The type of DR can be changed to one of the alignments (chaos, evil, good, or law) if the race is of the outsider (native) type with ties to the appropriate plane (chaos for a race with ties to a lawful-aligned plane, evil for a race with ties to a good-aligned plane, etc.) Modifiers: : Members of this race take a 4 penalty to one of those ability scores, a 2 penalty to another of those ability scores, and a +2 bonus to the other ability score. Tiny creatures typically cannot flank an enemy. While the template only says up front that it can be applied to "any non-aquatic living creature" (which would include elementals except aquatic ones), the Create Spawn ability of the Floodslain template says: Legal Information/Open Game License. Benefit: Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. Benefit: Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent. They can calm or renew these winds as a swift action. Benefit: Choose up to two weapons, or one weapon and a racial weapon group. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. | Gods and Monsters SRD Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. 3rd Party Races - d20PFSRD Subscribe to the Open Gaming Network and get everything ad-free! The following traits augment their vision or otherwise enhance their senses. Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). Prerequisites: Some racial traits have prerequisites. Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a 2 penalty to any other ability score. For example, you could make a creature that is humanoid (half-construct, human). 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/daydancing lights, ghost sound, prestidigitation, speak with animals. Special: This trait can be taken up to two times. Once you have determined the races power level, follow each of the steps below to create your race. This is a supernatural ability. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. In cases where the language trait instructs you to choose a racial language, that language is either the races racial language (if any; feel free to create a new language for the race if you wish), Draconic (if it is a humanoid with the reptilian subtype), or, if the race is of the outsider (native) type, one of the planar languages (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran) of the corresponding plane. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. | d20PFSRD This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. Members of this race deal 1d6 points of energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon. Sell at the Open Gaming Store! The number of RP each trait costs is listed in parentheses directly after the name. Half-undead have the darkvision 60 feet racial trait. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. Hated foes? The second time it is taken, the size of the aura increases to 30 feet, and the duration of the effect increases to 10 rounds. Alternatively, pick two related skillseach member of this race gains a +1 racial bonus on these skills during character creation. Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. Ability Score Modifiers Flexible (+2 Wis, +2 Cha) 2 RP, Ability Score Modifiers Standard (+2 Dex, 2 Wis, +2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Cha) 0 RP, Ability Score Modifiers Advanced (+4 Dex, 2 Con, +2 Int, +2 Wis, +2 Cha) 4 RP, Ability Score Modifiers Weakness (+2 Con, +2 Wis, 4 Cha) 1 RP, Ability Score Modifiers Greater paragon (2 Str, +4 Dex, 2 Cha) 2 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Wis) 0 RP, Ability Score Modifiers Flexible (+2 Dex, +2 Con) 2 RP, Ability Score Modifiers Greater weakness (4 Str, +2 Dex, 2 Con) 3 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Wis, 2 Cha) 1 RP, Ability Score Modifiers Standard (+2 Str, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Int) 0 RP, Ability Score Modifiers Standard (+2 Str, 2 Int, +2 Cha) 0 RP, Ability Score Modifiers Mixed weakness (2 Str, +2 Dex, +2 Wis, 4 Cha) 2 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Wis) 0 RP, Ability Score Modifiers Standard (+2 Dex, +2 Int, 2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Wis) 2 RP, Ability Score Modifiers Flexible (+2 Con, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Con, 2 Int, 2 Wis, 2 Cha) 1 RP. Subtypes are often important to qualify for other racial abilities and feats. 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. 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. Race mixes biology and culture, then translates those concepts into racial traits. Presented below are the seven core races built with the race builder rules. Presented below are some examples of races designed with the race builder. Half-undead have the darkvision 60 feet racial trait. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. Benefit: Members of this race receive Weapon Finesse as a bonus feat. When it is taken a second time, the race gains a fourth arm. (But most are immediately placed under Command Undead, which they can resist and can try to save against once a day) Helm of Opposite Alignment is a Cursed Object that forces your alignment to swap. ISBN-13: 978-1-60125-677-5. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). Prerequisites: Any type except humanoid, Large size, normal speed. Benefit: Members of this race can use one of the following spells (choose one) as a constant spell-like ability (the caster level is equal to the users character level): detect magic, detect poison, detect secret doors, detect undead. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier). A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. Your race must meet any prerequisites listed in this entry before you can take the trait. 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 damage is based on the creatures size. Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. This bonus only applies while both the member of this race and its opponent are standing on the ground. 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). Shop the Open Gaming Store! Special: If the race is Small or smaller, this trait costs 1 RP. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. Like wyverns, they are territorial creatures, but also have an acute sense of honor. The creature may end the effects of its elemental assault early as a free action. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). Special: This trait can be taken multiple times. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. | Dungeon World SRD Each time you do so, the cost of this trait increases by 1 RP. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type. Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. Answering these questions can aid you in making reasonable choices about the qualities and traits of your race so that it can better fit in the game worldrather than just being a collection of seemingly random options. Members of this race can use this spell as an at-will spell-like ability. For instance, you must have the ratfolk subtype to take the rodent empathy racial trait, and you must have ties to Abaddon, the Abyss, or Hell in order to take the fiendish sorcery racial trait. This choice is made at character creation, and cannot be changed. If it does, it is staggered, and loses 1 hit point each round. This is a secondary attack. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. It can also use its hands for other purposes that require free hands. 44 Few undead can be called heroes, but a small number overcome the challenges of unlife to become something more. Durable and adaptable, they might even become adventurers and thrive. | 5th Edition SRD Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution. Description. Playing Undead Source Book of the Dead pg. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Prerequisites: Native of the underground. Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Benefit: Choose one subtype of humanoid. Its physical form still exists and it is not incorporealonly its appearance changes. If the race is Medium, it costs 2 RP. New Pages | Recent Changes | Privacy Policy. Prerequisites: Native to the underground or the Plane of Shadow. Half-undead races are strange or unholy fusions of the living and the undead. If your race is native to the underground, you can replace Common with Undercommon. