I have a set of style pathfinder races for rosee, rosechu, vamprosa, sonee, sonichu and metonic I made once.
here's the entries in question (sorry for not spoilering. Don't know how to do that yet)
-anteel: height: anteels stand at about 5’6 with their hunched over posture but are 7’4 when fully stretched out. Weight: anteels are relatively light with only 150 pounds of weight. typical alignment: due to their mischievous nature and disregard for rules Anteels are often of chaotic alignments with chaotic neutral being very common with them. Outlook: the sort of race that wants to do what they want, when they want, they do care deeply about their friendships and tend to be quite flamboyant. Appearance: resembling furry anteater like creatures with colorful patterns, they have webbed feet and hands, a finned tail and large fangs. ability scores: +2 charisma and strength skill bonuses: +2 bonus to swim, appraise and perform checks. favored classes: Anteels favor any class that seems new and exciting and are they type to multi class or take prestige classes to show off. History: A aberrant race, the whole race are quite fine with travelling the world as adventurers, entertainers and merchants and tend to love doing something new each day powers: can breath underwater with swim speed of 30 feet and land speed of 25 feet, darkvision 60 feet, +1 natural armor bonus, scent ability while underwater
-Sonee: height: 3 feet to 4 feet and small size, speed 20 feet weight: 100 to 120 pounds typical alignment: any though leaning towards good outlook: A bright and eager to explore the world type of race, they enjoy adventre, excitement and proving their worth to those around them. Appearance: keeping various traits to their own one or two types, they are small and furry, standing at the height of a human child with red cheek dots and large ears. ability scores: +2 charisma and dexterity skill bonuses: +2 bonus to perception and acrobatics checks favored classes: sorcerer and rogue, though any class that captures a sonee’s imagination is a good choice history: the youngest evolved form of the sonichu race, they tend to be bright and eager to explore the world and help their own friends. They make friends quite swiftly. Powers: A sonee can pick one or two of the following types to gain a special ability. If they only pick one type, they may gain a extra feat instead. Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day
-Sonichu: height: sonichu’s stand at average human height at about 5’10 feet weight: typically lightweight, they weigh about 90 pounds typical alignment: due to their free spirited nature, sonichu’s tend to be chaotic good outlook: a adventure loving species, they love to go out and see the world, enjoying the thrill of the moment appearance: resembling various mobian like creatures with various pokemorph qualities, they have noticable pointed ears and red cheek dots ability scores: +2 dexterity and constitution skill bonuses: +2 to acrobatics and diplomacy checks favored classes: a sonichu is fine with any class, though prefers various physical type classes like rogues, rangers or scouts history: a race that formed when mobians and pokemorphs started intermingling in various ancient areas, they formed their own races over the many years that followed powers: speed 30 feet, medium size sonichu’s may choose up to two types when the character is created. If they choose just one, they can take an extra feat instead: Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day
-Metonic: height: standing at six feet tall, they tend to be quite muscular and imposing weight: typically weighing 200 pounds because of their bulk, they tend to be surprisingly limber typical alignment:metonic’s tend to be neutral good with their outlook on life outlook: typically laid back and helpful, they tend to be very jovial and friendly appearance: resembling muscular sonichu’s with a heavy set of natural armor, they wear various armor plating ability scores: +2 strength and charisma skill bonuses: +2 to athletics and perception checks favored classes: metonics tend to favor melee classes that use their forceful personality like hexblades, paladins or barbarians history: the final evolution of the sonee race, they have served as the protectors and warriors of the group, powers: speed 30 feet, spellcasting is not hindered by armor, medium size +2 natural armor bonus and low light vision. A metonic may choose two traits from here. If they choose only one, they gain an extra feat instead: Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day
-Rosee: height: rosee’s are small sized and stand at 3 feet tall. Weight: rosee’s typically weigh about 70 pounds. typical alignment: due to their nurturing and rule following outlook, rosee’s tend to be lawful good. Outlook: nurturing and rule following, they tend to be kind hearted and open minded. Appearance: resembling a sonee, they have pink fur with longer tails. ability scores: +2 dexterity and charisma skill bonuses: +2 to diplomacy and knowledge local. favored classes: rosee’s tend to favor magical based classes that let their own talents shine. History: a female version of the sonichu race, they have developed their own abilities to protect others powers: A rosee can pick two of the following traits, if they pick one, they can get an extra feat instead: Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day
-Rosechu: height: a rosechu is medium size with 5 feet being the average size for them. Weight: rosechu’s typically weigh about 130 pounds and are slim. typical alignment: rosechu’s tend to be neutral good with their caring and kind focused outlook outlook: rosechu’s tend to be caring and kind nurting figures to others. Appearance: resembling pink furred sonichu’s, they have long prehensile lightning bolt tipped tails. ability scores: +2 dexterity and charisma skill bonuses: +2 diplomacy and heal checks favored classes: rosechu’s tend to favor the sorcerer, rogue, cleric or oracle class. History: the female of the species of sonichu’s, they develop their powers to help and heal others and adventure only to help others powers: speed 30 feet, A rosechu possesses a prehensile tail that can lift five pounds and low light vision. A rosechu can pick one or two of the following types to gain a special ability. If they only pick one type, they may gain a extra feat instead. Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day
