Each time you take an additional spell, adjust the RP cost of this trait appropriately. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the users character level): Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. You gain the duskwalker trait in addition to the traits from your ancestry. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. A construct race has the following features: Two of the creature typesconstruct and undeadcreate interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power level. Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. If you want to make a construct or undead-themed creature at lower power levels, see the Special Subtypes sidebar for some lower-cost options. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. These large and horrid burrowers are native to mountains and highlands, but are often enslaved to serve as terrifying shock troops in marauding armies or as gladiatorial spectacles. Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. If the race is Medium, it costs 2 RP. Benefit: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability: Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). Special: This can be increased to DR 10/magic for an additional 2 RP. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Humans arewell, human. Its effects stack. Benefit: When a member of this race reaches 9th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the users character level): When a member of this race reaches 13th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the users character level): 1/dayplane shift (self only to the Shadow Plane or the Material Plane only). Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. A races creature type is similar to the corresponding creature type, with a few important differences. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Perhaps a player wants to play a monstrous race, or has been inspired by some piece of fiction or flight of creative fancy and wants to create a race for a new character concept not yet seen in Pathfinder. | Dungeon World SRD Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. Prerequisites: Any type except humanoid, Large size, normal speed. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. The next step is to pick the races language quality. Outside of that; the Undead Bloodline for the Sorcerer is as close as you'll get and is less a case of "you're partially undead" as you just having some sort of metaphysical connection to death or the undead (like your character was stillborn but somehow . When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). What kinds of relationships does your race have with other races? Some trox earn their freedom and find employment as bodyguards, thugs, or even adventurers. Prerequisites: Negative energy affinity racial trait. Check out our other SRD sites! This lasts for a number of minutes equal to the users level, after which the ground returns to normal. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Such races may be as simple as elves who dwell in an arctic climate or as complex as clockwork giants from another plane of existence. Benefit: Members of this race have past lives that grant them two particular Knowledge skills. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Once you have determined the races power level, follow each of the steps below to create your race. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Benefit: Members of this race can see in the dark up to 60 feet. The caster level of the spell is equal to the users character level. The damage is based on the creatures size. Visibility still affects the movement of members of this race. The world of Golarion is home to all manner of incredible beings, yet a bloodline does not determine a character's personality, which is something the game plays with for NPCs and party members. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. If you are making a half-breed race, it should have the racial type of both parent races. Prerequisites: Pick either mental or physical ability scores. [2] Undead can be of a simple mindless type, such as skeletons or zombies, or quasideities such as the most powerful liches. Special: This trait can be taken up to two times. While the race builder presents many options for creating new races, and it may be tempting to treat each section as a buffet of options to help you ferret out the most optimal choices for your character, it is generally more beneficial for your campaign world to conceptualize your race first. Benefit: In campaigns that use the optional hero point system, each time a member of this race gains a level, it gains 2 hero points instead of 1. Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. This is usually the case when a racial trait mentions a race in its name. Neither your body nor your spirit can ever become undead. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. Benefit: Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). Benefit: Members of this race receive a +10 foot bonus to their swim speed. If this is the case, the cost of that racial trait is already paid for when you buy the type quality, and this trait does not count toward the maximum when you buy racial traits from the corresponding racial trait category. Living Skeleton is a full Race, and the Child would be a sub-race (Players must still pick an original race, and the Child sub-race replaces some of the base race's abilities). Benefit: Members of this race gain a +1 natural armor bonus. Other creatures can move through those squares without provoking attacks of opportunity. This type encompasses humanoid-shaped vegetable creatures. As the GM, you can view these subtype prerequisites as suggestions and indicators as to what kinds of races or humanoid subtypes would usually take these traits. Members of this race also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/daymagic stone, stone shape, stone tell. Latest Pathfinder products in the Open Gaming Store, Common, 1 elemental (Aquan, Auran, Ignan, or Terran), Energy resistance 5 (acid, cold, electricity, and fire), +2 AC, +2 to all saving throws, spell resistance, +1 attack vs. humanoids (reptilians) and humanoids (dwarvens). This means you must build an advanced race if you want to make a race with the undead type, or a monstrous race if you are building a race with the construct type. Sidebar: Challenging Advanced and Monstrous Races. As young adults, some members of this race roam the world for a full year looking for adventure and treasure to bring back to their clans. A humanoid race has the following features: Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). | Fudge SRD Half-orcs are ugly. