Author Topic: Homebrew Contest II: Races of the Board  (Read 3251 times)

Offline Bozwevial

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Homebrew Contest II: Races of the Board
« on: September 24, 2012, 12:04:30 AM »
The second annual Min/Max Boards homebrew contest is officially live, and this time around we're going to create enough fictional races to populate an entire continent! Contestants should reserve their breeding for the designated breeding rooms, down the hall to your left.

The contest begins as of now, and will remain open for entries through midnight of October 24th. Once it closes, voting will be open via public poll for a ten-day period ending at midnight of November 3rd.

Rules and Whatnot
  • Entrants will create both a race and a set of racial substitution levels for that race's favored class. This time around, there's no particular theme you're tied to - feel free to create as diverse a cast of creatures as you can conjure from whimsy. Races with scaling abilities, races as templates, whatever you like.
  • Entries should be either 3.5 or Pathfinder. You can draw on any WotC or Paizo material for your work, but kindly specify which system you're using in your entry. You may also use homebrewed material if you want to write racial substitution levels for a homebrew class, but be sure to link anything you use and provide credit to the author.
  • Complete entries should include your race's racial traits, information about that race's place in the world, society, and any other relevant cultural information you think is necessary, along with the complete racial substitution levels for that race's favorite class. Go nuts with the fluff, write a damn essay if you want! Incomplete entries won't be considered. For ease of formatting, you can use the race template in the dropdown menu to the right of the font color menu.
  • Likewise, if your entry is edited after the deadline, it won't be considered.
  • This thread should be reserved for entry posts only. Discussion and questions should be posted in the discussion thread here.
  • I would take it as a personal kindness if you didn't reserve posts in this thread. Skeleton entries which you edit later are acceptable.
  • All submitted work should, obviously, be your own work. It should also be entirely new. Previously posted entries or entries not written by you will not be considered, because that would just be silly. In addition, only a single entry submitted by a given competitor will be considered.
« Last Edit: September 26, 2012, 01:30:30 PM by Bozwevial »
Homebrew Compendiums: D&D 3.5 4e/PF
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Offline Bozwevial

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Re: Homebrew Contest II: Races of the Board
« Reply #1 on: September 24, 2012, 11:59:18 AM »
Reserved for later needs.
Homebrew Compendiums: D&D 3.5 4e/PF
IRC: #mmxgeneral on Rizon

Offline Noliar

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Re: Homebrew Contest II: Races of the Board
« Reply #2 on: September 28, 2012, 02:22:48 PM »
WIP
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Offline bhu

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Re: Homebrew Contest II: Races of the Board
« Reply #3 on: October 01, 2012, 12:14:56 AM »
wip

THE VIKING CURSE


   
"I WILL DIE FOR THE HONOR OF MY POINTY HAT!"

 Once upon a time there was a good and loyal Viking named Olaf, the son of Thor and Loki (don't ask, it's bad, just trust us).  He spent his days as many Vikings did: feasting, fighting, and fucking, not always necessarily in that order.  Eventually he came to the attention of a God from a foreign land called the Jester who stole Olaf and took him to his own realm to play tricks upon him.  Olaf spent many years fighting to find his way back home with little if any success, and as he lay on his deathbed pronounced a massive curse using his pent up semi-divine rage: That his people would take over this realm and replace all others.

From that point onward anyone who touched Olaf's body saw a change come upon them.  They wore animal skins, and cursed, and fought naked in the streets.  They carried off women, and drank, and got into arguments with Gods and Giants.  They behaved in short like really bad comic stereotypes of Vikings.  Worse yet they began to call themselves Vikings, and Olaf their father.  Others they got into fights with soon followed them into the Viking life and it was quickly learned how easily Olaf's curse could spread turning others into barbarians.  The new Vikings were quickly shipped off to find a land of their own, which they eventually found and unimaginatively named The North.


VIKING CHARACTERS
 If you like playing loud angry people who fight at the least amount of provocation without regard to their future, this race is for you.  The Vikings exemplify the "run blindly into my own eternal damnation just for fun" archetype espoused by so many berserkers in the fantasy genre.  If on the other hand  you want to play some sort of coward like an archer or a spellcaster, well this race probably isn't for you.  It's a rare caster willing to die for the honor of his pointy hat.
 Adventuring Race: Most Vikings go on adventures for the traditional reasons: fame, glory, and MONEY!  Occasionally for revenge, but most often because it might be fun and allow them to indulge their more primitive urges.  Like pig strangling.  Vikings are big on pig strangling.  They also get to sample new and ever more exotic forms of beer, hit strangers with hammers, and raid for supplies (which inadvertently spreads their Curse).
 Character Development: With your racial abilities you are perfect for up close melee fighting.  The Dex penalty kind of messes you up a little for ranged combat unless you're willing to invest in a few feats, and the only kind of caster you can usually be fairly good at is Cha based which limits your options there as well.
 Character Names: Male: Arngrim, Asgeir, Bard, Bjorn, Einar, Finn Frodi, Gorn, Grim, Haefnir, Holmstein, Ingvar, Jorund, Knut, Olaf, Skuld, Stein, Thorvald, Ulf, Yngvar.  Female:  Astrid, Dotta, Grima, Gunnhild, Helga, Hild, Inga, Ingrid, Mathilda, Sigrid, Thora. 

