So, I figured I'd at least post subraces for these species I put up, to make things easier for my players I got rid of subrace-granting species feats and instead subraces are listed below each race with their abilities laid out as they are for races, it wasn't difficult for my players to find subraces before (since they're listed there with races), but they felt it was a bit of a nuisance, flipping back and forth.
So, subraces are bought with feats, count as species feats, and are listed "Tier I" and "Tier II," with Tier I's carrying the prerequisite "Level 1 Only" and Tier II's typically requiring the Tier I feat (With exception to Powerful Species like Angel and Dragon).
Also, forewarning, I do side a a little bit powerful with subraces, not always entirely intentional, but a lot of them are quite costly, and that side IS a little harder to see with the Tier I/Tier II set up in place of tangible feats.
Angel
For subraces, Angels can choose Archon, a LotR Ishtari-inspired race (and tough to take, since it practically requires your Specialty to grant a species feat), or they can be the embodiment of a virtue, moral, or act:
ArchonTier I:-Type: You gain the Fey type
-Fey Traits: Natural animals refuse to attack you and often flee
from you unless trained to hunt fey, or are attacked by you or
your teammates.
-Attributes: +1 to Lower of Intelligence and Charisma
-You lose Winged Flight.
-Legendary: You gain a bonus to action die results equal to the
total number of Path steps you have accrued (Minimum 1).
-Otherworldly: For effects that target only specific types, you are
not considered Fey, Folk, or Outsider unless you gain these types
from another ability or feat..
Tier II:-Attributes: +2 to Lower of Intelligence and Charisma
-Archon Magic: When taking steps in paths, you always have access to the paths of Light, Life,
Magic, and Spirits, in addition to what your Alignment grants access to.
-Natural Elegance: Your Appearance Modifier increases by 1.
-Perfect Resolve: You can no longer be targeted with Distract, Taunt, or Threaten actions
Virtues:Purity/Wisdom:-Attributes: +1 Intelligence.
-Purifying Touch: Once per scene you may spend an action die to receive a critical success on a
Medicine/Treatment check to treat a poison or disease as a 1 minute action. If you are targeting a
Standard character, you may roll the action die and affect a number Standard Characters equal to
the result.
-Shared Wisdom: With one hour of downtime, you can grant one of your Studies or Languages to
your teammates, you can do this once per adventure, it lasts until the end of the adventure.
Justice/Honor:-Calm: You never gain the Enraged condition.
-Pangs of Guilt: All sneak attack damage you suffer is reduced by 1 die.
-Stay the Blade: When you can convert damage to subdual, you do so without no penalty.
Benevolence/Sacrifice:-Ascetic: You may invest your Lifestyle points into your Legend, rather than your Panache or
Prudence, up to an amount equal to your current Legend.
-Step-In: Once per combat you may choose to take all the damage from an attack targeting an
adjacent character. Your DR and resistances apply normally.
-Gift of the Heart: Instead of receiving the benefit of food, drink, or elixir for the day, you may
instead receive the benefit of any of these three that you give to someone else, though normal
limitations apply.
Diligence/Ethics:-Mindful: Your Prudence increases by 2
-Pennies Saved: All teammates with you at the end of an adventure are considered to have a 1
higher prudence score.
-Slow and Steady: The cost to activate errors with your downtime checks increases by 2 AD.
Mercy/Sufferance:-Burden of the Ages: Any effect that heals vitality has only ½ it's standard effect on you.
-No Pain: You shrug off the first Fatigued or Shaken condition you receive each scene.
-Unbreakable: All Attribute impairment you suffer is reduced by 1.
-Wounds for Others: You gain 1 additional wound point every level.
Loyalty/Compassion:-Brothers in Arms: Any ally adjacent to you gains a +1 bonus to defense, also, as a free action you
may grant any guard bonus you receive to an adjacent ally, you lose the bonus and the ally gains it
until the start of your next initiative.
-Contacts: You gain 25 reputation that must immediately be spent to create or improve a contact,
this contact does not count as a prize when determining how many you may keep.
-Cooperation: You can never cause an error or hamper a cooperative check by aiding. Also, when
you are the helper in a cooperative check, you add your wisdom modifier to the result, instead of
+1, also, the cost for your teammates to activate critical successes as helpers on a check you're
participating in is reduced by one.
Bravery/Altruism:-Absolutely Unfaltering: You become immune to Stress damage, Morale penalties, and Taunt
actions, this benefit is lost for the remainder of the scene if you make an Ambush or Conceal Action
check..