-Vamprosa: height: vamprosa’s stand at six feet in height and tend to be quite lean weight: vamprosa’s tend be lightweight and weigh about 100 pounds. typical alignment: due to their free spirited and whimsical nature most vamprosa’s are chaotic good outlook: they tend to be whimsical and caring sorts who want to nurture and help others appearance: resembling furry bat winged rosechu’s, their tails are long and muscular ability scores: +2 dexterity and charisma skill bonuses: +2 stealth and bluff favored classes: vamprosa’s tend to favor oracles, sorcerers and rogues history: vamprosa’s were the last line of chu’s for the rosechu side and were the last to appear along with the metonic race powers: speed 30 feet darkvision 60 feet, bite attack that deals d4 damage, prehensile tail that can lift ten pounds. A vamprosa can pick one or two of the following types to gain a special ability. If they only pick one type, they may gain a extra feat instead. Adult: gain a +2 bonus to saves against mental effects. Math: once per day gain a +d4 on any die roll. Kigu: slam attack that deals d6 damage. Garbage: immunity to disease. Tech: +2 bonus on all craft checks and you need to sleep for 2 hours less. Radiation: any opponent that is within five feet of you takes d4 fire damage. Chaos: once per day, you can force an creature in 30 feet to reroll a die roll and take the new result. Fire: resist five 5. Dream: immunity to sleep effects and is aware of anything while asleep. Heroic: +2 bonus to weapon attack rolls. Villainous: +2 bonus to combat maneuver checks Creation: you may use prestidigitation at will and making items only takes 75% percent of the time. Destruction: +2 to attack and damage rolls. Life: gain fast healing 2 law: you do not need to reroll a die unless you wish so. Good: +4 bonus on diplomacy checks and to influence other’s attitude. Evil: detect evil and good active on constant. Corona: once per day, deal d4 fire and radiant damage to everything in 30 feet per level. Aura: you may sense the presence of invisible or outsider creatures at will. Flash: twice per day, you can force an opponent to roll a saving throw to avoid being blinded for d3 rounds. Normal: gain an extra feat a plus 2 bonus to one skill. Fighting: you gain a +4 bonus to damage rolls. Water: you have a swim speed equal to your land speed and can breath underwater. Grass: each time you regain hit points, all allies within 15 feet of you gain hit points equal to your constitution modifier. Electric: resist 5 electricity and thunder damage. Flying: flying speed 30 feet (average maneuverable) rock: advantage against being pushed or pulled and +1 armor bonus. Ground: tremor sense 20 feet. Poison: resist 10 poison and +3 bonus to saves against poison effects. Steel: you may wear heavy armor without penalty and gain a +1 armor bonus psychic: gain mage hand useable at will and detect thoughts once per day. Weather: endure elements as a constant non magical effect. autism: plus 3 bonus on saves against mental effects. Aspergers: resist 5 psychic and +4 bonus to one skill hunger: +1 to attack and damage rolls after consuming food for five rounds. Gain a plus 5 speed bonus for five rounds if food was magical. Magic: choose one level one spell and three level 0 spells. You may use them once per day each. Divine: you are healed by positive and negative energy. Ice: resist ten cold. Bug: swarms always ignore you. Dragon: once per day, you can breath a 15 foot cone or line of one form of damage ghost: mindless undead treat as invisible unless you attack them. Dark: plus 4 bonus to stealth checks and dark vision. Wyrm: gain 2 claws and a bite attack that deal d3 damage. Baby: immunity to magical aging effects luck: +1 luck bonus on all of your die rolls magnetism: opponents with metal or made out of metal can’t leave a adjacent square. Candy: gain a Plus 10 bonus to speed for three rounds after using a magical edible item. Clown: +4 bonus to acrobatics and perform checks. Plasma: once per day, make a 30 foot ray attack that deals d4 fire and electricity damage per level. Gravity: you take no damage from falling and are not hindered by armor or encumbrance. Time: you can’t be slowed through magical effects space: you don’t need to breath cosmic: you may sense the presence of a magic item within 15 feet of you and know if it’s cursed or intelligent sound: gain resist 5 thunder and plus +1 bonus to attack and damage rolls with thunder attacks slime: oozes ignore you unless you attack them light: daylight once per day star: you always know which way is north. Once per day, you may use floating disc virtual: you gain a +4 bonus when interacting with digimon or machines virus: you may serve as a carrier for disease with no ill effects. wind: featherfall as a constant ability heart: resistance to negative emotion effects and a plus 1 morale bonus to all die rolls when affected by a positive emotion effect shadow: see in darkness trait physical: +1 bonus to melee attack and damage rolls and fortitude saves special: plus 3 bonus to rolls related to items. Spirit: +4 bonus to will saves soul: resist 10 necrotic and can’t be raised as undead. Bird: can speak with all birds and +2 on perception checks. Plushie: immune to nonlethal damage rainbow: resist 1 to all types of damage. Null: spell resistance 11 plus your character level, Toon: you may always take ten on death saving throws. Fairy: you may cast charm person once per day
(I also have some other lolcow creations as races like flower cats as floralpets and klurfs)