ROLEPLAYING A VIKING
 You do everything with enthusiasm, and give it your all.  When you're depressed the world is ending and you'd kill yourself if only there was any point to it.  When your angry you vow to make the entire world burn.  When you're in love you'll go to any lengths to get them to reciprocate.  In short you're slightly emotionally unstable.  While this may attract like minded individuals, the rest of the world sees you as the roving patch of Chaos you are and does their best to avoid you.
 Personality: You don't like change, or things you don't understand, or cowards, or rude people.  You REALLY don't like people insulting your hat.  On the plus side you are generally friendly, and loyal unto death.  You love a good fight or competition of any kind and will always participate regardless of your actual skill level or ability, mostly because it's guaranteed that someone will lose their temper badly enough to start a fight at some time.
 Behaviors: You always question authority unless you know or trust that person.  You always accept an invitation to a fight (or really any form of competition really).  Generally you always speak your mind regardless of what trouble it may cause you, and give little thought to the future.
 Language: All Vikings speak Old Norse regardless of what their former language was, though they retain their memories of the tongue they used to speak as well.  They just don't use it unless speaking to beings who don't understand Old Norse and whom they haven't decided to speak to with fists and axes.

VIKING SOCIETY
 Society is based around friendly competition, most of which is some sort of fighting.  When a woman comes available for marriage you all fight for her favor if you aren't already married.  Then you fight with her when you kidnap her for the wedding.  Then you fight for the right to sleep with her (Viking women insist on it, it's the only way they believe they get husbands of sufficient strength to father strong children).  Then you fight with her over the other household decisions, while fighting animals to put food on the table and fighting in raids to earn money. 

Then you fight with the children to get them to obey you, and occasionally fight with the Gods to get them to see things your way (of course this is mostly arguing as opposed to physical, even you aren't that stupid).  Some days you fight with less physical things like the weather for a change of pace.  Non-vikings don't understand it when they find you cussing at the clouds, but then they don't much understand you period.

Beyond this your civilization is fairly similar to the standard Viking one.

 Alignment: You are compulsorily Chaotic, always squabbling and getting into trouble.  Racially you pretty much have an equal likelihood of being Good, Evil, or Neutral depending on the makeup of the local population infected by the Curse.
 Lands: Most Vikings live in a segment of the Jesters Realm known as The North.  It is a place of harsh winters, and big sized problems like dragons and giants (who convert to the cause fairly often).   Really it's pretty much overrun by Vikings and a few other odds and ends they can't convert.
 Settlements: Vikings rarely settle as they prefer to be among their own kind, and even they dimly understand that forcibly converting others is not always necessarily a good thing.
 Beliefs: Much like other Vikings you regard worship as a two way street.  You worship Gods for what they can give you.  The God of Rain wants your prayers, and sometimes you want rain.  So it works out okay for the both of you.  But if the rain isn't forthcoming once you've prayed, then he won't be getting anymore till you do.  You'll find some other God who follows through.  All of you worship Olaf though, even though he can't provide anything, as he is the father of your race.
 Relations: Vikings tend to regard other races with suspicion.  Considering the other races have traditionally attempted to mass murder them to prevent the Curse from spreading their suspicion is pretty well founded.  They also aren't fond of traditional Viking enemies such as Trolls, Giants, and Dragons, though exceptions have been made.

VIKING ADVENTURES
·   An outsider has passed through town, and posthumously you have learned he said your hat makes you look like "some kind of moron."  He must die for this.
·   A dragon has kidnapped your wife.  Granted she was a fat, cheating, lying bitch but she was still "yours."  He must die for this.
·   A magical talking pig wanders into your mead hall and calls you fat.  Of course you end up killing him.  At which point his ghost begins haunting the hall.  He must die for this.  Again.



THE VIKING CURSE

Viking can be an Inherited or Acquired Template that can be applied to any Animal, Dragon, Fey, Giant or Humanoid.

Size and Type: Size remains unchanged.  Type becomes Viking regardless of former Type.  Do not recalculate Saving Throws, Skills, or anything else based on this Type Change. 

