Base Racial Cost = 5
(I eliminated the favored class cost, but if you want to reinsert it, the BRC = 6 and add 1 to all of the following BRCs.)
(I eliminated the favored class cost, but if you want to reinsert it, the BRC = 6 and add 1 to all of the following BRCs.)
Humans
HUMANS: Cost 0
(+0)Size: Medium
(+0)Land Base Speed: 30ft
(+2)+: 1 Extra feat at 1st level.
(+3)+: 4 Extra skill points and 1 extra skill point at each additional level.
(+0)Size: Medium
(+0)Land Base Speed: 30ft
(+2)+: 1 Extra feat at 1st level.
(+3)+: 4 Extra skill points and 1 extra skill point at each additional level.
The humans are the same in any system.
Koopas
KOOPA (Highborn): Cost 9
(+0)Size: Medium
(-1)Land Base Speed: 20ft
(+1)+: -2 Charisma, +2 Constitution, +2 Strength
(+1)+: Lowlight Vision = A Koopa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Koopas can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+8)+: Koopas have a natural armor bonus of +3 to AC and the bonus increases by +2 at 5HD and by another 1 every 5 after to a maximum of +5. So a Koopa of 20th level would have a natural armor bonus of +8, 15th level would have +7, 10th +6, and 5th +5.
(+2)+: Koopas gain Endurance as a bonus feat.
(+1)+: +2 on Unarmed Attack and Survival skill checks.
(+1)+: Claws = Koopas are born with claws, which give afflict and additional 1d4 damage when used in melee combat.
KOOPA (Lowborn): Cost 10
(+3)Size: Small = -4 Strength, +2 to Dexterity, -2 Constitution, +1 to AC, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(-1)+: -2 Charisma, +2 Constitution, -2 Intelligence
(+1)+: Lowlight Vision = A Koopa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Koopas can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+8)+: Koopas have a natural armor bonus of +3 to AC and the bonus increases by +2 at 5HD and by another 1 every 5 after to a maximum of +5. So a Koopa of 20th level would have a natural armor bonus of +8, 15th level would have +7, 10th +6, and 5th +5.
(+2)+: Koopas gain Endurance as a bonus feat.
(+1)+: +2 on Unarmed Attack and Survival skill checks.
(+1)+: Claws = Koopas are born with claws, which give afflict and additional 1d4 damage when used in melee combat.
(+0)Size: Medium
(-1)Land Base Speed: 20ft
(+1)+: -2 Charisma, +2 Constitution, +2 Strength
(+1)+: Lowlight Vision = A Koopa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Koopas can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+8)+: Koopas have a natural armor bonus of +3 to AC and the bonus increases by +2 at 5HD and by another 1 every 5 after to a maximum of +5. So a Koopa of 20th level would have a natural armor bonus of +8, 15th level would have +7, 10th +6, and 5th +5.
(+2)+: Koopas gain Endurance as a bonus feat.
(+1)+: +2 on Unarmed Attack and Survival skill checks.
(+1)+: Claws = Koopas are born with claws, which give afflict and additional 1d4 damage when used in melee combat.
KOOPA (Lowborn): Cost 10
(+3)Size: Small = -4 Strength, +2 to Dexterity, -2 Constitution, +1 to AC, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(-1)+: -2 Charisma, +2 Constitution, -2 Intelligence
(+1)+: Lowlight Vision = A Koopa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Koopas can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+8)+: Koopas have a natural armor bonus of +3 to AC and the bonus increases by +2 at 5HD and by another 1 every 5 after to a maximum of +5. So a Koopa of 20th level would have a natural armor bonus of +8, 15th level would have +7, 10th +6, and 5th +5.
(+2)+: Koopas gain Endurance as a bonus feat.
(+1)+: +2 on Unarmed Attack and Survival skill checks.
(+1)+: Claws = Koopas are born with claws, which give afflict and additional 1d4 damage when used in melee combat.
The Koopas best resemble the Torton Race.
Toadies
TOADIE: Cost 3
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(+1)+: +2 Charisma
(+2)+: +2 on Sound and Taste-based Perception skill checks.
(+3)+: +1 on all Saving Throws.
(+1)+: +2 on Listen skill checks.
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(+1)+: +2 Charisma
(+2)+: +2 on Sound and Taste-based Perception skill checks.