-Emboldening Spirit: Once per scene you may, as a full action, remove one grade of Fatigued or
Shaken from one of your allies.
Changeling (Influenced by that other changeling, but fairly different)
Changelings just have the obvious subrace- Doppelganger, they more resemble their standard D20 counterpart:
DoppelgangerTier I:-You lose the Viscous quality
-Flawless Disguise: When you activate your Shapeshifter ability, the DC of any Notice or Search
check made to see through your disguise increases by 5.
-Reviled: Your reviled quality increases to 10
Tier II:-You lose the Banned Actions quality.
-Quiet Style: Your Covert feats count as Style feats and your Style feats count as Covert feats.
-Expert Shapeshifter: The first time you use your Shapeshifter ability each scene, you do not have
to spend an action die.
Demon
Demons can become a Fear demon, an embodiment of a nightmare (demons and angels are native to the realm of dreams in this world) or, countering Angels, can become the personification of Vices or corrupt acts:
Fear Demon:Tier II:-You gain the Horror and Ooze types
-Horror Traits: Anyone other than your teammates who see you suffer a -3 morale penalty with
Will saves. Natural animals refuse to attack you and often flee unless specifically trained to attack horrors. You
gain a +4 bonus to Fortitude Saves. Threat ranges of attacks made against you decrease by 2, and you suffer only
½ normal sneak attack damage.
-Ooze Traits: You are considered 1 size category larger to resist Bull Rush, Disarm, Grapple and
Trip, and 2 size categories smaller when squeezing into confined spaces. You may hold a number of
readied items or weapons equal to your 3 + your Dexterity modifier, but can only use armor
specifically designed for you.
-You lose Charming and Winged Flight.
-Banned Actions: You cannot make Calm, Influence, Breed Animal, or Train Animal checks
-Damage Vulnerability (Flash): You suffer +1 damage per die from Flash, and are sickened for a
number of rounds equal to ½ the damage suffered.
-Minor Shapeshift: You suffer no species penalties to disguise
-Reviled: The Disposition of non-demons toward you decreases by 10
Vices:Lust/Debauchery:-Beautiful: Your appearance modifier increases by 2
-Single Thought: Once per adventure, as a one minute action you may cause a Beast, Fey, or Folk
character to make a Will save (DC 12 + Your Charisma Modifier), if they fail their save their
disposition toward the next person they see increases by 15 for the rest of the scene.
-Suggestion: The DCs of all Resolve checks made to resist or oppose your actions increase by 6
Gluttony/Indulgence:-Attributes: +2 Constitution.
-Expensive Tastes: You must eat, as per the normal rules for avoiding Starvation (pg 217), however,
Common Meals, Rations, and Water provide you no sustenance.
-Never Full: You may benefit from a number of Food, Drink, and Potions each daily equal to your
Starting Action Dice. Once you have reached the maximum benefits per day for one of these, you
gain a bonus d4 action die that, if not spent by the end of the day, is lost, this may grant no more
than 3 bonus action dice each day.
Greed/Betrayal:-Hoard: The number of Prizes you may keep and the maximum holding size you may have each
increase by 2.
-Loner: You do not count toward your party for purposes of outnumbering, but you may only be
outnumbered if you are by yourself.
-Mislead: You gain a +2 bonus with Bluff, Disguise, and Prestidigitation checks.
-Sneak Attack: You gain a die of Sneak Attack damage
Sloth/Melancholy:-Acedia: You never gain Morale bonuses, but all enemies within 15ft of you lose any Morale
bonuses they may have.
-Banned Actions: You cannot make Break Fall, Outmanuever or Push Limit checks.
-Lost Gifts: You lose Sharp Mind.
-Sap Will: Whenever you take the tire action, you deal 1d10 subdual instead of 1d6, also, once per
round when you render an opponent unconscious with Tire, you may immediately target a single
opponent adjacent to him with a Tire action as a free action.
-Uncaring: You can no longer be targeted by Distract, Taunt, Threaten, or Tire actions, however,
you may no longer take 20 on any skill check
-War of Attrition: You may tire up to 3 opponents at once, and your targets need only be within
close range of each other and you.
Wrath/Vengeance:-Blood Lust: You may convert subdual and stress damage to lethal with no penalty to hit or damage
-Blood Rage: You gain a bonus to all Strength-based damage rolls equal to one-half your current
wound point damage
-Final Blow: If you are knocked unconscious by an opponent you're capable of attacking from your
current location, you may attack that target once as a free action before falling unconscious, your
threat range is increased by 2 for this attack. If you are killed, you may do the same, but your threat
range is 4 higher instead of 2
-Short Temper: You suffer a -3 penalty with all Charisma-based skill checks targeting other
characters.