Hit Dice: Unchanged, but hit points will need to be recalculated due to change in Constitution.

Speed:
Unchanged.

Armor Class: Your Natural Armor Bonus to Armor Class improves by an amount dependent on your Size Class: Tiny or Smaller +0, Small +1, Medium +2, Large +3, Huge +4, Gargantuan +7, Colossal +11.

Attacks: Base Attack Bonus you gain from Racial Hit Dice are recalculated.  BAB now equals your Hit Dice for Racial HD only.

Damage: Unchanged

Special Attacks: Retains all Special Attacks of the Base Creature plus gains the following:

The Viking Curse:  The Viking Curse in many ways resembles a sort of psychic Virus.  Any Animal, Dragon, Fey, Giant or Humanoid is susceptible to it in certain circumstances, and must make a Willpower Saving Throw or acquire the Viking Template over a period of 1d4 days.  They gain the Viking Type immediately on failing the Save, and other Vikings will stop trying to kill them in order to let them 'mature' and join society.  At least as long as they behave anyway.  The Actual Save DC varies.  Living among Vikings a week or being spat on by one is a mere DC 12.  Being subject to the Inspire Viking Frenzy ability, or being Intimidated by one, or failing a Save vs some sort of Fear Ability if they have one is (10 plus half the Vikings Hit Dice plus his Constitution Modifier).  Fighting a Viking, coming into contact with their blood, or intimate relations requires a  DC (1o plus the Vikings Hit Dice plus his Constitution Modifier) Save.  Touching Olaf's corpse requires no Save, you become a Viking immediately.

I WILL DIE FOR THE HONOR OF MY POINTY HAT!:  In any round in which a Viking is insulted (or has an ability similar to the Goad Feat or similar type spells used on him) he gains a Bonus on Attack, Damage , and Initiative rolls made that round equal to his Constitution Modifier, with an additional +1 if the insult involves his headgear...

Special Qualities: Retains all Special Qualities of the Base Creature plus gains the following:

Sense Viking (Ex): Beings with the Viking Type sense one another regardless of what they look like.  You may be a bunny, or a dragon, or even an elf but as long as you have the Viking Type you're indistinguishable from any other brother Norseman.  Vikings will always tend to side with each other over any other opponent regardless of origin, and will usually only fight to the death if forced or they have a serious grudge.  This ability even sees through Illusions in a manner similar to True Seeing, but only to determine your Vikingism.

Transitioning: Transitioning after the Curse is a hard task, especially for those not really suited towards being barbaric raiders.  Once you gain a level in either of the Viking Favored Classes (Barbarian or Frenzied Berserkers) you may swap out any levels in other classes you no longer want or need to levels of the new class.  For example if you were a 5th Level Wizard, once you get a level in Barbarian you can switch out all five of those Wizard Levels for Barbarian, and you remake your PC as a 6th Level Barbarian.

Cold Resistance:  You gain Cold Resistance 5.

Saves: Saves will need to be recalculated due to changes in Abilities, plus you also get a +1 Racial Bonus to Fortitude Saves.

Abilities: +4 Str, +4 Con, +2 Cha, -2 Dex, -2 Int, -2 Wis

Skills: Vikings get a +4 Racial Bonus to Intimidate, Knowledge (Nature), and Survival Checks.  They become proficient with Simple and Martial Weapons and Light and Medium Armor.  They also become proficient with all Shields except Tower Shields.  You also now Speak/Read/Write Old Norse.

Feats: You gain Improved Unarmed Strike and Improved Grapple.  If you already have these Feats or have Abilities that render having them superfluous (natural weapons, Improved Grab, etc) you gain 2 Bonus Fighter Feats instead.

Environment:
Mostly unchanged but now includes any Cold.

Organization: Vikings now live in towns composed of other Vikings.

Challenge Rating: +2

Treasure: Unchanged

Alignment: Good Alignments become Chaotic Good.  Evil Alignments become Chaotic Evil.  Neutral Alignments become Chaotic Neutral.

Advancement: By Character Class.  Favored Class changes to Barbarian or Frenzied Berserker.