(+3)+: +1 on all Saving Throws.
(+1)+: +2 on Listen skill checks.
While it might be thought that a fungus-like race (Mycenoids) would be a natural selection, the Toadstools more closely resemble the Halflings. They're small, spunky, and are seasoned in the ways of war.
Yoshi's and Birdos
YOSHI: Cost 7
(+0)Size: Medium
(+1)Land Base Speed: 60ft
(-6)+: +2 Strength, -4 Intelligence, -4 Wisdom, -4 Charisma
(+1)+: Darkvision = Yoshis can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+4)+: Natural Armor = +2 to AC
(+12)+: Dragon Breath : When creating a Yoshi, choose 1 energy type (acid, cold, electricity, fire, or sonic) and 1 type of breath weapon (15 ft. cone or 30 ft. Line ) as your breath weapon. These selections cannot be changed after they have been chosen. A Yoshi can use their breath weapon to deal 1d8 damage to all within the area of the breath (Reflex save for half: DC 10+1/2 Yoshi HD+Constitution modifier). At 5th level the damage increases to 2d8, and increases by 1d8 every five levels thereafter.
(-3)+: Ravenous Appetite = "Dragon Breath" can only be used if the Yoshi just consumed and killed an enemy after "Swallow Whole" attack.
(+1): Swallow Whole = If a Yoshi with this special attack begins its turn with an opponent held in its mouth from a successful Grapple attack, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes Grapple damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
(+1): Wicked Tongue = Yoshi's have a long tongue that gains a +2 bonus to his or her Unarmed Attack and Unarmed Defence Skill Rank when engaged in a Grapple Attack. Wicked Tongue is also difficult to avoid in combat (opponent suffers a -1 AC penalty).
(+1): Carrying Capacity Multiplier is one Size Category higher, so a Medium Size Category could carry x2 in Bided and x3 in Quadraped.
BIRDO: Cost 9
(+0)Size: Medium
(-4)+: -2 Intelligence, -2 Wisdom, -4 Charisma
(+1)+: Lowlight Vision = A Birdo can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Birdos can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+4)+: Natural Armor = +2 to AC
(+12)+: Dragon Breath : A Birdo receives both a fire and a sonic type attack, but only with a 30ft line attack, and can deal 1d8 damage. At 5th level the damage increases to 2d8, and increases by 1d8 every five levels thereafter.
(+0)Size: Medium
(+1)Land Base Speed: 60ft
(-6)+: +2 Strength, -4 Intelligence, -4 Wisdom, -4 Charisma
(+1)+: Darkvision = Yoshis can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+4)+: Natural Armor = +2 to AC
(+12)+: Dragon Breath : When creating a Yoshi, choose 1 energy type (acid, cold, electricity, fire, or sonic) and 1 type of breath weapon (15 ft. cone or 30 ft. Line ) as your breath weapon. These selections cannot be changed after they have been chosen. A Yoshi can use their breath weapon to deal 1d8 damage to all within the area of the breath (Reflex save for half: DC 10+1/2 Yoshi HD+Constitution modifier). At 5th level the damage increases to 2d8, and increases by 1d8 every five levels thereafter.
(-3)+: Ravenous Appetite = "Dragon Breath" can only be used if the Yoshi just consumed and killed an enemy after "Swallow Whole" attack.
(+1): Swallow Whole = If a Yoshi with this special attack begins its turn with an opponent held in its mouth from a successful Grapple attack, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes Grapple damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
(+1): Wicked Tongue = Yoshi's have a long tongue that gains a +2 bonus to his or her Unarmed Attack and Unarmed Defence Skill Rank when engaged in a Grapple Attack. Wicked Tongue is also difficult to avoid in combat (opponent suffers a -1 AC penalty).
(+1): Carrying Capacity Multiplier is one Size Category higher, so a Medium Size Category could carry x2 in Bided and x3 in Quadraped.
BIRDO: Cost 9
(+0)Size: Medium
(-4)+: -2 Intelligence, -2 Wisdom, -4 Charisma
(+1)+: Lowlight Vision = A Birdo can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Birdos can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+4)+: Natural Armor = +2 to AC
(+12)+: Dragon Breath : A Birdo receives both a fire and a sonic type attack, but only with a 30ft line attack, and can deal 1d8 damage. At 5th level the damage increases to 2d8, and increases by 1d8 every five levels thereafter.
