Uber bump for great justice!
I am going to pick this up again and make me some more original races, like a few elves or planetouched maybe, and of course the Koopa race I wanted to do in the very beginning. I might even add in a Toad or Goomba race, or merge those two together somehow...
Also, here is a repost of the first ever race I created (original, so not based off any video game, sorry), which I intend to use at some point in our (still-ongoing) campaign:
History: Mashlings are quite religious beings and praise any form of knowledge. Hailing from the great city-state of Vaar, Mashlings possess an ancient lineage that is filled with beings that differ in just about any aspect of being. Due to this, the Mashlings’ blood has become extremely mingled, and a great many years of isolation allowed them to develop into an actual race. They trace their lineage back to outsiders and dragons, elementals and giants, and fey and undead.
Personality: From the early days of their race, Mashlings have known what it is like to be different from others, to be part of a minority. Even though they have since grown to be a majority, their culture still has preserved certain values from those early days. Mashlings value tolerance and acceptance of differences between people. They value hospitality. Even an evil Mashling would rather deny people access into its home than to let them in and let evil befall them. They are a curious and inquisitive people who can adapt easily to their environment, and are exceptionally loyal towards those close to them. However, Mashlings also possess a certain wariness towards strangers, and they build relationships slowly.
Physical Description: Mashlings vary greatly amongst one another. Skin, hair and eyes can be of practically any colour, although a reddish-greyish peach-like is the most common skin tone, bronzish crimson is the most common eye colour, and grey the most common hair colour. Mashlings can be exceptionally beautiful, or exceptionally hideous. They possess a strange aura about them that feels weird, but not necessarily good or bad. They have retractable claws on both feet and hands, and their canine teeth are more pronounced. Some Mashlings also possess horns, and – in rare cases – even wings. Their ears look like those of a Bugbear, and a Mashling's legs and feet most resemble those of a great tiger. Their bodies have a thin layer of soft hair covering their skin, save in a few places, such as the soles of the feet and palms of the hands. The face, chest and stomach areas sometimes are also hairless. Mashlings also possess tails that are between 1/2 to 3/4 their body height in length. Their tails are mostly hairless, often with a small bony ridge running down it, and with a spade-like shape at the end. A Mashling's tail is often much different in colour from the rest of its body.
Alignment: Mashlings, being a mish-mash of pretty much anything. Their loyalty and adaptability pull them both ways on the law-chaos axis, and some more readily commit evil and selfish or good and altruistic acts than others. Mashlings are, however, prone to committing evil acts for the greater good, or committing good acts for the greater evil.
Relations: Mashlings sometimes have trouble to get along with others. Their relations can especially be far apart if the other knows of their heritage, because this may drive the other into distrusting the Mashling due to bearing a hatred towards some other race they suspect the Mashling to descend from or to be allied with. However, there are also those who recognize that the Mashlings have grown beyond being merely descendants of races X and Y and so and so, and accept them alongside them. Mashling sages are especially valued in other civilizations, and can be found amongst pretty much any humanoid race, even the savage ones.
Religion: Mashlings can be found worshipping a wide variety of deities, but they mostly appear to revere one called J’Ner’kchod and Fristlay-deh, a pair of deities who take value in knowledge – particularly of oneself – and in one’s control over things.
Names: Mashling names are great in variation, and they take pride in possessing unique names. Their names typically are of at least two syllables, and often are a mixture of words from other languages.
Language: Mashlings, like their genetic heritage, have a vastly variable language, a linguistic mix of those of whom their genes are a mix. It makes use of a unique alphabet that is based partly on the Common, Dwarven, Elven, Draconic, Celestial and Infernal alphabets, and their language – called Mishpush – reflects that as well.
Adventurers: Mashlings can be found in practically any profession, and they enjoy travel. Their curious nature drives them to pursue a trade that allows them to discover as much as possible.
Mashling Racial Traits
Mashlings Traits (Ex): Mashlings possess the following racial traits.
—Str -2, Con +2, Int +6, Wis +2, Cha -2. Mashlings are incredibly smart and inquisitive and aware of the world around them, and they are quite a healthy race.
—A Mashling’s base land speed is 40 feet. Their speed is reduced to 30 feet when wearing medium or heavy armour or while carrying a medium or heavy load.
—Humanoid (dragonblood, planetouched) type.
—Darkvision out to 60 feet.
—Racial HD: Mashlings start out with 2 levels of Humanoid, giving them 2d8 HD, and base saves of Fort+0, Ref+3 and Will+3.
—Racial Skills: Mashlings start out with 2 levels of Humanoid, giving them (2 + Int modifier, minimum 1) x 5 skill points. Their class skills are Listen, Spot, Move Silently, Hide and Knowledge (any). A Mashling can pick one extra language as a bonus skill.
—Racial Feats: A Mashling's Humanoid levels give it one feat. It further gains feats as it advances in class levels.
—Natural Armor +1: A Mashling’s skin is naturally quite tough, possibly due to descending from an incredibly tough ancestor, such as a kind of dragon.
—Natural Attacks: Mashlings have two claw attacks, dealing 1d4 plus their strength score. These are its primary attacks.
—Weapon Profiency: Mashlings are automatically proficient with the short sword, longsword and bastard sword. However, Mashlings with a Strength score below 13 cannot wield a bastard sword in one hand.
—Disfavoured by Life and Death (Ex): Whenever a Mashling is within the range of a cleric when he or she uses his or her Turn Undead ability or Rebuke Undead ability (i.e.: when the Mashling stands closer to the cleric than the furthest rebuked/turned undead), the Mashling is stunned for one full round. This weakness does not apply if the Mashling is the Cleric doing the Turning/Rebuking. The Mashling itself does not count towards the limit of undead that can be turned/rebuked.
—Ancestral Power (Ex): A Mashling has a +1 racial bonus to saving throws against spells and spell-like abilities and effects. This bonus increases by +1 for every 3 levels the Mashling has.
—Prehensile Tail (Ex): A Mashling possesses a prehensile tail, A prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine manipulation. A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however.
—Spells: Mashlings cast spells as a 2nd-level wizard. If a Mashling character takes any additional class levels of wizard, these levels stack with the Mashling's base spellcasting ability for the spells known, spells per day, and any other effects dependent on caster level. For example, a Mashling 5th-level wizard has the same spells known, same spells per day and caster level as any other 7th level wizard. A Mashling also has access to all other 0 level and 1st level arcane and divine spells, not just wizard spells.
—Automatic Languages: Common, Mishpush. Bonus Languages: Any.
—Favored Class: Wizard/Rogue, a multiclassing Mashling's wizard and rogue classes don't count when determining XP penalties.
—Level adjustment +2.
Table: Starting Age
Adulthood Simple Average Complex 15 years +2d6 +4d6 +6d6
Table: Aging Effects
Middle Aged Old Venerable Maximum age 100 years 178 years 275 years +10d20 years
Table: Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier Male 4'10" +3d6 130 lb. X(2d6) lb. Female 4'08" +3d6 100 lb. X(2d6) lb.
Originally posted here: community.wizards.com/go/thread/view/758...