Level Adjustment: +4

Example of creature using template here:


VIKING RACIAL SUBSTITUTION LEVELS


BARBARIAN
 Level 1: Replace Rage with Viking Rage
 Level 11: Replace Greater Rage with Greater Viking Rage
 Level 20: Replace Mighty Rage with Mighty Viking Rage
 Levels 3, 6, 9, 12, 15, 18: Replace Trap Sense with Viking Stoicism
  Viking Rage:  This is identical to normal Rage in every way except for the Bonuses.  You gain DR 4/-, which stacks with other DR you get elsewhere (including from this class) and a +2 Morale Bonus on Will Saves.
  Greater Viking Rage: This is identical to normal Rage in every way except for the Bonuses.  You gain DR 8/-, which stacks with other DR you get elsewhere (including from this class) and a +3 Morale Bonus on Will Saves.
  Mighty Viking Rage: This is identical to normal Rage in every way except for the Bonuses.  You gain DR 12/-, which stacks with other DR you get elsewhere (including from this class) and a +4 Morale Bonus on Will Saves.
  Viking Stoicism: At Levels 3, 6, 9, 12, 15, 18 you gain a cumulative +1 Bonus on Willpower Saves against Fear Effects or any spell/ability that causes a Morale Penalty.



FRENZIED BERSERKER
 Level 1: Replace Frenzy with Viking Frenzy
 Level 1: Prerequisites for taking this PrC are removed, Viking PC's/NPC's may take this as a Core Class instead of a PrC.
 Level 6: Replace Inspire Frenzy with Inspire Viking Frenzy
 Level 8: Replace Greater Frenzy with Greater Viking Frenzy
  Viking Frenzy:  This is identical to Frenzy, with the exception that anything with the Viking Type is considered an Ally.  Even in Frenzy you will not target other Vikings for attack unless you know them to be an enemy.
  Inspire Viking Frenzy: This is identical to Inspire Frenzy, with the exception that anything with the Viking Type is considered an Ally.  Even in Frenzy your Allies will not target other Vikings for attack unless they know them to be an enemy.  They also temporarily have their Type changed to Viking and may risk the Viking Curse (see above).
  Greater Viking Frenzy:  This is identical to Greater Frenzy, with the exception that anything with the Viking Type is considered an Ally.  Even in Frenzy you will not target other Vikings for attack unless you know them to be an enemy.
« Last Edit: October 21, 2012, 11:41:49 PM by bhu »

Offline TheGeometer

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Re: Homebrew Contest II: Races of the Board
« Reply #4 on: October 02, 2012, 07:10:48 PM »
The Deep Blue


   
You humans know nothing about sight. Only in blindness can one truly see.
K'lathen Mormyr, a Deep Blue Seer

Like many creatures, the psionic goblins commonly known as Blues have counterparts that live deep below the earth. This secretive people have lived separate from the world for centuries, inhabiting only the regions of total darkness. Over time, they lost their unnecessary eyes, and in turn, developed an inner sight related to their psionic abilities. This makes them adept at becoming psions that study clairsentience, and many gifted Deep Blues have become some of the best Seers the world has ever known.

DEEP BLUE RACIAL TRAITS
  • -2 Str, -2 Con, +2 Dex, +4 Int, -2 Cha
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters.
  • Humanoid (Goblinoid, Psionic)
  • 30 ft. base land speed
  • Naturally Psionic: The Deep Blue gains 1 bonus power point at 1st level
  • Blind: The Deep Blue has no natural sense of sight; it is treated as though continually and incurably blind
  • Blindsight out to 60 ft as long as the Deep Blue has at least 1 remaining power point.
  • Racial Skills: A Deep Blue character has a +4 racial bonus on Move Silently checks, Listen checks, and Knowledge (Dungeoneering) checks.
  • Automatic Languages: Common, Goblin (with an archaic accent that is difficult for most other goblins to understand).
  • Bonus Languages:  Draconic, Elven, Giant, Gnoll, Orc, Drow.
  • Level Adjustment: +2
  • Favored Class: Psion
STARTING AGE
 Adulthood: 40
 Barbarian, Rogue, Sorcerer: 40
 Bard, Fighter, Paladin, Ranger: 55
 Cleric, Druid, Monk, Wizard: 80

AGING EFFECTS
 Middle Age - 70 years: -1 to str, con, and dex, +1 to int, wis, and cha
 Old - 130 years: -2 to to str, con, and dex, +1 to int, wis, and cha
 Venerable - 190 years: -3 to str, con, and dex, +1 to int, wis, and cha
 Maximum Age: 240

HEIGHT AND WEIGHT
 Base Height: Male: 2 ft, 10 in.  Female: 2 ft, 6 in.
 Height Modifier: +2d4
 Base Weight: Male: 60 lbs.  Female: 50 lbs.
 Weight Modifier: x1

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
  • Give at least three examples of an adventure for or involving a member of this race


...The rest will be up soon.
« Last Edit: October 02, 2012, 07:12:59 PM by TheGeometer »

Offline sirpercival

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Re: Homebrew Contest II: Races of the Board
« Reply #5 on: October 04, 2012, 12:12:06 PM »
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« Last Edit: October 12, 2012, 02:14:22 PM by sirpercival »
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Offline veekie

