from the following: Auran, Aquan, Tengu, Elven, Goblin.

Defensive Racial Traits

Natural Armor: Harpy have a +1 natural armor bonus to their AC

Sense Racial Traits

Dark Vision: Lamia can see up to 60 feet in total darkness.

Feat and Skill Racial Traits

Sky Dancer: A harpy gets +2 to Fly and it is always a class skill for them.

Beguiling Bird: A harpy gets +2 to Bluff, Perform [Song], and Perception. They are always class skills for them.

Offensive Racial Traits

Natural Weapons: Harpy have two claw attacks dealing 1d6 damage. This attack is considered a primary attack or secondary if a Harpy is wielding a manufactured weapon.


Captivating Songstress

Prerequisite: 17 Charisma, Harpy, level 8.

Benefit: You gain the Captivating Song special ability.

Slimekin, [Humanoid Ooze]

Ability Score Racial Traits: An oddity among their kind, slimekin are hardy and inquisitive. Though they can also be viewed as simple and slow-witted compared to other humanoid races. They gain + 2 Constitution, +2 Wisdom, and -2 intelligence

Size: Humanoid Slimekin are medium creatures and receive no bonus or penalties due to their size

Type: Slimekin are Ooze creatures with the human subtype.

Speed: Slimekin have a base speed of 30 feet.

Languages: Slimekin begin play speaking Ooze, a language that, in reality, is little more then a mixture of strange murmurs, hand signals, and bubbling noises. Slimekin with high Intelligence can choose from the following: Common and Aquan.

Defensive Racial Traits

Malleable Body: Slimekin get +4 to saving throws against poison, sleep effects, paralysis, polymorph, and stunning.

Alien Anatomy: While taking a full defensive action, Slimekin are not subject to flanking and get +4 to AC vs rolls made to confirm critical hits.

Sense Racial Traits

Low Light Vision: A Slimekin can see 60 feet in dim light.

Feat and Skill Racial Traits


Offensive Racial Traits

Acid Body: Whenever a character attacks a Slimekin with an unarmed strike or natural weapon they take 1d6 acid damage.

Acid Touch: Once per round, A Slimekin may make a melee tough attack against a target. If successful, the target takes 1d6 + the Slimekin’s constitution modifier in acid damage. A Slimekin can use this power a number of times equal to 3+ it’s Constitution modifier each day.


Ability Score Racial Traits:

Half-Catfolk are adaptable and varied in their talents, they have a +2 to one stat.


Half-Catfolk are medium creatures and receive no penalty or bonus due to their size.


Half-Catfolk are Humanoid creatures with the Catfolk and Human subtypes.


Half-Catfolk have a base speed of 30 feet.


Half-Catfolk begin play speaking Common and Catfolk. Half-Catfolk with high intelligence may learn any non-secret language.

Sense Racial Traits

Low-Light Vision: Half-Catfolk can see twice as far as humans in dim light.

Feat and Skill Racial Traits

Honed Instincts: Half-Catfolk have a +2 Racial Bonus to Perception and Acrobatics.

Offensive Racial Traits

Sprinter: Half-Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.


Feline Blood: Half-Catfolk count as both Humans and Catfolk for the purpose of effects related to race.

Multitalented: Half-Catfolk choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


Ability Score Racial Traits: Squidfolk are crafty and intelligent, but sometimes lacking in common sense. They get +2 Dexterity +2 Intelligence and -2 Wisdom.

Size: Squidfolk are medium creatures and receive no penalty or bonus due to their size.

Type: Squidfolk are Humanoid Creatures with the Aquatic subtype.

Speed: Squidfolk have a land speed of 30 feet and a swim speed of 30 feet.

Languages: Squidfolk begin play speaking Common and Aquan. Especially intelligent Squidfolk may choose any of the following: Aboleth, Aklo, Sahuagin, and draconic.

Sense Racial Traits

Dark Vision: Squidfolk can see up to sixty feet in total darkness.

Feat and Skill Racial Traits

Fear of predation: All Squidfolk are naturally afraid of sharks, whales, and other large sea creatures that prey upon them and their non-humanoid cousins. When encountering one of these creatures a squidfolk must make a dc20 will save or fly into a panic for 1d4 rounds. A squidfolk who succeeds on this save cannot be effects by this attribute again during a 24 hour period.

Offensive Racial Traits

Squid Ink: Much like a proper squid, squidfolk can cough up ink on command. Underwater this action projects a 10x10 cloud that blinds all creatures within its range [50% miss chance]. On land this ink can be shot in a 15 foot line, blinding anything it touches [dc15 + user’s con reflex save] for 1d4 rounds or until the ink is removed by other means.  A squidfolk may use this ability a number of times per day equal to 1 + their Constitution modifier.

Bio-luminance: Most squidfolk can project a glow from their body that dazzles foes and  illuminates their surroundings. As per the spell Fairy Fire [caster level is equal to the character’s total class levels] but the target must be self. A squidfolk can use this power a number of times per day equal to 1 + their Constitution modifer.