Both races tend to resemble the Dragonborn for obvious reasons.
GOOMBas
GOOMBA: Cost -3
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(-2)+: -2 Intelligence, -2 Charisma
(+3)+: +1 on all Saving Throws.
(+1)+: +2 on Listen skill checks.
(-3)+: Goombas are born without arms. It imposes a severe difficulty on them using ordinary utensils, and they must use their mouths to move anything. They can still use weaponry, but they are at a -3 DC in order to do so and they cannot use two-handed weaponry or two-handed missile weapons.
(+1)+: Fangs = This natural weapon inflicts only 2 damage above normal damage in melee combat, but a successful strike that penetrates Armour gives the character the option to maintain a biting grip and continue to inflict equivalent damage in subsequent rounds. These additional attacks are automatically successful, but the opponent can break the hold with a successful Strength check. While the Goomba is maintaining a biting grip, his or her own ability to defend is impeded: the Goomba cannot use weapons to defend, and suffers a -4 AC penalty against any attack.
GOOMBA: Cost -3
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(-2)+: -2 Intelligence, -2 Charisma
(+3)+: +1 on all Saving Throws.
(+1)+: +2 on Listen skill checks.
(-3)+: Goombas are born without arms. It imposes a severe difficulty on them using ordinary utensils, and they must use their mouths to move anything. They can still use weaponry, but they are at a -3 DC in order to do so and they cannot use two-handed weaponry or two-handed missile weapons.
(+1)+: Fangs = This natural weapon inflicts only 2 damage above normal damage in melee combat, but a successful strike that penetrates Armour gives the character the option to maintain a biting grip and continue to inflict equivalent damage in subsequent rounds. These additional attacks are automatically successful, but the opponent can break the hold with a successful Strength check. While the Goomba is maintaining a biting grip, his or her own ability to defend is impeded: the Goomba cannot use weapons to defend, and suffers a -4 AC penalty against any attack.
Similar to their distant cousins the Toadstools, Goombas resemble the Halfings and not the Mycenoids, although their temperament more closely resembles the Bullywug.
KONGS
KONG: Cost 15
(+3)Size: Large = +8 Strength, -2 to Dex, +4 Constitution, -1 to AC, -1 to BAB, +2 to Natural Armor, 4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), -4 to Hide Modifier, Height of 8-16ft, Weight of 500lbs-2tons, Space of 10ft, Natural Reach of 10ft Tall and 5ft Long, Carrying Capacity of Bipedal speed of x2 or 3x Quadruped.
(+1)Land Base Speed: 15ft (Bipedal) or 45ft (Quadrapedal), 30ft Climb. If wearing armor, it must be designed for Quadrapedal movement or the Kong is restricted to 15ft.
(+4)+: Kongs have an additional bonus of 1d8 Hit points at Character Level 5 and the bonus increases by 1d8 every 5 after to a maximum of 4d8.
(+1)+: -2 Intelligence, +4 Dexterity
(+12)+: +4 to BAB
(-3)+: "Unskilled" = Kongs start off with -12 Skill Points upon character creation.
(+1)+: "Intimidator" = If a Kong has a negative Charisma modifier, roll his or her Intimidate checks without it.
(+2)+: Kongs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
(+2)+: "Wild Empathy" An additional +4 modifier is applied to a Charisma check when trying to improve the mood of an animal and befriend it.
(-3)+: "Familial Bonds" = If a Kong witnesses another Kong being harmed by an outside force, they will go into a Blind Rage and will attack anything not a Kong until either the threat is removed or the Kong is forced down by magical influences or damage. The only exception is if an immature Kong is placed in danger, and in that case the Kong will flee with the child and ignore any other responsibilities or dangers. DM's are encouraged to impose a high difficulty if the players wish to make a Will Save to ignore this restriction.
(+3)Size: Large = +8 Strength, -2 to Dex, +4 Constitution, -1 to AC, -1 to BAB, +2 to Natural Armor, 4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), -4 to Hide Modifier, Height of 8-16ft, Weight of 500lbs-2tons, Space of 10ft, Natural Reach of 10ft Tall and 5ft Long, Carrying Capacity of Bipedal speed of x2 or 3x Quadruped.