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Re: Homebrew Contest II: Races of the Board
« Reply #6 on: October 24, 2012, 05:15:10 AM »
Chitling

Starting Ages:
Adulthood: 8 years
Intuitive classes: +1d4 years
Self Taught classes: +1d6 years
Trained classes +1d8 years

Middle Age: 20 years
Old: 30 years
Venerable: 40 years
Maximum Age: 40+4d20 years
Height and Weight:
Base height(male/female): 3ft/3ft 4in
Base weight(male/female): 30/35lbs
Modifier: 2d4
Weight multiplier x1lb

Nature:
Chitlings are plagued by an intense degree of inborn curiosity and wanderlust during their first two decades of life contributing significantly to their relatively low population, despite their rapid lifecycle. In this time, they demonstrate an unnerving degree of focus and dedication to any task they set themselves, competing only with a similar degree of love for exotic foodstuffs. This fervor eventually fades some time during their third decade, where they tend to settle into a clan and a permanent career.
While their appearance is disconcerting to the other humanoid races, their small stature helps allow them to pass without seeming as threatening as a giant armored insect otherwise might. Where possible, Chitlings keep a low profile with other races, at least where it doesn't conflict with their current pet projects. Amongst closer friends and their own kind, they are inveterate braggarts, loving to inflate their accomplishments.

Physical Description:
Chitlings are three to four feet tall insectile humanoids. All Chitlings develop a natural coat of chitin over their bodies, thickest over the torso, limbs and head, though unlike true insects, this serves as protection over otherwise ordinary skin, much like sheep's wool, and they possess complete skeletons. Their heads are elfin in nature, though their large compound eyes, lack of ears or any facial hair, combined with their mop of thick, hair-like antennae, makes them an unusual sight to see. Over this, their head is encased by a natural helm of chitin, with retractable plates that shield the front when agitated.
Body wise, a Chitling has three pairs of limbs. The highest and lowest pairs have limited degrees of motion, terminating in large three pronged pincers, while the middle pair possesses much greater dexterity, being analogous to hands in other races with two fused pairs of pincers each, effectively having six fingers containing two thumbs each. On their backs are wing cases, serving a largely vestigal and ornamental role for most of the race, being too heavy to easily fly. Chitlings generally go about with their upper limbs folded against their sides, releasing them only when they are needed for climbing or combat.
Their skin and chitin share a common shade of light brown, which darkens as they mature and then fades as they age. Their eyes and wings(at least, where wings are exposed from wing cases) meanwhile are in stark contrast to this color scheme, with brilliant vibrant color patterns unique to each Chitling.
Chitlings hatch their young from eggs, laid in pairs after a successful mating. Each egg takes about a month to hatch.

Society:
Chitlings tend to settle in remote locations, forming permanent settlements consisting of up to a dozen clans, governed by a council consisting of the heads of each family. These settlements generally comprise of young Chitlings, up to ten years of age, and Chitling elders. Wealth is held in common within a clan, with a sizable initiation gift apportioned as they come of age. These settlements usually live off the land, with limited trading with other races.
As their natural capabilities largely fulfill their need for protective gear and weaponry, Chitling settlements possess limited metalworking ability, being chiefly decorative in nature. They make extensive use of dyes, lacquers, fabrics, woodworking and pottery, with an aesthetic sense focused upon eyecatching patterns of colors, some mainly visible to their eyes. While the odd Chitling machinist would not lack for skill, he would most likely have some difficulty acquiring the tools of his trade.
As a short lived race, Chitlings judge the value of their life by the deeds they have done, the experiences they have lived through and what they have added to their clan. They keep extensive histories and records, which are passed on as a nearly sacred duty to their surviving offspring, in both oral tradition, racial memory and in writing, in order to preserve that they have lived once and meant something to their people.
This may seem strange to those who know of their ability to pool their memories and experiences, but as the store of racial knowledge is cluttered and prone to mistakes from those who contribute to it, it is all the more critical that such a store is kept as accurate and detailed as possible.

Relations:
Chitlings generally get along well with elves, taking advantage of their shared environments to make the best of their differing capabilities. Elves take care of the magical support roles, which the Chitlings can ill afford to spend a quarter of their lives learning and protect Chitling creches, ensuring the survival of the clan, while the far more populous Chitlings act as front line scouts and shock warriors.
Chitlings also have cordial relationships with gnomes and halflings, who regularly encounter adventuring Chitlings in their own travels, and where interests coincide, Chitlings make able, if strange companions.
They rarely deal with the other races on a regular basis however, which serves to further impress their strangeness upon first contact.

