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ZeroGear
2013-02-16, 12:55 AM
I am currently, albeit very slowly, creating a world known as Wake. With this world, however, I intend to take a few steps back from some of the conventions that exist in current Pathfinder games. One of these is races. As such, using the race building rules of the Advanced Race Guide, I have created the fifteen (sixteen of you count humans) races that Inhabit the world. These are split into nine "common" races (races that populate most of the world) and seven "uncommon" races (ones that are rarely seen in civilized society).
Each of the next sections presents a description of the race, it's statistics, and side notes about the concept behind the race. I am intentionally leaving bonus languages aside for now, in case someone wants to add one of them to their own campaign. Since I am a novice at making races, I would like to know if these are balanced and playable in a game (using published pathfinder classes)
Without further ado, I present the common races (and the uncommon ones):

Common Races

Vidians
Description
Vidians are a race of wood fey, created long ago as protectors of the woods they inhabit. Tall and lithe, but frail, Vidians look like humanoid trees with bark-colored skin. Where humans would have hair, they have vines that range from viridian to yellow to red. They are wise and perceptive, and easily blend into their forest home. Their eyes are almost always deep hazel, and their garb usually simple clothing spun from natural fibers. They revere nature, relying more often on druidic magic than arcane spells to solve problems. They are long lived, and rarely like ideas that involve the destruction of their forests.
Traits
Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Constitution
Size: Medium
Type: Fey
Base Speed: 30ft
Languages: Common, Vidian; 7 bonus languages

Fertile Soil: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

Forest Guardian: Vidians add +1 to the caster level of any abjuration spells they cast. Vidians also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user’s character level.

Forest Step: A vidian can move through difficult terrain at its normal speed while within a Forest. Magically altered terrain affects a vidian normally.

Skill Bonus: +2 on Perception Checks

Senses: Low-light vision

Notes
Vidians were the fist race I made for this setting. They were modeled after elves, but I tired to make the ties they had to nature more apparent. In the history of Wake, vidians were crated by the goddess of nature as attendants for the woods, and were also the first sentient race to appear on the world. When using starting ages, use the ones for Elves.


Lupites
Descrpition
Lupites are a race of wolf-like beings that roam the open plains hunting for food. They appear as a mix between human and wolf, fully covered in fur with a hunched posture even when standing erect. Their head is like that of a wolf with a canine muzzle filled with sharp teeth and pointed ears on the top of their head. The color of their fur ranges from red to gray while their eyes are always bright colors like yellow, blue, or even white. They are a fearless race that excels in combat and hunting. They also tend to be very proud and stubborn, rarely ever admitting their faults unless pressed to do so, and can be a bit unsociable at times.
Traits
Ability Score Racial Traits: +2 Strength, +2 Wisdom, -2 Charisma
Size: Medium
Type: Humanoid (Lupite)
Base Speed: 30ft
Languages: Common, Feral; 7 bonus languages

Fearless: Lupites gain a +2 racial bonus on all saving throws against fear effects.

Ferocity: If the hit points of a lupite 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.

Hunter: Perception
and Stealth are always class skills for lupites.

Stubborn: Lupites 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 a lupite 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 lupite 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.

Senses: Darkvision out to 60ft

Notes
I have always been fond of wolves, and while this race resembles werewolves to a point, it has nothing to do with lycanthropy. The Hunched stature of the lupites is mainly due to them dropping down an all fours when sprinting, a trait they inherited from the wolves the god of the hunt made them from. They are the second race to appear on Wake, but their life span is comparable to that of humans.


Khellars
Description
Khellars are the inhabitants of mountains, making their homes in and around the earth and stone. The resemble wide and stocky humanoid beings with rocky hides that range from rusty red to dusty brown, their eyes always the color of coal. They are a sturdy people, always thinking on new things they discover in their dreams and in the soil. They are dedicated artisans, and their stone sculptures are said to be the best there are
Traits
Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Dexterity
Size: Medium
Type: Humanoid (Khellar)
Base Speed: 20ft, but their base speed is never modified by encumbrance or armor
Languages: Common, Undermountain; 7 bonus languages

Craftsman: Khellars gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Dreamspeaker: Khellars gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, khellars with a Charisma score of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the user’s character level).