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. The wizards downfall came about when he granted them free will, which in addition to their cold, calculating intelligence heralded the birth of a strange new race. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Constructs cannot be raised or resurrected. Members of this race take a 4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. Prerequisites: Standard or linguist language quality. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. This trait can be taken up to three times. Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the rangers list of favored terrains. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Benefit: Choose a ranger favored terrain type. Benefit: Members of this race possess three arms. This trait can be taken up to three times. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. Re: [pathfinder] undead PC's. added a way for Ghosts to hold items without the ghost touch bonus, as well as giveing them the ability to create ghostly versions of weapons, items, and armors given to the Ghosts once-liveing corpse. Benefit: Members of this race are amphibious and can breathe both air and water. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. The baseline creature typehumanoidcosts 0 RP, and offers the most flexibility when choosing other racial traits and racial abilities, while a more expensive type typically grants less flexibility. Benefit: Members of this race receive Improved Initiative as a bonus feat. 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. Competitors? Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. 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. If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability: Benefit: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. After you finish the class then you can start taking standard classes (or maybe even a prestige class if you qualify). All members of this race gain this feat as a bonus feat at 1st level. Benefit: Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. This is a poison effect. Benefit: Members of this race gain the following spell-like ability: Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. Some trox earn their freedom and find employment as bodyguards, thugs, or even adventurers. Benefit: When members of this race attempt to change a creatures attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. Humans arewell, human. 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). This is usually the case when a racial trait mentions a race in its name. See Linguistics for a list of languages. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. 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. Enemies? This lasts for 1 round per character level. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. Members of this race are proficient with those weapons. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the users character level): 1/daydancing lights, flare, prestidigitation, produce flame. Special: This trait can be taken multiple times. | 13th Age SRD Benefit: Members of this race gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. X=replaced, (X)=optionally replaced, C=changed, New Pages Does it have a creation myth? They also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/dayblindness/deafness, blur, disguise self. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. Benefit: Members of this race gain a +4 racial bonus on Stealth checks. PC members of such races, however, calculate these benefits based solely on their class. Special: This trait can be taken more than once. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Traveller SRD Members of this race also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/dayfaerie fire, obscure object, sanctuary. Any creature type can become Undead, but there are many ways of preventing this. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a 2 penalty on attempts to resist any of the members Charisma-based skills for the next 24 hours. Up to five spells can be chosen when you take this trait. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus. This means that an. Benefit: Members of this race receive two claw attacks. Benefit: This is the benefit the racial trait grants the members of the race you are creating. Members of this race with high Intelligence scores can choose from any of these additional languages. Special: This trait can be taken twice. By exploring the cultures and traditions of a characters race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world. Creating a race with more than two legs adversely affects that races ability to use standard feet slot magic items. Members of this race have resistance 5 to the corresponding energy type. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Elves excel in the arcane arts. Special: This trait can be taken up to two times. 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. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the users character level): 1/daybleed, chill touch, detect poison, touch of fatigue. | d20PFSRD Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. 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. Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. 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. Feel free to change the name or racial subtype prerequisite of such a trait to better fit the race you are building. Members of this race can use this spell as a spell-like ability once per day. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Traits granted by the race type still count for meeting any other trait prerequisites. Up to two members of this race can share the same square at the same time. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. These subtypes can be added to any of the race types except for construct and undead. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. For instance, when buying other vision traits for a construct race, the darkvision 60 feet feature that race already has does not count toward the limit of five traits from the senses racial trait category for the race. For racial traits you can take more than once, this is the number of RP you pay each time you take the traits, unless stated otherwise in the Special line of the trait description. Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. If he is willing, choose your preferred undead race and she can convert the race to a class (max levels= Racial HD+LA). A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. In the spires of their forest cities, elves find a kinship with nature, as the great trees are some of the few non-elven friends who wont grow old and wither before their eyes. Benefit: Members of this race gain a +2 bonus on all Will saving throws. Recent Changes Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. These rules allow you to create a new race by buying racial qualities and racial traits with Race Points (RP). How does the members appearance help them adapt to their typical environment? Modifiers: : Members of this race gain a +2 bonus to one ability score of that type and a 2 penalty to another ability score of that type. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. This site may earn affiliate commissions from the links on this page. With the move to its second edition, Pathfinder swapped the word "races" for ancestries. Home > Races > 3rd Party Races Subpages Adamant Entertainment Alluria Publishing Amora Game Beyond the Horizon d20pfsrd.com Publishing Dreamscarred Press Fat Goblin Games Frog God Games GUNGNIR Gamedev Jon Brazer Enterprises Kobold Press Legendary Games Its effects stack. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A second time, the penalties apply to all mental ability scores, and vice versa bonus granted by lucky... Subtle masters of the race gains a +1 racial bonus to Constitution: Tall, noble, and abilities. Their typical environment classes ( or maybe even a prestige class if qualify! Any type except humanoid, Large size, normal speed be taken times... 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