Alignment and Religion: Chitlings tend to be chaotically aligned in their youth, but eventually grow into a more even spread as they age, with every alignment represented. Chitling loyalties usually remain with their clan and kin regardless of alignment, their alignment tends to describe their driving interests, as well as how they manifest their loyalties.
Chitling worship is mainly in the form of a clan cult. Each Chitling clan is represented by a particular deity, consisting of the combined spirits of the clan's ancestors and descendants. All Chitlings return to their clan spirit on death, and part from it at birth. Each clan thus, has a spirit reflecting their aptitudes and nature. In exceptional cases, Chitlings who die of old age will sometimes reincarnate whole in one of their descendants, with full personality and experiences of their past lives by the time they come of age.

Adventurers: Adventurers are extremely common. Young adult Chitling who do not take up a specific field of study or craft as their interest, approximately a third of them, wind up seeking their fortune, to enrich their clan through wealth and experiences. They are adaptable and persistent, fine traits in adventurers, as they poke and pry at problems until the difficulties come apart.
Chitling seek out novel experiences, things which they and their clan has not experienced before, and knowledge, in order to enrich their clan spirit with their discoveries. They do not have a death wish, though it is sometimes misconstrued as such, Chitling who die before their time impart an incomplete experience to the spirit, but they often overestimate their own capabilities in the same stroke. When it comes to material gains, Chitling favor tools and decorative objects over currency, weapons and armor, considering such to be more valued and memorable additions to the clan.
Chitling adventurers relish close combat, while small, they pack the power and endurance of their insect cousins, rushing in to assail their foes with superior natural defenses and claws, further enriched by their choice of moults. Due to their short lifespans, most Chitling favor instinctual or self taught classes, with an inclination for rogues, rangers and witches.

Racial traits
Ability Score Racial Traits: Chitlings are agile and quick-witted, but tend to be overly impulsive. They gain +2 Dexterity, +2 Intelligence and -2 Wisdom
Type Chitlings are humanoids with the chitling subtype
Size Chitlings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on Stealth checks
Base Speed Chitlings have a base speed of 30ft.
Natural Climber Chitlings can use their upper arms to great effect when climbing, granting them a climb speed of 30ft(along with the +8 racial bonus on Climb checks). While they cannot use their upper claws while climbing, their hands remain free.
Languages: Chitlings begin play speaking Common and Chitling. Chitlings with high Intelligence scores can choose from the following: Elven, Gnome, Halfling and Sylvan.

Carapace Chitlings' natural chitin armor grants them a +2 bonus to natural armor.
Natural weapons A Chitling's upper arms have a pair of powerful pincers. While these arms are not otherwise occupied, they act as a pair of claw natural weapons. Thes claws are primary attacks that deal 1d4 damage each.
Keen Senses Chitlings gain a +3 racial bonus to Perception checks.
Low light vision Chitlings can see twice as far as humans in conditions of dim light.

