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. Benefits: Pick a single skill. Special: You can take this trait more than once. Benefit: Members of this race gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus to identify evil outsiders or items or effects evil outsiders create with Knowledge (planes) or Spellcraft; they may use these skills untrained for this purpose. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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: Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Benefit: Members of this race gain a +10 foot bonus to their base speed. Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. 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. 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. Construct and undead races usually have the racial language of the race that created them. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. Creatures that are already shaken become frightened for 1d4 rounds instead. Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats. Benefit: Members of this race gain the following supernatural ability: 1/daya member of this race can create a 20-foot-radius burst that causes humanoids within the auras range to become fascinated with the user (as the bards fascinate bardic performance). While there are countless creatures in the bestiaries that could be considered "races", this page is for specifically detailing the ones intended for players; creatures without racial hit dice that have specific entries for their use as characters. 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. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. The following racial traits apply weaknesses to members of the race. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. A private and often introverted race, elves can give the impression they are indifferent to the plights of others. Before you buy racial qualities and traits, you must determine the power level of your race. | PF2 SRD | 4 Color SRD (Astonishing Super Heroes) These skills are always considered class skills for members of this race. Prerequisites: Shadow resistance racial trait. Yet since both biology and culture are mutableespecially when one considers the powerful forces of magicracial traits can be so diverse that two elves can be extremely different while still manifesting aspects of their shared heritage and culture. This lasts for 1 round per character level. Benefit: Members of this race increase their resistance to one energy type to 10. A half-construct race has the following features: Half-undead races are strange or unholy fusions of the living and the undead. Pathfinder has a Massive Race Selection to choose from. | Open Fantasy SRD Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. The following format is used for all racial traits. A race is more than just a group of individuals with similar qualities and traits. 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 gain a +1 natural armor bonus. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. 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. 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). Races without a racial language cannot take this array. Humans arewell, human. The following traits augment their vision or otherwise enhance their senses. A half-undead race has the following features. This trait can be taken up to three times. 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. ISBN-13: 978-1-60125-677-5. Benefit: Members of this race gain DR 5/magic. 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. The cost of the races type also determines which of these types you can choose from based on the power level of the race you are creating. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. In many ways, choosing this quality is one of the most important choices when creating a new race, as it determines many of the native abilities of that race. When it is taken a second time, the race gains a fourth arm. This is a poison effect. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). Yet theres so much more to race than that. A forsaken has a +4 racial bonus to saving throws against all effects that specifically affect undead. Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 Half-undead races are strange or unholy fusions of the living and the undead. Benefit: Members of this race receive a +2 racial bonus to Constitution. A renegade few decide to forsake their clan and spend their life adventuring. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. Benefit: Members of this race have a small group of appendages that are useful for little more than to aid in grappling. 1/dayWill the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. What does your race look like? Playing Undead Source Book of the Dead pg. Doing so exhausts the users breeze-kissed ability for 24 hours. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Except for where noted here, fast healing is just like natural healing. Large races take a 1 size penalty to their AC, a 1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a 4 size penalty on Stealth checks. Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races You can create new races, model a race after an existing monster, or even power up core races in order to play those races side-by-side with more powerful new races. Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. 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. Each member of this race picks two Knowledge skills. Modifiers: Members of this race gain a +4 bonus to a single ability score, and a 2 penalty to either all physical or all mental ability scores. 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. Weakness: Members of this race are dazzled as long as they remain in an area of bright light. 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/dayarcane mark, comprehend languages, message, read magic. Benefit: Members of this race have darkvision 90 feet; however, they are automatically dazzled in bright light and take a 2 penalty on saving throws against effects with the light descriptor. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. Benefit: Members of this race receive a +2 racial bonus to Strength. Changing its shape is a standard action. They can calm or renew these winds as a swift action. Presented below are the seven core races built with the race builder rules. Calculate the partys adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a 2 penalty to one other ability score of the other type. Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a 2 penalty to AC. Members of this race start with their racial language only. 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. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. Benefit: Members of this race gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. Most races are Medium or Small, which have no prerequisites, but you can also elect to make your race either Large or Tiny with the following modifications at the listed point cost. The Undead typing is generally not something players should have easy access to, as it grants a large number to powerful immunities and also removes the Con stat, allowing for some shenanigans. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Animals starting attitude toward members of this race is one step worse than normal. Benefit: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. Special: This includes additional facts about the racial trait. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. Its physical form still exists and it is not incorporealonly its appearance changes. | Forge Engine SRD Special: If the race is Small or smaller, this trait costs 1 RP. Prerequisites: Outsider (native) with ties to the Plane of Earth. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. There comes a point in nearly every campaign when someoneeither one of the players or the GMwants to create a new race. 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. Some traits require a specific type or subtype, while others require that you take other racial traits or qualities before you take it. Visibility still affects the movement of members of this race. A savage and bloodthirsty half-orc who lives only for battle is fun to play, but so is a stern and conflicted half-orc paladin constantly struggling to keep her bloodlust in check. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. 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. Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). | Heroes and Monsters SRD They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. New Pages | Recent Changes | Privacy Policy, Exploration & Movement in Sandbox Campaigns. 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. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. Pathfinder 2 Setting: Custom 3 Player count: 3-5 4 Gaming medium: Play by post in these forums . For example, you could make a creature that is humanoid (half-construct, human). Recent Changes Benefit: Choose up to two weapons, or one weapon and a racial weapon group. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Each time, pick a different natural attack. All members of this race gain this feat as a bonus feat at 1st level. Prerequisites: The race has at least a +2 racial bonus to Charisma. This is a sonic, mind-affecting effect. Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. Prerequisites: The race has at least a +2 racial bonus to Dexterity. 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). 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). If you are using these rules and you are not the GM, make sure you work closely with your GM to create a race that fills a definite niche and need in her campaign world. | Starjammer SRD All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the users character level + the users Constitution modifier) or be sickened for 5 rounds. A thrown rock has a range increment of 120 feet. Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. The DC for the spells is equal to 10 + the spells level + the casters Charisma modifier. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. There are a number of differences between racial qualities and racial traits. A monstrous humanoid race has the following features: A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. 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 Benefit: Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). 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. Or unholy fusions of the players or the GMwants to create a new race addition, Members this! 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