(+1)Land Base Speed: 15ft (Bipedal) or 45ft (Quadrapedal), 30ft Climb. If wearing armor, it must be designed for Quadrapedal movement or the Kong is restricted to 15ft.
(+4)+: Kongs have an additional bonus of 1d8 Hit points at Character Level 5 and the bonus increases by 1d8 every 5 after to a maximum of 4d8.
(+1)+: -2 Intelligence, +4 Dexterity
(+12)+: +4 to BAB
(-3)+: "Unskilled" = Kongs start off with -12 Skill Points upon character creation.
(+1)+: "Intimidator" = If a Kong has a negative Charisma modifier, roll his or her Intimidate checks without it.
(+2)+: Kongs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
(+2)+: "Wild Empathy" An additional +4 modifier is applied to a Charisma check when trying to improve the mood of an animal and befriend it.
(-3)+: "Familial Bonds" = If a Kong witnesses another Kong being harmed by an outside force, they will go into a Blind Rage and will attack anything not a Kong until either the threat is removed or the Kong is forced down by magical influences or damage. The only exception is if an immature Kong is placed in danger, and in that case the Kong will flee with the child and ignore any other responsibilities or dangers. DM's are encouraged to impose a high difficulty if the players wish to make a Will Save to ignore this restriction.
The Kongs are almost the spitting image of the Gorillafolk.
Piranha Plants
PIRANHA PLANT: Cost 6
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-2)Land Base Speed: 5ft, Burrow Speed of 10ft. A burrowing Piranha Plant usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so.
(+2)+: No need for sleep.
(-6): -4 Intelligence, -4 Wisdom, -4 Charisma
(+1)+: Lowlight Vision = A Piranha Plant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Piranha Plants can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+4)+: Immunity to poison, sleep effects, paralysis and polymorph.
(+1)+: +2 on saves against stunning and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
(+1)+: Light Fortification (Ex): Piranha Plants are difficult to wound and resist attacks that target vital spots (such as critical hits and sneak attacks; +5 DC on rolls against the Piranha Plant).
(-1)+: Vulnerability to Fire (Ex): A Piranha Plant takes half again as much (+50%) damage as normal from fire damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.
(+1)+: Earthen Rest (Ex): A Piranha Plant resting below ground in suitable earth or in a Transfer Pipe with his leaves exposed to the air gains double the natural healing rate (2 HP per HD) from a full 8 hours rest. A Piranha Plant is awake during this time, as they do not sleep.
(+4)+: Fireball : A Piranha Plant receives a fire attack, but only with a 30ft line attack, and can deal 1d8 damage.
(+2)+: The Piranha Plant gets an extra +8 Strength when involving rolls where the Pirhanha Plant is being forcibly removed from a Transfer Pipe or another similarly solid location.
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-2)Land Base Speed: 5ft, Burrow Speed of 10ft. A burrowing Piranha Plant usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so.
(+2)+: No need for sleep.
(-6): -4 Intelligence, -4 Wisdom, -4 Charisma
(+1)+: Lowlight Vision = A Piranha Plant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Piranha Plants can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+4)+: Immunity to poison, sleep effects, paralysis and polymorph.
(+1)+: +2 on saves against stunning and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
(+1)+: Light Fortification (Ex): Piranha Plants are difficult to wound and resist attacks that target vital spots (such as critical hits and sneak attacks; +5 DC on rolls against the Piranha Plant).
(-1)+: Vulnerability to Fire (Ex): A Piranha Plant takes half again as much (+50%) damage as normal from fire damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.
(+1)+: Earthen Rest (Ex): A Piranha Plant resting below ground in suitable earth or in a Transfer Pipe with his leaves exposed to the air gains double the natural healing rate (2 HP per HD) from a full 8 hours rest. A Piranha Plant is awake during this time, as they do not sleep.
(+4)+: Fireball : A Piranha Plant receives a fire attack, but only with a 30ft line attack, and can deal 1d8 damage.
(+2)+: The Piranha Plant gets an extra +8 Strength when involving rolls where the Pirhanha Plant is being forcibly removed from a Transfer Pipe or another similarly solid location.