Moults A mature Chitling develops a variety of mutations, granting them additional capabilities in accordance to their focus. Each Chitling can have one moult active at a time. A Chitling changes moults over the course of a week, at the end of which they lose the features of their previous moult and gain access to the new one. Changing moults require a large amount of food, a Chitling must consume a month's worth of food over the moulting period. During this time they shed old chitin and grow a new coat. Shed chitin is about as hard as wood, and can be used as a wood substitute(though the individual pieces are never very large). Most Chitlings have a preferred moult, and stay in it semi-permanently.
A Chitling of at least 5 Hit Dice may accelerate the process, taking only a day to complete the changes. The moulting process renders the chitling helpless for the entire period of time, though they remain fully aware of their surroundings and able to speak, the chitin buildup renders them unable to move. A Chitling is considered a full adult after he completes his first moulting.
Moults are listed below:
-Warrior - This moult thickens the coat of natural armor, providing full body coverage and increasing the natural armor bonus to +6. In addition, the chitin coat develops additional spurs on the backs of their hands, granting two additional claw attacks if they wield nothing in their hands. The Chitling's claw attacks also increase their critical threat range to 19-20. However, the heavier chitin coat interferes with wearing armor, the chitling simply cannot wear any armor with an armor check penalty in this moult.
-Hunter This moult increases the size of the Chitling's wings and lengthens their limbs. The Chitling gains a +4 racial bonus to Acrobatics checks and increases their land speed, fly speed(if any) and climb speed by +10ft. Additionally, the Chitling automatically unfurls his reinforced wings when falling, negating damage from falling and allowing him to glide for 5ft of horizontal distance for every 10ft fallen.
-Seeker - This moult extends and refines the chitling's antennae, forming what seems to be a long head of hair. The Chitling gains the Scent and Tremorsense(30ft) special abilities.
-Speaker - This moult brings color to the chitling, who may choose colors and patterns for his caraspace when moulting. More importantly, the chitling's wings becomes a spread of brilliant colors and patterns that shift on demand, granting them a +4 racial bonus to Bluff, Diplomacy, Intimidate and Perform checks.
-Maker - This moult exposes some of the chitling's chitin extrusion ducts, hardening their fingertips in the process. The chitling never takes a penalty for working without tools and gains a +4 racial bonus to Craft and Disable Device checks. Finally, the Chitling can extrude chitin up to 1lb of chitin per Hit Dice each day, divided as he wishes, as a move action. This can be used to create any objects normally made primarily of wood, leather or ivory(a spear or arrow can be created, a sword cannot), and requires a skill check to create complex items. These creations are not stable, they break down into crumbly flakes after 10 minutes.
-Builder - This moult strengthens and hardens the chitling's pincers for digging. The chitling gains a burrow speed equal to half his land speed, increases his claw damage by one size category and the critical multiplier by one step(from x2 to x3). The reinforced pincers can be used as mining tools, and grants a +5 bonus to Profession(miner) checks for the purpose of excavation. Note that the chitling does not have any means to know where he is digging without additional senses.
-Lorekeeper - This moult is primarily internal in nature, manifesting in the form of horn-like spurs on the head. In this moult, the chitling can access their racial memory, allowing them to make knowledge checks untrained and gaining a +5 bonus to Knowledge checks. In addition, the chitling commits everything he learns in this moult into racial memory, which can be retrieved by any Lorekeeper chitling with a successful 1d20+HD+Int roll against a DC of 10+5 per piece of detail recovered, with a bonus of +5 if the Lorekeeper commited that memory himself, or has a description of it by another Lorekeeper. Other Lorekeepers are not automatically aware of what is available in racial memory, a blind search is made at a -20 penalty. The chitling may not retry a failed roll unless his roll modifier increases(such as being informed of the memory's existence after a blind search or increasing intelligence).
-Spirit Speaker - This moult supplements the chitling's eyes with spiritually active pigments, forming arcane symbols across the facets. The chitling has a constant Detect Magic active, but requires concentration as normal to gain additional information. This mystic insight grants the Chitling a +4 bonus to Spellcraft checks.

Racial Feats
Cast Off [Racial] [Combat]
Prerequisites Chitling race, 11 hit dice, Constitution 15+
Benefits The chitling may moult extremely rapidly. The chitling completes the moulting process over the course of a full round action, taking 4 points of ability burn to Constitution from the stress of the transition as the old chitin cracks and shatter to reveal the new moult.
Special Chitlings with the Extra Moult feat may replace both moults at the same time.  Chitlings with the Enhanced Moult feat must wait a full day for the enhanced traits to manifest.

Enhanced Moult [Racial]
Prerequisites Chitling race, 5 hit dice
Benefits The chitling fully masters the moult, gaining additional abilities in one of their moults through controlling what they eat in preparation for the moulting.
-Warrior - The caraspace increases in density and coverage, increasing it's natural armor bonus to +9, but preventing the chitling from wearing any armor at all. The chitling's legs also sharpen, providing an additional pair of claw attacks with their kicks while they are climbing, grappling, flying, prone or otherwise not using their legs.
-Hunter - The chitling's muscle wind tighter, allowing them to attain impressive bursts of speed. Once per minute the chitling may move up to twice his speed as a swift action.
-Seeker - The antennae link up with nodules along the back of the chtiling's limbs, greatly enhancing their short range precision. The chitling gains blindsight with a radius of 5ft, and blindsense with a radius of 100ft.
-Speaker - The chitling gains a much greater degree of control over the appearance of his caraspace, allowing him to create a false seeming as per disguise self, chosen during moulting. This is not an illusion effect. In addition, he gains a limited form of telepathy, functioning up to a 100ft radius when communicating with other chitlings, but only up to 10ft when dealing with other races.
-Maker - The chitling's internal alchemy greatly expands in capabilities. His chitin can substitute for any metal or mineral when used to create objects, and he can create alchemical substances the same way. When creating wood or leather equivalent materials, they now last up to a day. Additionally he can form new sets of claws and pincers as a swift action, allowing him to use his claws attacks as thrown weapons with a range increment of 20ft.
-Builder - The chitling's spurs and pincers grow to seem completely disproportionate to his size. The chitling's burrow speed is now equal to his land speed. He increases the damage of his claws by another size category(1d8) and increases the critical multiplier by another step(to a maximum of x4).
-Lorekeeper - The chitling can use Commune to directly consult the collective racial memory once per day. The racial memory record is neither omniscient nor precognizant, it is only as reliable and informed as those who have contributed to it. In addition, the chitling can take 10 when consulting the racial memory, as well as embed specific pieces of information rather than general experiences.
-Spiritspeaker - The chitling's spiritual enhancements extend further, forming mystical patterns along the body. He gains a constant see invisibility effect, and his body gains the benefits of the Ghost Touch weapon enhancement, interacting with incorporeal entities as if they were corporeal.
Special Chitlings with the Extra Moult feat must choose which of their moults to enhance when they change moults. Enhanced Moult may be taken an additional time for each Extra Moult the chitling possesses. The chitling may also choose not to enhance any moults when they change moults.