Hardy: Khellars gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Rocky Hide: Khellars gain a +1 natural armor bonus to their Armor Class.

Stonecunning: Khellars eceive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses: Darkvision out to 60ft.

Notes
Admittedly similar to dwarfs, I actually took some of the appearance ideas from gorons of the Zelda series. The Idea was to create a race of mountain dwellers that seemed like part of the mountain itself. Also, their dream ability goes with the idea that mountains hold the dreams of the planet, and that mountain inhabitants can tap into these. Since they were birthed from the mountain, khellars have longer lives than humans, so use the dwarf ages for them. Also the word "Khellar" is based on the German word "Keller", wich means "cellar".

Swayths
Description
Swayths are a race that was born form children lost in the realm of shadows. As such, they resemble small humanoid creatures with shadowy skin and dark eyes. Despite this, they have no physical ties to humans or the realm of shadows, and are as such a true-breeding race. Quick on their feet and with their wits, swayths have a very easy time talking with others, and even getting them to believe anything they say. As such, it is often warned that talking to a swayth is like looking at a shadow: both easily conceal what is normally seen.
Traits
Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Strength
Size: Small
Type: Humanoid (Swayth)
Base Speed: 30ft
Languages: Common, Shadow Tongue; any languages (except for secret languages such as Druidic)

Blended Truth: Swayths gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Envoy: Swayths 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.

Nimble Faller: Swayths 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.

Shadow Child: Whenever a sayth has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Swift as Shadows: Swayths reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.

Senses: Low-light Vision

Notes
The idea behind this race was a group of small, fast-talking, sneaky beings that were at home in the streets of big cities. Tying it to the realm of shadows just added some flavor to the whole "thief in the night" concept. Swayths were designed as a roguish race, able to talk to anyone at any time and tell them strange pie-in-the-sky stories, and make them believe every word. In fact, the word "swayth" is a derivative form "suave" and "wraith".

Cerutes
Description
Small, fuzzy, and free spirited, cerutes are a race of the water. They resemble pudgy otters with long, flexible tails, button noses, and beady eyes. They have thick, glossy fur that protects them from chills, and comes in varying shades of brown or tan. Cerutes spend much of their time around the water, be it swimming, fishing, bathing, or living on their boat homes. As such, their lungs have adapted to allow them to breath underwater while their tails can either serve as propulsion or are able to grab items laying about on the boats. Whimsical and free, they are a nomadic race that travels the rivers and seas refusing to be bound down by convention. Unfortunately, while their cheery nature makes them quite lovable, their whimsy often leads them into trouble.
Traits
Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Strength
Size: Small
Type: Humanoid (Aquatic)
Base Speed: 20ft, Swim 30ft
Languages: Common, Aquan;7 other languages

Amphibious: Cerutes are amphibious and can breathe both air and water.

Deepsight: Cerutes are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Prehensile Tail: Cerutes have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Weapon Familiarity: Cerutes are proficient with the net and trident.

Notes
Yes, this race was intentionally supposed to look ridiculous. When I was making this race, I was thinking of Dexter from the "Jack and Dexter" game series, except more adapted to the water. Also, I like the idea of prehensile tails, and figured people would have fun with that. For those of you wondering about the weapon familiarity, the net and trident were originally fishing tools, and are a part of everyday life for the cerutes.

