Nice Order of the Stick reference :P
Time for Rawulf.
Rawulfs are apparently descendants of wolves or dogs. Evolution made them bipedal and more traditionally sentient, but they're still a little way behind on the Brains Race. They are, however, still quite loyal and faithful. They made excellent Priests, decent Fighters and, oddly enough, Rogues.
Rawulf Racial Traits:+2 Constiution, +2 Wisdom, -2 Intelligence: Rawulfs are sturdy and perceptive, but slightly dim.
Medium: Rawulfs are medium creatures and receive no bonuses or penalties from their size.
Fast Speed: Rawulfs have a base speed of 40ft (8 squares) [1 RP]
Stubborn: Rawulfs gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if Rawulf fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Rawulf has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. [2 RP]
Pack Attack: Rawulfs maintain their old pack instincts, and receive the teamwork feat Pack Attack for free. [2 RP]
Scent: Rawulfs have the strong sense of smell of their ancestors, and have the Scent ability (see
Scent) [4 RP]
Bite: A Rawulf's strong jaws gives it a natural bite attack that deals 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. [1 RP]
Languages: Rawulfs begin play speaking Common. Rawulfs with high intelligence scores can choose any language except for secret languages (Such as Druidic) [1 RP]
Total: 10 RP
Alternate racial traits:Swarming: Some Rawulf prefer to attack en masse. Two of these Rawulf (or other races with this racial trait) can occupy the same square. If two Rawulfs that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This trait replaces Pack Attack.
Low-light Vision: Some Rawulf have keener eyesight than average. They can see twice as far as normal in conditions of dim light. This trait replaces Bite.
Skilled: Rawulfs descended from domesticated dogs have lost some of their old senses, but their training for a variety of purposes gives them an extra skill point at each level. This trait replaces Scent.
Moon-touched resistance: Touched by the ancestral beliefs in the moon, some Rawulf have picked up some werewolf-like qualities. They receive DR 5/Silver. This trait replaces Bite and Stubborn.
Well, my first attempt at including alternate racial traits. Mostly coming from a desire to include more things than would be balanced. Oddly, I suspect that Rawulf would actually make pretty good monks, in addition to solid clerics and exceptional rangers.
I would, at some stage, like to play a Rawulf Pirate called Black Spot.
The Rapax:
The Rapax made their debut in Wizardry 8. They are, come to think of it, vaguely minotaur-ish. Although they were classified as demons by the game. They certainly
felt like demons when you had to fight them. They lived in an active volcano (Yes, there's a reason for it), but seemed to really thrive there. As for culture, well, their idea of high art is a large, fresh blood-stain. That should give a pretty good indication as to what they were like.
While you couldn't make Rapax characters, you
could hire one, a
very high level mage. Who could use swords, apparently (and surprisingly well, too). Anyway, since they were playable they were obviously intended to be a balanced race (even if you never got to see base stats).
Rapax Racial Traits:+2 Strength, +2 Intelligence: Rapax are strong and smart. [2 RP]
Medium: Rapax are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Rapax have a base speed of 30ft (6 squares)
Fiendish Resistance: The Rapax's demonic nature gives them Cold Resistance 5, Electricity Resistance 5 and Fire Resistance 5 [3 RP]
Ferocity: If the hit points of a Rapax fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. [4 RP]
Desert Runner: Rapax are used to harsh conditions and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. [2 RP]
Weapon Familiarity: Rapax are automatically proficient with Scimitars and Falchions [1 RP]
Languages: Rapax begin play speaking Rapax. Rapax with high intelligence scores can choose from the following: Common, Infernal, Abyssal, Ignan.
Total: 12 RP
Alternative Racial Traits:
Defense Training: Some of the more educated Rapax overcome their overwhelming ferocity and spend their time avoiding being hit in the first place. These Rapax receive a racial +2 Dodge bonus to AC. This trait replaces Ferocity.
Pyromaniac: Rapax who welcome their volcanic homeland well and truly into their hearts become avid lovers of fire. They are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Rapax early access to level-based powers; it only affects powers that they could already use without this trait. Rapax with a Charisma score of 11 or higher, gain the following spell-like abilities: 1/day—
dancing lights,
flare,
prestidigitation,
produce flame. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces weapon familiarity and desert runner.
Hopefully that should make the Rapax suitably fearsome without being overpowered, and provides options for both Fighters and Mages, as it did in the game.