The Piranha Plants most closely resemble the Mandragoras.
Shy Guys
SHY GUY: Cost 6
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(+0)Land Base Speed: 30ft
(-1)+: -2 Charisma
(+2)+: +2 on Sound and Taste-based Perception skill checks.
(+3)+: +1 on all Saving Throws.
(+1)+: +2 on Listen skill checks.
(+1)+: Lowlight Vision = A Shy Guy can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+2)+: Heat Endurance: Desert goblins gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
(+1)+: +4 racial bonus on Move Silently checks and Ride checks.
(-1)+: "Sunburns" = Shy Guys are very sensitive to skin damage from the Sun, and they take 1d3 Damage per round of exposure if they are not completely covered in clothes and their masks.
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(+0)Land Base Speed: 30ft
(-1)+: -2 Charisma
(+2)+: +2 on Sound and Taste-based Perception skill checks.
(+3)+: +1 on all Saving Throws.
(+1)+: +2 on Listen skill checks.
(+1)+: Lowlight Vision = A Shy Guy can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+2)+: Heat Endurance: Desert goblins gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
(+1)+: +4 racial bonus on Move Silently checks and Ride checks.
(-1)+: "Sunburns" = Shy Guys are very sensitive to skin damage from the Sun, and they take 1d3 Damage per round of exposure if they are not completely covered in clothes and their masks.
Shy Guys resemble the Desert Goblins almost exactly.
Boos
BOO/DRY BONES: Applied Race Cost 11
Size: Varies
Land Base Speed: Varies
(+1)+: Lowlight Vision = A Boo/Dry Bones can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Boo/Dry Bones can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+1)+: +2 Arcana, +2 Stealth
(+2)+: +4 Resistance to cold damage.
(+6)+: No need to eat, drink, or breathe.
(+1)+: Only 4 hours needed to benefit form extended rest.
(+2)+: Immune to disease, poison, and necrotic damage.
(+1)+: +1 to Fortitude defense.
(+1)+: "Ethereal" = A Boo/Dry Bones is an ethereal creature, and it cannot naturally effect anything in the material world. It can only be damaged by other incorporeal creatures, magic weapons, or spells.
(+1)+: "Corporealize" = A Boo/Dry Bones can corporealize on the Material Plane, but it is still inhabiting the Ethereal Plane as well. A Boo/Dry Bones can be attacked by both material and ethereal creatures in this state.
(+5)+: "Ghostwalk" = Until the end of next turn or until Boo/Dry Bones hits with an attack, the speed becomes 5 and Boo/Dry Bones becomes invisible, phasing, insubstantial, and weakened. Boo/Dry Bones cannot walk through magical defenses with this power.
*(+4)+: "Boo-Mimic" = A Boo can stretch his or her entire body up to 5x its regular dimensions and receives +4 to Unarmed Attack/Defence (Grappling) Skill checks. However, they can never hide the fact that they are white ghosts, and every item or person they mimic will be completely white with a Boo face somewhere on it.
*(+4)+: "Bone-erang" = A Dry Bones can once per turn use one of their own bones as a Thrown Weapon, causing 1d4 Damage. The thrown bone disappears and reforms on the Dry Bones at the end of the turn.
(-6)+: When a Boo/Dry Bones are caught in a light source that is above twilight level, they lose their abilities for "Ethereal", "Corporealize", and "Ghostwalk" (and "Boo-Mimic" for Boos; "Bone-erang" for Dry Bones) until they escape the light source. They also receive 3d3 Damage per round of exposure.
(-4)+: A Boo's/Dry Bones' spirit is forever linked to the location of their death, where there bodies are buried, or a treasure important to them in life. They can only move within a 1-mile radius from that location. If they try, they are blocked as if by a magical barrier. If they are connected to an item that moves, they are forcibly moved with that item, even if it causes them damage.
Size: Varies
Land Base Speed: Varies
(+1)+: Lowlight Vision = A Boo/Dry Bones can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
(+1)+: Darkvision = Boo/Dry Bones can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+1)+: +2 Arcana, +2 Stealth
(+2)+: +4 Resistance to cold damage.
(+6)+: No need to eat, drink, or breathe.
(+1)+: Only 4 hours needed to benefit form extended rest.
(+2)+: Immune to disease, poison, and necrotic damage.