Pryte
Description
Prytes are a race of desert dwelling human-like lizards. Their sturdy bodies are covered in scales that range from bright orange to muted tan, and often depict special patterns. Their slitted eyes are almost always emerald green, and have a second eyelid that protects against dust during wind storms. Their thick tails serve as a stabilizer when running, but can also be used to batter foes at close range. Prytes are masters of fire magic, and will not hesitate to set things on fore out of sheer enjoyment. Like fire, they are a volatile lot with short tempers. It is often said that "The quickest way to start a firefight is to badmouth a pryte".
Traits
Ability Score Racial Traits: +2 Constitution, +2 Wisdom, -2 Charisma
Size: Medium
Type: Humanoid (Reptilian)
Base Speed: 30ft
Languages: Common, Cinder;7 other languages

Desert Runner: Prytes eceive 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.

Pyromaniac: Ptytes 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 prytes early access to level-based powers; it only affects powers that they could already use without this trait. If a pryte has a Charisma score of 11 or higher, it also gains 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.

Slapping Tail: Prytes have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that 1d8 points of damage plus the user’s Strength modifier.

Weapon Familiarity: Prytes are proficient with the scimitar and with bows.

Senses: Low-light vision

Notes
The pryte takes a few traits from the bangaa of the Final Fantasy game series, although it differs severely since prytes are completely based around fire. The connection came from the fire salamander, and the many lizards that thrive in the sahara. The proficiency with scimitar and bow comes from the staple portrayal of a desert raider.

Moode
Description
Moods (pronounced mōōds) look like child-sized toads with yellow underbellies, wide mouths and long, spindly legs capable of jumping great distances. When hiding their bellies, they are nearly impossible to find within their marshy homes. Nimble and perceptive, moods make full use of their long, sticky tongues to catch insects buzzing around the swamps they live in. However, they are often avoided as their saliva and blood contain a potent paralytic poison. Consequently, this gives them a strong resistance to other poisons. They are generally loners, but are willing to impart sagely advice when asked.
Traits
Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Strength
Size: Small
Type: Humanoid (Mood)
Base Speed: 30ft
Languages: Common, Marshtalk;7 other languages.

Camouflage: Moods gain a +4 racial bonus on Stealth checks while within swamps.

Jumper: Moods are always considered to have a running start when making Acrobatics checks to jump.

Poison Resistance: Moods gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Poison Use: Moods are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Sticky Tongue: Moods can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature’s hit points). A mood cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A mood can only have one creature attached to its tongue at a time.

Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), a mood can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swiftaction. This is a extraordinary ability. The venom has the following properties:
Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save.
Notes
Poison arrow frogs are the inspiration for this race. Amphibians and toxins are usually a good mix, and I wanted to make something unusual. While gipplis are frog like, I wanted something a little different, something with venom. The name is derived from the words "moor" and "toad".

Makelings
Description
Makelings can easily be equated to curious children: not only are they small in stature, but they are always working on some new and strange creation. Makelings are curious about everything, and are more than willing to experiment if it will yield new insight into a subject. They generally look like thin humans half the size of an adult, even when fully grown. They often get lost in thought, but are cheerful when spoken to. Oddly, they are a strange mix of luck and fragility, as they are't as sturdy as humans, but somehow always manage to avoid major injuries when one of their experiments goes wrong.
Traits
Ability Score Racial Traits: +2 Charisma, +2 Intelligence, -2 Constitution
Size: Small
Type: Humanoid (Makeling)
Base Speed: 30ft
Languages: Common, Makeling;any languages (except for secret languages such as Druidic).

Curiosity: Makelings are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Envoy: Makelings 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.

Makers Luck: Makelings gain a +1 racial bonus on all saving throws.

Master Tinker: Makelings gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Notes
I created this race as the inventors and mad scientists of Wake. They are intended to be the ones who have managed to push the technologies and magic item development as far as it has gone. In a sense, they are like gnomes, but weaker on the physical side to balance out their mental powers. These are also the guys that first invented guns and gunpowder, as well as elemental vehicles like airships.


Humans
This race is the same as the one presented in the Pathfinder Core Rule Book. I am not changing anything as there is always a baseline needed to contrast the other races.