Envy/Despair:-Broken Resolve: Adjacent opponents take a -2 penalty with skills and actions opposing you.
-Burning Hatred: Adjacent opponents gain a +1 bonus to hit you.
-Utter Failure: The cost to activate errors with attacks or skills targeting or opposing you is reduced
by 1 (minimum 0)
Pride/Vanity:-Natural Elegance: Your appearance modifier increases by 1
-Not the Face: Once per combat, when you would suffer a critical injury from an attack targeting
only you, you may instead choose for the entire attack to instead target an adjacent ally.
-Self-Worth: You gain Stress resistance equal to your Appearance modifier.
-You also gain a trick:
Vainglory (Taunt Trick): If the target fails the opposed roll, he instead becomes
enraged for 1d4 rounds. Opponents enraged in this way do not fall unconscious when the condition
is lost. You may use this trick a number of times per combat equal to your Style feats (minimum 1).
Drake (Drakes are replaced by a sort of wyvern/drake mix in my world, but there's a Dragon player race that represents greater dragons).
Drakes have a variation on the Truescale feat, representing a greater influence of True Dragon blood in their veins, and even though it's a massive change and fluff-wise a Dragon and not a Drake, it was
less of a change to make Faerie Dragon a Drake subrace...
Greater Drake:
Vile Dragon Blooded:-Greater Drake: Your Bite attack increases by 1 grade.
-Acid Blood: Your Bite attack's alternate damage changes to (Acid)
-Aquatic I: You can hold your breath for a number of minutes equal to 15 x your Constitution.
-Vile-Scale: You gain Acid Resistance 10
Frost Dragon Blooded:-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Achilles Heel (Fire): All fire damage you suffer is doubled.
-Damage Vulnerability (Heat): You take 1 extra point of damage per die from Heat, and are
sickened for a number of rounds equal to ½ the damage taken.
-Frost Blood: Your Bite attack's alternate damage changes to (Cold)
-Still Blood: You are immune to Cold damage and the Bleeding condition
Storm Dragon Blooded:-Greater Drake:Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Charged Blood: Your Bite attack's alternate damage changes to (Electricity)
-Insulated Scales: You gain Electricity Resistance 10.
Fire Dragon Blooded:-Brilliant Flames: Your Bite attack increases by 1 grade and gains the AP 4 quality, but your Tail
Slap loses Venomous.
-Damage Vulnerability (Cold): You take 1 extra point of damage per die from Cold, and are
sickened for a number of rounds equal to ½ the damage taken.
-Fire-Proof: You gain Fire and Heat Resistance 10.
Star Dragon Blooded:-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Eyes of the Sky: You gain Darkvision II and become immune to Flash Damage
-Star Soul: Your Bite attack's alternate damage changes to (Flash)
-You gain a trick:
Star-Blind (Natural Attack Trick): As a full action you may attack with a natural
weapon. If you deal flash damage, your damage result is tripled. If the target fails their save, they
gain the Night-Blind and Light-Sensitive qualities until the end of the scene. You may use this
ability a number of times per combat equal to your starting action dice.
Song Dragon Blooded:-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Beautiful: Your Appearance modifier and Panache each increase by 1
-Land Dragon: You lose Winged Flight
-Radiant Voice: Your Bite attack's alternate damage changes to (Sonic)
-Resistance: You gain Sonic Resistance 10.
Royal Dragon Blooded:-Greater Drake:Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Fearsome Presence: Your Bite attack's alternate damage changes to (Stress)
-Fearless: You ignore the first Shaken condition you gain each scene.
Blade Dragon Blooded:-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Natural Attack: You gain a Claw I natural attack.
-Bladed: You natural attacks gain the Adamantine material upgrade.
-You gain a trick:
Bladed Wings (Wing Buffet Trick): Creatures adjacent to the cone's origin who fail
their save, also take damage as if hit by your Tail Slap attack.
Ratfolk
My players would kill me if Ratfolk didn't have their Warhammer Fantasy inspired race, but they also have a hulking, desert-dwelling subrace called Sikkim
SkavenTier I:-Attributes: +1 Constitution
-Natural Attacks: You gain Bite II and Claw II natural
attacks.
-Reviled: Your reviled quality increases to 10.
Tier II:-Fallen Graces: Your appearance modifier drops by 2
-Sinister Claws: Your Bite and Claw attacks gain Keen
4, your claws attacks gain AP 2, and your bite
attacks gain Diseased (Yellow Fever) (See pg 341).