(+1)+: +1 to Fortitude defense.
(+1)+: "Ethereal" = A Boo/Dry Bones is an ethereal creature, and it cannot naturally effect anything in the material world. It can only be damaged by other incorporeal creatures, magic weapons, or spells.
(+1)+: "Corporealize" = A Boo/Dry Bones can corporealize on the Material Plane, but it is still inhabiting the Ethereal Plane as well. A Boo/Dry Bones can be attacked by both material and ethereal creatures in this state.
(+5)+: "Ghostwalk" = Until the end of next turn or until Boo/Dry Bones hits with an attack, the speed becomes 5 and Boo/Dry Bones becomes invisible, phasing, insubstantial, and weakened. Boo/Dry Bones cannot walk through magical defenses with this power.
*(+4)+: "Boo-Mimic" = A Boo can stretch his or her entire body up to 5x its regular dimensions and receives +4 to Unarmed Attack/Defence (Grappling) Skill checks. However, they can never hide the fact that they are white ghosts, and every item or person they mimic will be completely white with a Boo face somewhere on it.
*(+4)+: "Bone-erang" = A Dry Bones can once per turn use one of their own bones as a Thrown Weapon, causing 1d4 Damage. The thrown bone disappears and reforms on the Dry Bones at the end of the turn.
(-6)+: When a Boo/Dry Bones are caught in a light source that is above twilight level, they lose their abilities for "Ethereal", "Corporealize", and "Ghostwalk" (and "Boo-Mimic" for Boos; "Bone-erang" for Dry Bones) until they escape the light source. They also receive 3d3 Damage per round of exposure.
(-4)+: A Boo's/Dry Bones' spirit is forever linked to the location of their death, where there bodies are buried, or a treasure important to them in life. They can only move within a 1-mile radius from that location. If they try, they are blocked as if by a magical barrier. If they are connected to an item that moves, they are forcibly moved with that item, even if it causes them damage.
Boos are an odd bunch, and they are best represented by the racial traits of a Phantom (LINK 1) with the combat abilities of the Wraith (LINK 2). I would suggest only allowing Human, Koopa, Toadies, and Goomba Boos.
Bob Ombs
BOB OMB: Cost 11
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(+0)+: +2 Intelligence, -2 Charisma
(+0)+: No Constitution.
(+4)+: Immune to poison, sleep, paralysis, stun.
(+3)+: Immune to disease, death, and necromantic effects.
(-4)+: Cannot heal (must be repaired).
(+2)+: Not subject to critical hits or subdual damage.
(+2)+: Not subject to Ability damage, Ability drain, or energy drain.
(+3)+: Automatic Fortitude saves unless effect can target objects.
(+4)+: "Boom-face!" = After one round of concentration, the Boob Omb can activate a self-explosion attack that gives 2d6 Concussion Damage within a 5ft radius. However, the Bob-Omb recieves 1d6 Damage as well. At Character Level 5 and every five leves after that up to level 20, the Damage given increases by 1d6 and Damage received increases by 1d3.
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(-1)Land Base Speed: 20ft
(+0)+: +2 Intelligence, -2 Charisma
(+0)+: No Constitution.
(+4)+: Immune to poison, sleep, paralysis, stun.
(+3)+: Immune to disease, death, and necromantic effects.
(-4)+: Cannot heal (must be repaired).
(+2)+: Not subject to critical hits or subdual damage.
(+2)+: Not subject to Ability damage, Ability drain, or energy drain.
(+3)+: Automatic Fortitude saves unless effect can target objects.
(+4)+: "Boom-face!" = After one round of concentration, the Boob Omb can activate a self-explosion attack that gives 2d6 Concussion Damage within a 5ft radius. However, the Bob-Omb recieves 1d6 Damage as well. At Character Level 5 and every five leves after that up to level 20, the Damage given increases by 1d6 and Damage received increases by 1d3.
There are many semi-sentient weaponry in the Mario Bros universe, but the Bob Ombs are by far the most favorite. They are best represented as Iron Mechanoids.
Bloopers
BLOOPERS: Cost 8
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(+1)Base Land Speed: 20ft; 50ft when in water, and a Blooper may always take a 10 on a Swim check, even when threatened.