Uncommon Races
(Note: these races are both rarer, and slightly more powerful than the other races that I have presented so far. Use them with caution.)

Crysts
Description
Crysts are a race born form tragedy and abandonment. They are "created" when a human baby is abandoned in an area with a high mana concentration. The concentrated magic actually fuses to the infant, crystallizing portions of their body and coating their skin in a thin layer of living crystal. As much as it strengthens their body and learning capability, this process deadens their emotions and joints, making them seem uncaring and clunky. Additionally, they tend to be removed form the needs of their progenitors as they need less to survive.
Traits
Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Dexterity -4 Charisma
Size: Medium
Type: Humanoid (Half-Construct, Human)
Base Speed: 30ft
Languages: Common; 7 other languages.

Half-Construct Traits: Do not eat, breathe, or sleep unless they want to gain some benefit from these activities; spellcasters must still rest to regain spells. Cannot be resurrected or raised. get a +2 bonus on saves against disease, ming-afecting effects, poison, and effects that cause exhaustion or fatigue.

Crystalline Form: Crysts have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Def lect Arrows feat.

Dual-Minded: Crysts gain a +2 bonus on all Will saving throws.

Natural Armor: Crysts gain a +1 natural armor bonus to their Armor Class.

Senses: Darkvision out to 60ft.

Notes
Ok, I'm not going to lie, I wanted to make something just a bit dark here. I mean, this race embodies both the danger of over exposure to raw magic, and the horror of abandonment that some infants faced when their parents could not afford to feed them. It was also interesting makins something that was partially artificial in a way that would make sense in a fantasy game.

Unvoken
Description
It is not always a good idea to take things at face value, and the unvoken are a perfect demonstration of this fact. Capable of appearing as a regular human being, these creatures are far from natural. Their true form is that of a humanoid shaped mass of twisted muscle over which their skin is tautly stretched, their faces little more than a large eyeball over a pair of puckered lips. Yet, despite their horrendous form, their inborn gift for speech quickly wins them friends and admirers, even if their reasoning is not always sound. However, the natural world still senses the abnormal chill surrounding them, and its creatures reject their advances. In fact, the only way to discover a disguised unvoken is to see if animals will approach willingly, or if the creatures bite and flee.
Traits
Ability Score Racial Traits: +2 Strength, +2 Charisma, -2 Wisdom
Size: Medium
Type: Aberration
Base Speed: 30ft
Languages: Common; any languages (except for secret languages such as Druidic).

Frost Breath: Once per day, as a standard action, unvoken can make a supernatural breath weapon attack that deals 1d6 points of cold damage in a 20ft line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.

Human Disguise: Unvoken can assume the appearance of a single form of a single human of its size. 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 a human. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. This is a supernatural ability.

Unnatural: Unvoken unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures.Unvoken take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal.

Notes
Yes, I love reading H.P. Lovecraft, and this race is perfect for horror games. The idea behind unvoken is the "stranger among us" feeling, since it would probably unnerve players when the discover that their trusted friend is actually a strange, twisted thing in disguise.

Blighted
Description
When the tower of the necromancer Vegus Eventide was destroyed durning the last days of the Great Clash, the disaster shattered his soul, diffusing it into the Soul Pool. Since then, fragments of his memory and power bonded to the essence of other newborn souls, crating the small offshoot of humans known as the Blighted. The Blighted are not a true breeding race, but are humans that have been changed by the necromantic energies that once belonged to Eventide. Not only does this give them a natural affinity towards necromancy, it gives them many qualities possessed by the undead. Other than the strange XX birthmark all blighted have somewhere on their bodies, they appear as regular humans.
Traits
Ability Score Racial Traits: +2 to any single score
Size: Medium
Type: Humanoid (Human)
Base Speed: 30ft
Languages: Common; any languages (except for secret languages such as Druidic).