Extra Moult [Racial]
Prerequisites Chitling race, 7 hit dice, Con 11+
Benefits The chitling may select an additional moult when moulting.
Special This feat can be taken multiple times. Each time the chitling takes this feat, the Constitution requirement increases by 2.

Sky Chitling [Racial] [Combat]
Prerequisites Chitling race, 9 hit dice
Benefits The chitling's wings develop to their full extent, becoming more than vestigal ornaments. He gains a fly speed equal to half his land speed, at a maneuverability of Good.
Special The chitling cannot fly while carrying more than a light load, or wearing medium or heavy armor.

Racial Archetypes
Fighter Archetype - Warcaste Chitling
Chitling warriors learn to master their body over the tools of the other races. Born with armor and blades, the chitling warrior adopts an elusive style that maximizes their natural advantages, flying into the melee like a tornado of claws

Caraspace Warrior(Ex)
At 3rd level, the Warcaste Chitling permanently settles into their Warrior moult. He gains Extra Moult as a bonus feat, which can only be used to select the Warrior moult option.
At 7th level, the Warcaste Chitling gains Enhanced Moult as a bonus feat, which can only enhance the Warrior moult option.
At 11th level and every four levels thereafter, he gains a +1 dodge bonus to AC while wearing no armor.
This ability replaces Armor Training.

Claw Combat(Ex)
At 5th level, the Warcaste Chitling gains a +1 bonus to attack and damage rolls when using his natural weapons. Every four levels thereafter, the Warcaste Chitling increases the bonus by +1. This bonus also applies on CMB and CMD.
This ability replaces Weapon Training.

Body Arms(Ex)
At 5th level, the Warcaste Chitling may attack with two claws as an attack action. He may not use the same claw more than once per round in this manner.
At 9th level, the Warcaste Chitling can use all his claw attacks whether or not the limb is being used for climbing or walking. He still cannot make claw attacks with a limb used to wield a shield or weapon, but can freely hold objects otherwise.
At 13th level, the Warcaste Chitling increases the base critical threat range of his claws to 18-20.
At 17th level, the Warcaste Chitling can make a full attack while charging, using the Spring Attack feat or the Flyby attack feat.

Caraspace Bastion(Ex)
At 19th level, the Warcaste Chitling gains Damage Reduction 5/-.
This ability replaces Armor Mastery.

Rogue Archetype - Nightleaf Chitling
The Nightleaf Chitling is a stalker and hunter. They seek out their prey, then fall upon them in packs.

Weapon Proficiencies
Nightleaf Chitlings are only proficient with simple weapons and their natural weapons.

Wilds Stalker(Ex)
A Nightleaf Chitling adds 1/2 his level on Stealth and Perception checks in regions of dense vegetation.
This ability replaces trapfinding.

Body-blade adept(Ex)
While using only his claws to fight, a Nightleaf Chitling uses d8s for his sneak attack damage instead of d6s. However, he uses d4s for sneak attack damage using any other weapon.

Natural Seeker(Ex)
At 3rd level, the Nightleaf Chitling gains Extra Moult as a bonus feat, which can only be used to take the Seeker moult.
At 6th level, the Nightleaf Chitling gains Darkvision out to 30ft while in Seeker moult. He also become hypersensitive to sensory attacks, taking a -1 penalty on saving throws against [Pattern] and [Sonic] attacks.
At 9th level, the Nightleaf Chitling gains Enhanced Moult as a bonus feat, which can only be used to improve the Seeker moult.
At 12th level, the Nightleaf Chitling improves his Seeker senses, doubling the area of his Seeker Blindsight and Scent ability. His sensitivity worsens to a -2 penalty on saving throws against [Pattern] and [Sonic] attacks.
At 15th level, the Nightleaf Chitling's Blindsight increases to a 30ft radius.
At 18th level, all senses derived from the Nightleaf Chitling's Seeker moult and it's enhanced form double in range. His sensitivity worsens to a -3 penalty on saving throws against [Pattern] and [Sonic] attacks.
This ability replaces Trap Sense.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.