(-2)+: +2 Dexterity, -4 Charisma
(+1)+: "Tentacles" = Bloopers gain a +2 bonus to his or her Unarmed Attack and Unarmed Defence Skill Rank when engaged in a wrestling attack or defending against one. Tentacles are also difficult to avoid in combat (opponent suffers a -1 AC penalty).
(+1)+: Darkvision = Bloopers can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+1)+: Amphibious = A Blooper is able to breathe both water and air.
(+2)+: Due to its tentacles, a Blooper is adept at holding a weapon on each hand, gaining Two-Weapon Fighting as a bonus feat.
(+1)+: +8 bonus on Hide checks when in water.
(+3)+: At Level 10, the Blooper somewhat matures and grows two size categories larger, becoming a Large creature. Large = +8 Strength, -2 to Dexterity, +4 Constitution, -1 to AC, -1 to BAB, +2 to Natural Armor, +4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), -4 to Hide Modifier, Height of 8-16ft, Weight of 500lbs-2tons, Space of 10ft, Natural Reach of 10ft Tall and 5ft Long, Carrying Capacity of Bipedal x2 or 3x Quadruped.
(+3)+: At Level 20, the Blooper fully matures and grows two size categories larger, becoming a Huge creature. Gargantuan = +24 Strength, -4 Dexterity, + 12 Constitution, -4 to AC , -4 to BAB, +9 to Natural Armor, +12 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip),-12 to Hide Modifier, Height of 32-64ft, 16-125 tons, Space of 20ft, Natural Reach of 20ft Tall and 15ft Long, Carrying Capacity of Bipedal x 8 and Quadraped of x12.
(-1)+: When a Blooper finds themselves out of the water and has completely dried up, they receive 1d3 damage per round until they receive water. All damage received this way immediately reverses once the Blooper is wet again.
(+3)Size: Small = -4 Strength, +2 to Dex, -2 Constitution, +1 to AC, +1 to BAB, -4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), +4 to Hide Modifier, Height of 2-4ft, Weight of 8lbs-60lbs, Space of 5ft, Natural Reach of 5ft Tall and Long, Carrying Capacity of Bipedal speed of x3/4 or 1x Quadruped.
(+1)Base Land Speed: 20ft; 50ft when in water, and a Blooper may always take a 10 on a Swim check, even when threatened.
(-2)+: +2 Dexterity, -4 Charisma
(+1)+: "Tentacles" = Bloopers gain a +2 bonus to his or her Unarmed Attack and Unarmed Defence Skill Rank when engaged in a wrestling attack or defending against one. Tentacles are also difficult to avoid in combat (opponent suffers a -1 AC penalty).
(+1)+: Darkvision = Bloopers can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
(+1)+: Amphibious = A Blooper is able to breathe both water and air.
(+2)+: Due to its tentacles, a Blooper is adept at holding a weapon on each hand, gaining Two-Weapon Fighting as a bonus feat.
(+1)+: +8 bonus on Hide checks when in water.
(+3)+: At Level 10, the Blooper somewhat matures and grows two size categories larger, becoming a Large creature. Large = +8 Strength, -2 to Dexterity, +4 Constitution, -1 to AC, -1 to BAB, +2 to Natural Armor, +4 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip), -4 to Hide Modifier, Height of 8-16ft, Weight of 500lbs-2tons, Space of 10ft, Natural Reach of 10ft Tall and 5ft Long, Carrying Capacity of Bipedal x2 or 3x Quadruped.
(+3)+: At Level 20, the Blooper fully matures and grows two size categories larger, becoming a Huge creature. Gargantuan = +24 Strength, -4 Dexterity, + 12 Constitution, -4 to AC , -4 to BAB, +9 to Natural Armor, +12 to Special Attacks Modifiers (Bull Rush, Grapple, Overrun, and Trip),-12 to Hide Modifier, Height of 32-64ft, 16-125 tons, Space of 20ft, Natural Reach of 20ft Tall and 15ft Long, Carrying Capacity of Bipedal x 8 and Quadraped of x12.
(-1)+: When a Blooper finds themselves out of the water and has completely dried up, they receive 1d3 damage per round until they receive water. All damage received this way immediately reverses once the Blooper is wet again.
The Bloopers are most obviously similar to the Cephalons Race.