Eventide Memories: A blighted picks two Knowledge skills. A Blighted gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the blighted actually takes.

Fell Magic: Blighted gain +1 to the DC of any saving throws against necromancy spells that they cast. Blighted with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Wisdom modifier.

Lifebond: Blighted gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Negative Energy Affinity: A blighted is alive, but reacts to positive and negative energy as if it were undead— positive energy harms it, while negative energy heals it.
Notes
This is another race that plays heavily into the setting. In addition to wanting a different kind of human, something that would make a great villain, I wanted to create a group of outcasts that somehow don't fit into the norm or their species.

Lumiants
Description
Beautiful, kind, radiant, effeminate, graceful, there are many ways to describe lumiants. Descended form the mixing of humans with celestial beings, luminats appear as slightly effeminate humans with shining halos and an affinity for learning languages. Interestingly, their skill with words gives them a strange affinity for charm spells. They appear as graceful humans with soft, feminine features and often gold, silver, or copper colored hair and eyes that shine like gems.
Traits
Ability Score Racial Traits: +2 Dexterity, +2 Charisma
Size: Medium
Type: Outsider (Native)
Base Speed: 30ft
Languages: Common, Celestial; any languages (except for secret languages such as Druidic).

Celestial Charm: Lumiants add +1 to their caster level when casting charm person and charm monster.

Celestial Grace:Luminants receive Weapon Finesse as a bonus feat.

Eternal Hope: Lumiants 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, members of
this race may reroll and use the second result.

Halo: Lumiants can create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Gift of tongues: Luminats 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.

Senses: Darkvision out to 60ft
Notes
I tried to make this race similar, but distinct form assimars, as they are descended from chaotic good celestials. In the setting, Lawful good celestials have too many laws in place keeping them from interbreeding with mortals.

Lavims
Description
Lavims are the spawn of humans tainted by devil seed. Often born as the result of pacts or crated for some scheme, lavims appear as tall, regal humans with dark hair, slitted eyes, pointed claws and angular, masculine features. Strong and intelligent, their infernal heritage gives them not only clawed hands, but also a gift with learning languages and thick skin that resists damage form all but silvered weapons.
Traits
Ability Score Racial Traits: +2 Strength, +2 Intelligence
Size: Medium
Type: Outsider (Native)
Base Speed: 30ft
Languages: Common, Infernal; any languages (except for secret languages such as Druidic).

Claws: Lavims receive two claw attacks that deal 1d4 points of damage. These are primary natural attacks.

Devil's Hide: Lavims gain DR 5/silver.

Gifted Linguist: Lavims gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Quick Reactions: Lavims receive Improved Initiative as a bonus feat.

Senses: Darkvision out to 60ft.
Notes
The masculine counterpart to Lumiets, I based this race on the idea that devils value strength and learning over anything else. The lavims are only descended from devils because the other fiends (in this setting) are more interested in devouring mortals than breeding with them.

Flegons
Description
Descended from the dragons that once ruled the world, flegons are bipedal winged dragons the size of house cats. Their bodies are covered in scales that range from red to blue to black to gold and silver, with eyes that vary between black and purple. Despite their small size, their bodies are quite sturdy, though not as powerful as a human, and their draconic heritage grants them great learning capabilities.
Traits
Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -4 Strength
Size: Tiny
Type: Dragon
Base Speed: 20ft, 40ft fly (poor maneuverability)
Languages: Common, Draconic; any languages (except for secret languages such as Druidic).

Fire Breath: Once per day, as a standard action, flegons can make a supernatural breath weapon attack that deals 1d6 points of fire damage in a 15ft cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.

Swarming: Flegons are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race 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.
Notes
Flegons were a race I designed to be the irritating, nagging, fleeting little monsters that act like Navi. It's a lot of fun, and they are dragons. Dragons are always cool to play.