-Refuse-Born: You gain immunity to Diseases.
Sikkim:Tier I:-Attributes: +2 Strength, -2 Intelligence.
-Improved Stability:You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
-Thick Hide 2: You're considered to be wearing partial armor that provides DR 2.
Tier II:-Attributes: +1 Strength, +1 Constitution.
-Base Speed: -10ft
-You lose Cat Fall
-Resistances: You gain Cold and Heat resistance 4
-Thick Hide: Your Thick Hide increases by 2
Shadow (Shadow human, influenced partially by Shades)
Shadows have their races switched around a bit, name-wise, where Shadows are more Shade influenced, their subrace (Sigh) Shade, is more influenced by Shadows, I know, not exactly the most creative names on this one:
Shade:Tier II:-Fade into Crowds: As long as there are at least five people within 10 feet of you, you receive a +8
bonus to Blend.
-Shadow Boxing: You gain a Climb speed of 100ft, but if you stop while climbing or take more
than one full round to reach the top of whatever you climb, you're considered 2 size categories
larger for defense, Sneak, and Blend.
-Swift as Shadow: When hidden, your speed increases by 50ft.
-Wisp: You gain a +8 bonus to resist grapple attempts.
Sprite
Sprite subraces, like Archon, are tough to get into because they pretty specifically limit your specialty (though with house rules there ARE a couple other ways to get subraces, and there are specialties considered iconic for everyone built around facilitating this sort of thing), they're both familiar enough races, Grigs the cricket-taur fey, and Pixies, who, in this world, represent the more Seelie Sprites, more court fey, as it were, at the very least floating about the forest in elaborate gowns:
Grig:Tier I:-Size: Your size becomes Tiny (1x1, Reach 1)
-You lose Winged Flight.
-Iconic Classes: Sage is an iconic class for Grigs
-Improved Stability: You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
-Feather Fall: Your jump distances are not limited by your height and you never suffer falling
damage.
-Superior Jumper III: With a successful jump check, your jump distance is quadrupled.
Tier II:-Cricket Song: Once per scene you may spend an action die as a one-minute action to receive a
critical success on a Medicine/Calm check or to target a number of people equal to your starting
action dice with a calm check.
-Tough Body: You gain 3 extra wound points
-Thick Hide: You're considered to be wearing partial armor that grants DR 3.
Pixie: Tier I:-Attributes: +1 to higher of Wisdom and Charisma
-Charming: Once per session you may improve the disposition of a non-adversary NPC by 5
-Iconic Classes: Courtier is an iconic class for Pixies
-Natural Elegance: Your Appearance modifier increases by 1.
Tier II:-Attributes: +1 to lower of Wisdom and Charisma
-Inquisitive Mind: You gain 2 additional interests.
-Without a Care: You are immune to Stress damage
Stone-Blood
Given the name Galeb Duhr to give my players a little bit of name recognition more than anything (and not entirely inappropriate), the Stone-Blood subrace was actually inspired by Rockbiter from The Neverending Story:
Tier II:-Base Speed: -10ft
-Chameleon II: You gain a +8 bonus to Stealth and Hide checks made while moving in Caverns
and Mountains, while stationary you automatically become hidden. Also, your attacks gain 1 die of
sneak attack damage during the first 3 rounds of combat in this terrain.
-Deflection: The AP quality of all attacks targeting you are reduced by 4
-Deliberate: You always roll initiative twice and take the lower result
-Easily Distracted: You take a -5 on checks to oppose Distract, Feint, and Taunt actions.
-Improved Stability: You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
-Thick Hide: Your Thick Hide increases by 1.
Alright... That was a huge post and I apologize. The full list of base species we use, in case anyone wants to see any of them, is: Angel, Centaur, Changeling, Demon, Dragon, Drake, Dwarf, Elf, Giant, Goblin, Gryphon, Half-Elf, Half-Orc, [Pech], Hobgoblin, Human, Janni, Kenku, Kobold, Nymph, Ogre, Orc, Ratfolk, Satyr, Saurian, Shadow, Sprite, Stone-Blood, Unborn, and Yuan-Ti.
For the most part the converted races (Centaur and Satyr) don't have much you wouldn't see in their respective books, and most of the Fantasy-Craft races are effectively unchanged except Giant and Ogre (with totally new subraces), Elf (with all the Classic Fantasy PDF's subraces converted over, so, can I even show those?) and Unborn (effectively Special Construction is broken up into a "Material" subrace and a "Construction Style" subrace, and "Warforged" as a separate subrace that can modify either)