Before anyone says that these are powerful, I know. This was more for fun than balance and it was from a barely explained CYOA image that gave brief descriptions of each selection on it. So, I took it and ran with it.
Strong and tough, but when you have only a hammer...
Tough, mean, and powerful are all words that are near synonymous with the oni. Alongside the other nonhuman races, they appeared at the same time as the zombie apocalypse began, being created from humans that chose to become nonhuman by speaking to a strange force. They're very strong and attempt to show off this fact whenever possible. More property damage has been done by these guys than by the more dangerous zombie breeds due to their fascination with kicking in doors and walls when moving around. They tend to resemble more humanlike versions of traditional japanese oni with horns, brightly coloured skin, protruding teeth, clawed nails, bulging and/or glowing eyes, wild hair, and powerful bodies in various styles and anywhere between barely noticeable to almost impossible to be unnoticed.
Oni characters possess the following racial traits:
- +2 Str, -2 Int, -2 Cha(-2 APP)
- Medium Humanoid (Oni)
- Speed: 30 ft.
- Special Qualities: Drive of Strength, Hammer Meets Nail, Strength From Skill, Toughened Muscles
- Automatic Languages: Common, Oni Bonus Languages: Any
- Favored Class: Barbarian
- Level adjustment: +0
Drive of Strength: Whenever you see a hostile enemy, you feel an instinctual drive to defeat them. You must make a will save with a DC of 5+CR or attempt to engage the enemy as soon as possible. You gain your level as a bonus to this will save.
Hammer Meets Nail: Whenever a problem presents itself, you attempt to solve it using strength. You gain a racial bonus equal to 1/4th your level (min 1) on all strength based skill checks and all strength checks but take a penalty equal to 1/4th your level on all charisma and intelligence based skill checks.
Strength from Skill: Your muscles are continually strengthened by your experience and skill. You gain an untyped bonus to strength equal to your level.
Toughened Muscles: You gain your strength modifier as a bonus to natural armour that does not stack with other sources of natural armour. This bonus is lost if you wear armour or otherwise gain an armour bonus from any source.
Never. Let your eyes off of one.
Short, wrinkly, smart, and very slippery are all words that are near synonymous with the nurarhiyon. Alongside the other nonhuman races, they appeared at the same time as the zombie apocalypse began, being created from humans that chose to become nonhuman by speaking to a strange force. They tend to resemble shorter humans with wrinkly skin, gourd-shaped heads, thin frames, and smaller eyes in proportion to their faces and heads. They're extremely slippery, known to appear from out of nowhere and filch your goods before running off and disappearing again. The zombies don't even notice them half the time, so you can't always trust they'll be around to tell you where one is by attacking them.
Nurarhiyon characters possess the following racial traits:
- +2 Int, -2 Con, -2 Str, -2 Dex, -4 Wis(-4 App)
- Small Humanoid (Nurarhiyon)
- Speed: 20 ft.
- Special Qualities: Large Head, Scavenger's Inclination, Unnoticeability
- Automatic Languages: Common, Nurarhiyon Bonus Languages: Any
- Favored Class: Rogue
- Level adjustment: +2
Large Head: All critical threat ranges for weapons targeting you are increased by 1 for you only. Additionally, the wielder gains a +1 to their roll to confirm the critical hit.
Scavenger's Inclination: You have a strong aversion to conflict and creation, seeing them as too harmful if you could easily steal what you need instead. You will fight if you have to, but will not otherwise and may attempt to flee if pressed. If you fall below three quarters of your max health, you must make a will save of DC 5 or begin retreating immediately. If you fall below half of your max health, you must make a will save of DC 10 or begin retreating immediately. If you fall below one quarter of your max health you must make a will save of DC 15 or begin retreating immediately. You cannot have ranks in a crafting skill. You may have 10 more ranks in sleight of hand than your level would normally allow.
Unnoticeability: When you enter an area, every creature that can hear or see you must make a will save with a DC of 15 plus your level or not notice your presence at all, making you effectively invisible and inaudible to them. This effect may be ended for someone if you interact with them. If the interaction is subtle, such as attempting to pickpocket them, they may make an additional will save at DC 5 plus your level. If the interaction is obvious, such as tapping their arm and saying hello, the effect is ended immediately. If the interaction is very obvious, such as attacking someone when not hidden or shouting or throwing something, the effect is ended for all effected creatures within current range of this ability. This is not a mind effecting or compulsion effect.
They don't spin webs, but they don't need to.
Dangerous, cannibalistic, and highly predatory, the arachne are quite possibly more of a danger than the zombie apocalypse currently underway. Alongside the other nonhuman races, they appeared at the same time as the zombie apocalypse began, being created from humans that chose to become nonhuman by speaking to a strange force. Whatever their reasoning, they probably weren't expecting to become cannibalistic spider-people. Unless they were, in which case that's... Disturbing. Arachne resemble humans in most ways save for their black sclera, prominent fangs, and obviously heightened senses. …And also the 3 pairs of retractible 6-foot long spider-like legs sprouting from their back, can't forget those.
Arachne characters possess the following racial traits:
- +2 Dex, +2 Con, -2 Str, -2 Cha(-2 App)
- Medium Humanoids (Arachne)
- Speed: 30, Climb 30 ft.
- Special Qualities: Darkvision 60 ft., Hunger for Gore, Hunter of All, Low-Light Vision, Spider's Gift, Poison
- Automatic Languages: Common, Arachne Bonus Languages: Any
- Favored Class: Ranger
- Level adjustment: +0
Hunger for Gore: The hunting instincts of the arachne are so demanding that they must keep up the act or they get antsy. If an arachne goes without killing something of between one size category lower than her's and colossal for one week, they must make a will save every day starting at DC 10 and increasing by one for every day that passes without fulfilling the requirement. If they fail the will save, they immediately lose control and attempt to kill the nearest creature that fits that size constraint.
Hunter of All: Arachne gain the scent special quality that functions only for humanoids and monstrous humanoids, save that it has double scent's normal range.
Spider's Gift: While climbing, an arachne gains the benefit of the spider climb spell. Additionally the 6 spider-like legs on the arachne's back cannot be used for attacking while climbing and grant a +5 bonus to grapple checks.
Poison: Injury, Fortitude DC 10+Con+1/2 Class Levels, initial and secondary damage 1d6 Dex.
Natural Weapons: Arachne have one secondary natural bite attack that deals 1d4 damage plus poision and 6 claw attacks that deal 1d4 damage.