Cravins
Description
Cravins are big, four-armed beings that live in the petrified forests of deserts. Expert jumpers and climbers, cravins have skin the color of sand with eyes like coal they are strong and and intelligent, but slightly cumbersome due to the edded bulk of their extra arms.
Traits
Ability Score Racial Traits: +2 Strength, +2 Intelligence, -2 Dexterity
Size: Medium
Type: Monstrous Humanoid
Base Speed: 30ft, Climb 20ft
Languages: Common, Cravin; any languages (except for secret languages such as Druidic).

Desert Runner: Cravins 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.

Jumper: Cravins are always considered to have a running start when making Acrobatics checks to jump

Multi-Armed: Cravins possess four arms. A cravin can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.

Spire Acclimation: Cravins are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.

Spire Cling: Cravins can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, cravins are treated as being constantly under the effects of a nonmagical spider climb spell, save that cravins cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Notes
Ok, who does not want to play a big, four-armed monstrosity that can climb on walls? As such players should have limited access to this race, if they are allowed to play it at all.

Please tell me if these races are workable under Pathfinder rules, using published Pathfinder classes.

(P.s. If you're feeling creative, feel free to draw an interpretation of what you think these races would look like.)

Ir0npanda
2013-04-19, 11:20 PM
Ability Score Racial Traits: +2 Strength, +2 Intelligence, -2 Strength

The cravin ability scores contain a typo ^^

Also you should make the dragonkin race small size instead of trying to kludge them as medium size but with slower movement rates and a huge penalty to strength. Particularly with the swarming racial, which doesn't make sense with medium size creatures.

Really cool races, otherwise. Very imaginitive.

ZeroGear
2013-04-19, 11:41 PM
The cravin ability scores contain a typo ^^

Also you should make the dragonkin race small size instead of trying to kludge them as medium size but with slower movement rates and a huge penalty to strength. Particularly with the swarming racial, which doesn't make sense with medium size creatures.

Really cool races, otherwise. Very imaginitive.

Thank you for catching two errors I missed when I typed this up.
I fixed the Cravins, as they now have a -2 to Dexterity, and the Flegons, as they were supposed to be a TINY race (I don't know how medium slipped in there).

Saidoro
2013-04-20, 10:04 PM
I like them. Makelings and Blighted are a bit weak while Lavims are a bit strong, but none are astoundingly so. Makelings have particularly poor ability scores with a bonus to two mental skills and a penalty to constitution, you could probably up them by giving a bonus to dexterity and making them choose between charisma and intelligence. Blighted only give a bonus to one ability score, which puts their features in direct competition with the human's bonus feat. Maybe give them an equivalent to fiendish sorcery keyed to the undead bloodline or giving the human's skilled trait or something of similar power. Taking improved initiative off the Lavims would bring them right down to normal.

ZeroGear
2013-04-21, 06:44 AM
I like them. Makelings and Blighted are a bit weak while Lavims are a bit strong, but none are astoundingly so. Makelings have particularly poor ability scores with a bonus to two mental skills and a penalty to constitution, you could probably up them by giving a bonus to dexterity and making them choose between charisma and intelligence. Blighted only give a bonus to one ability score, which puts their features in direct competition with the human's bonus feat. Maybe give them an equivalent to fiendish sorcery keyed to the undead bloodline or giving the human's skilled trait or something of similar power. Taking improved initiative off the Lavims would bring them right down to normal.

Considerations noted, yet I cannot see how to implement some of these alterations.
How would you suggest I balance the choice between letting a Makeling choose between Intelligence and Charisma, since I see no precedent for such mechanics?
If I were to remove the Improved initiative from the Lavims, what feat should I replace it with to keep their power level approximately equal to that of the Lumiants (as both are supposed to be more powerful than most common races)?
As far as the Blighted goes, their Fell Magic ability is actually more powerful than Fiendish Sorcery trait of tieflings since it gives them spell-like abilities not tied to any class in addition to boosting their necromantic magic. Should I trade this ability (or another one) and give them different abilities?