Tentacles: All Squidfolk have tentacles in place of hair. This ability works as per the Alchamist’s Tentacle discovery save for the following:

-A squidfolk’s tentacles, as it is assumed they are being used in tandem with one another, deal 1 damage die higher then they normal would. This is a primary attack and secondary if a squidfolk is wielding a manufactured weapon. These tentacles can hold up to 4 small items [such as potions] at a time but cannot be used to hold weapons.

Succubus, Lesser

Ability Score Racial Traits: Lesser Succubi are seductive and good with their hands, but often rather weak physically due to their own immaturity.

Size: Lesser Succubi are medium creatures and receive now bonus or penalty related to their size.

Type: Lesser Succubi are Outsiders with the Demon subtype.

Speed: Lesser Succubi have a base speed of 30 feet and a fly speed of 20 feet [clumsy]

Languages: A Less Succubus begins play knowing Common and Infernal. Succbui with particularly high intelligence may choose from the following: Abyssal, Aklo, Undercommon, Celestial, Draconic.

Defensive Racial Traits

Damage Reduction: Electricity/5 Fire/5 Acid/5

Poison Resistance +2

Sense Racial Traits

Dark Vision: Lesser Succubi can see up to 60 feet in total darkness.

Offensive Racial Traits

Energy Drain: Following a successful grapple check, Succubus may take an intimate action, such as a kiss, against a humanoid target in an attempt to drain their strength. This attack deals 1d3 constitution damage each round the kiss is maintained. A Lesser Succubus may use this power a number of times per day equal to 1 + their Charisma modifier.

Magical Racial Traits

Spell-Like Abilities:

Level 1: 1/day each: Charm person, Detect good, Detect thought.

Corpse Born

Ability Score Racial Traits: Due to their strange nature, Corpose Born have physical traits determined primarily by the material used in their construction. Roll one D10 and refer to the chart below upon character creation.

1: +2 Intelligence, +2 Dexterity, -2 Constitution

2: +2 Strength, + 2 Charisma, -2 Intelligence

3: +2 Wisdom, +2 Constitution, -2 Strength.

4: +2 Charisma, +2 Dexterity, -2 Wisdom

5: +2 Constitution, +2 Charisma, -2 Dexterity

6: +2 Intelligence, +2 Strength, -2 Charisma

7: +2 Strength, +2 Wisdom, -2 Constitution

8: +2 Wisdom, +2 Dexterity, -2 Strength

9: +2 Charisma, +2 Dexterity, -2 Constitution

10: +2 Constitution, +2 Intelligence, -2 Wisdom.


Corpse Born are medium Creatures.


Corpse Born are Humanoid creatures with the Corpse Born Subtype.


Corpse Born have a base speed of 30 feet.


Corpse Born start play speaking common and 1d3 + their intelligence modifier languages chosen at random.

Defensive Racial Traits

Undead Resistance: Corpse Born gain a +2 racial bonus on saving throws against disease and mind-affecting effects

Sense Racial Traits

Feat and Skill Racial Traits

Scatter Brained: At first level a Corpse Born chooses two skills at random that are class skill for them. They get a +2 racial bonus to those skills.

Inborn Knowledge: When a Corpse Born attempts to make a knowledge check, roll a D20 + his Intelligence modifier. If the result is higher then the checks DC, that Corpse Born gets +1 to that check for each point that it exceeded the check’s DC.


Stock Parts: Roll two D6 then consult the following chart. If a result is duplicate, roll again

1: The Corpse Born has unusually sharp nails and gains a claw attack dealing 1d4 damage.

2: The Corpse Born has rather thick skin and gets a +1 natural armor bonus to AC

3: The Corpse Born’s stitches that hold their body together are more visible then most, they get -2 to disguise checks to pass as human but also +2 to intimidate.

4.The Corpse Born has especially sharp eyes and gains low light vision.

5.The Corpse Born has an especially sharp sense of smell and gains the scent ability.

6.The Corpse Born has a brain that is oddly intact. They get +2 skill points at each level.

Weakness Racial Traits

Negative Energy Affinity: Though a living creature, a Corpse Born reacts to positive and negative energy as if they were undead—positive energy harms them, while negative energy heals them.

Lop-ear [Rabbitfolk]

Ability Score Racial Traits:

Rabbitfolk are fleet of foot and wise to a degree not commonly seen among beast folk, though they also tend to be stoic and anti-social when dealing with other races. They get + 2 Dexterity, +2 Wisdom, and -2 Charisma.


Rabbitfolk are medium creatures.


Rabbitfolk are humanoid creatures with the Rabbitfolk subtype.


Rabbitfolk have a base speed of 30.


Rabbitfolk begin play speaking Common and Rabbitfolk. Rabbitfolk with high intelligence may choose from the following languages: Elven, Gnome, Sylvan, Goblin, Gnoll.

Defensive Racial Traits

Internal Rhythm: When a Rabbitfolk rolls 15 or higher on their initiative checks, they get a +2 dodge bonus to AC for a number of rounds equal to twice their level.

Sense Racial Traits

Low-Light Vision: Rabbitfolk can see up to 60 feet in areas of dim light.