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. The GM decides this based on the needs of her campaign. | GumshoeSRD Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. PC members of such races, however, calculate these benefits based solely on their class. Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus. New Pages | Recent Changes | Privacy Policy, Exploration & Movement in Sandbox Campaigns. Members of this race have resistance 5 to the corresponding energy type. A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. The caster level of the spell is equal to the users character level. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the users character level): 1/dayghost sound, pass without trace, ventriloquism. Special: This includes additional facts about the racial trait. Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. For tropes that applied to these races in Pathfinder, see either Pathfinder Playable Races, Pathfinder Humanoids, Pathfinder Monstrous Humanoids or Pathfinder Aberrations. Most of the ability score modifier qualities divide ability scores into two broad categories that each represent three of the six abilities: physical (Strength, Dexterity, and Constitution) and mental (Intelligence, Wisdom, and Charisma). Its physical form still exists and it is not incorporealonly its appearance changes. Dwarf: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. The tools in this section enable you to be undead as a player character Playable Undead Options Members of this race are also treated as proficient with any weapon they have personally crafted. Where does your race tend to live and why? Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Benefit: Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. Benefit: Members of this race gain spell resistance equal to 11 + their character level. Benefit: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Benefit: Members of this race gain a +2 bonus on all Will saving throws. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Alternatively, pick two related skillseach member of this race gains a +1 racial bonus on these skills during character creation. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. This is a sonic, mind-affecting effect. You have the following options. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. | Dungeon World SRD Members of this race gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. Special: This trait costs as many RP as the level of the spell chosen. Constructs are hard to destroy, and gain bonus, Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races In Pathfinder: WOTR, Races are chosen during Character Creation, and will provide the character with various buffs and effects that are exclusive to each race, as well as unique physical traits Note: Your companions may have different races other than the 12 base races shown on this page. The number of RP each trait costs is listed in parentheses directly after the name. Benefit: Members of this race gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. In fantasy roleplaying games, race is fundamental. It must decide to use this ability before attempting the saving throw. Benefit: Members of this race gain a +1 bonus to CMD. Special: This racial trait can be taken multiple times. " 5e Undead Races without an improving, reviewing, or removing template present. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. Benefit: Members of this race gain DR 5/magic. Benefit: Choose one subtype of humanoid. . Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus. Shop the Open Gaming Store! Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type. Special: This racial trait can be taken multiple times. Prerequisites: Race is native to the underground. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. For example, Lann is a Mongrelman, give him unique bonuses. Benefit: Members of this race gain the following supernatural ability (the caster level is equal to the users character level): 1/dayhypnotism; The effects last only 1 round. The main difference is that racial qualities are mandatory (you must make a choice for each category of racial qualities provided in these rules), whereas racial traits are optional. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. If two members of this race 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. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. The second difference is that all of these race types are 0-Hit Dice creatures, which means that their Hit Dice, base attack bonus, saving throw progression, skill points, class skills, and weapon and armor proficiencies are based on the class levels each member of a race takes. Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. Prerequisites: Outsider (native) with ties to the Plane of Air or fey type. Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. Members of this race with high Intelligence scores can choose from any of these additional languages. Traits granted by the race type still count for meeting any other trait prerequisites. There comes a point in nearly every campaign when someoneeither one of the players or the GMwants to create a new race. Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 They can calm or renew these winds as a swift action. Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. | d20PFSRD It can also use its hands for other purposes that require free hands. They can spend a full-round action to predict the weather in an area for the next 24 hours. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. Benefit: Members of this race are amphibious and can breathe both air and water. Avy by Thormag. Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. With the exception of the human heritage modifier quality, bonuses granted to ability scores with one of these qualities count as racial bonuses for the purpose of qualifying for racial trait prerequisites. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. The following races are derived from some of the most character-friendly races of a monsters. For instance, the construct type grants members of that race darkvision 60 feet. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a 20 penalty (this number includes the penalty reduction from this trait). Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. In the case of racial qualities, choosing a 0-point option still counts toward your choice for that racial quality category, and in the case of racial traits, such choices still count toward the maximum number of traits per racial trait category. 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