Feat and Skill Racial Traits

Keen Sense: Rabbitfolk get a +4 racial bonus to perception checks.

Offensive Racial Traits

Beast’s Bane: A Rabbitfolk gets +2 to hit and damage when attacking a creature with the animal or magical beast sub-type.


Ability Score Racial Traits: Apostleo characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Apostleo are medium creatures.

Type: Apostleo are Humanoid creatures with the Apostleo and Human subtypes.

Speed: Apostleo have a base speed of 30 feet.

Languages: Apostleo begin play speaking common. Apostleo with high intelligence score may choose any non-secret language.

Feat and Skill Racial Traits

Child of the Church: Due to their connection to the church, Apostleo get a +2 racial bonus to Knowledge: Religion and it is always a class skill for them.

Apprenticeship: At level one a Apostleo choose a single Occupation skill. They get +2 to that skill.

Other Traits

Mysterious Blood: Apostleo count as both Apostleo and Humans for any effect related to race.

Wings: Apostleo have a set of non-functional wings, though they provide a +2 to fly checks if effected by the spell fly or similar effects. These wings are also of the utmost importance to conveying the non-verbal portion of the Apostleo language and provide a +10 to bluff checks made to hide the intentions of messages conveyed via Apostleo.

Halo: All Apostleo are gifted with a Halo upon being born into the mortal world. This Halo hovers above their head and provides a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled

Secondhand Soul: Apostleo are not allowed to wear clothing or use equipment that has not already been used by another or that they have not made themselves. They receive a -2 moral bonus to all checks as long as they are wearing or using such items. This does not apply to items that are expendable, such as food or potions.

They are also not allowed to receive pay for their work directly in the form of gold, but rather prefer to be rewarded with items directly. This is a cultural trait however, and there is no penalty for Apostleo gaining gold in any fashion.

servantproto asked:

I remember reading a Caster X Shirou fix a while ago. I forget the name, but was featured on tvtropes fanfic recs. A bit lemony too.

I actually read that. It wasn’t very good.

That is mostly because I prefer the idea of Caster being Shirou’s servant from the beginning, usually through finding her after she killed her original master instead of Kuzuki-sensei.

Real talk, when I first was introduced to Evangelion, I hated Asuka something fierce. Something about how much she bragged about herself and just how bitchy she could be to other people made me almost instantly dislike her.

And this feeling lasted for quite sometime until the third Rebuild movie came out and I seriously sat down and reconsidered her character as a whole. Asuka is a girl who has been beaten up by life itself, she saw her mother hang herself in front of her, and thus was forced to abandon her innocence at a very early age. Her constant yelling that she didn’t need anyone else shows that, in order to live without fear of another people she loved leaving her, she simply isolated herself behind a facade of bravado and her accomplishments as a pilot.

And what really kills me, is the fact that Asuka, despite her status as an elite pilot, is never shown winning any kind of fight by herself. All of her solo battles end in horrible defeat, and the ones she does manage to win, against the spider-like angel in episode 11 and again against the angel falling from the sky, are accomplished via doing the one thing she swore she never would do.

Of course, the fact that her carefully crafted vision of herself as a pilot who was better then anyone else and thus didn’t need their help is ripped to shreds by the constant affirmation by both the world around her and her few friends that she does in fact need other people to thrive in life, is something she never truly accepts and leaders her to take on solo missions she has no reason to take and eventually has her mind torn apart by one of the latter angels. Eventually leading Asuka to attempt to kill herself late in the series.

This all is made all the more tragic by the fact that the one battle where Asuka truly is able to shine, that being vs the 9 Mass Produced Eva in the movie, is great until the weight of the Eva universe reality crushes her dreams once again, leading the MPEs to devour her and the eva like they vultures dining upon carrion.

This also brings about an important element of the Eva TV series as a whole, people are but small beings in the grand scheme of things. If you try to do anything by yourself in this world without the suppourt of many, many people, you will be crushed time and time again. In effect, no man is an island, and no one exemplifies this notion in Eva better then Asuka herself.

I mentioned the Rebuild version of Asuka because, while she maybe the same basic character as her TV counterpart, her personality is subtly different. This Asuka doesn’t desire to rush for people to see her as an adult, and even seems capable of putting others before herself and having actual feelings for other people that aren’t stained by a decades worth of mental trauma. And even as we see her as a jaded adult in the third movie, she is capable of working together with Mari and the rest of the crew of the Wunder like it was nothing, though she stills puts herself above people in talent, she is still capalble of following orders and readily places her trust in others, something TV!Asuka never truly learned to do.

So in conclusion, I’ve really come to love Asuka as a character, with the 3.33!version of her being my favorite.


is Soul Hackers worth it

The main problem with Soulhackers is the sheer 90s-ness of it all. The game uses the old style first-person dungeons that SMT 1-2 and Strange Journey are notorious for and couples it with wildly out of date graphics, a fairly boring story, and a strange use of Native American mysticism and religion that is sort of offensive.

That being said, if you can get past how ugly the game is, and just how dumb the story is, the actual gameplay is quite nice.

To Tumblr, Love Pixel Union