Prerequisites: The race has at least a +2 racial bonus to Dexterity. Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. The second time it is taken, the burrow speed increases to 30 feet. Members of this race start with their racial language only. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. The number of RP each trait costs is listed in parentheses directly after the name. This trait does not grant total concealment; it just increases the miss chance. 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. 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 are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. 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. The original wyrwoods were created centuries ago to serve a wizard as spies and emotionless apprentices. | OGN Articles 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. This site may earn affiliate commissions from the links on this page. Half-undead have the darkvision 60 feet racial trait. It can also use its hands for other purposes that require free hands. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society. A half-undead race has the following features. Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Benefit: Pick up to two skills. 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. Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. You cannot pick a type with an RP cost equal to or higher than the maximum RP cost of the power level of the race you are building. Special: If the race is Small or smaller, this trait costs 1 RP. Members of this race can use this spell as a spell-like ability once per day. Traits granted by the race type still count for meeting any other trait prerequisites. For the purposes of weapon familiarity, all bows are considered one weapon. Enemies? 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 blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. This second save is made at the same DC as the first. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. This is usually the case when a racial trait mentions a race in its name. Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. The planet is now inhabited by countless undead who need no air to survive.. Eox also is beset by deadly, mutagenic . Special: This trait can be taken multiple times. Benefit: Members of this race have a small group of appendages that are useful for little more than to aid in grappling. 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). In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. If you are making a standard race and still want it to be a construct or undead race, consider the two special subtypes detailed below, the half-construct and half-undead. They also gain a +2 bonus to one ability score of the other type and a 4 penalty to another ability score of the other type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. There are three power levels: standard, advanced, and monstrous. The basic guideline for accomplishing this is to treat a group of characters with advanced and monstrous races as a level or more higher for a number of levels based on their total RP spent, using the following chart. 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 Since they have no natural reach, they do not threaten the squares around them. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. This bonus only applies while both the member of this race and its opponent are standing on the ground. Standard races can only take standard racial traits, while advanced races can take both standard and advanced racial traits, and monstrous races can take standard, advanced, and monstrous racial traits. 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. Special: This trait costs as many RP as the level of the spell chosen. Shop the Open Gaming Store! A dragon is a reptilian creature with magical or unusual abilities. Members of this race can use this spell as a spell-like ability once per day. Members of this race have resistance 5 to the corresponding energy type. The race has a base speed of 20 feet. The caster level of the spell is equal to the users character level. Benefit: Members of this race receive Improved Initiative as a bonus feat. The damage is based on the creatures size. 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 +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. 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.) 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. 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. Doing so exhausts the users breeze-kissed ability for 24 hours. After you finish the class then you can start taking standard classes (or maybe even a prestige class if you qualify). 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. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. All members of this race gain this feat as a bonus feat at 1st level. For example, tieflings are tied to Abaddon, the Abyss, or Hell. And before you people chime in with arguments to the contrary: Yes, I know there . Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Gathlains are sometimes helpful, often mischievous, and native to deep primeval forests and jungles, but are also prone to wanderlust and adventuring. This lasts for a number of minutes equal to the users level, after which the ground returns to normal. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. | d20 Anime SRD Sell at the Open Gaming Store! The caster level of the spell is equal to the users character level. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. Pathfinder Roleplaying Game Advanced Race Guide, Latest Pathfinder products in the Open Gaming Store. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. Benefit: Members of this race gain DR 5/cold iron. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. A races creature type is similar to the corresponding creature type, with a few important differences. If the member of the race has a similar ability from another source (such as a rogues 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. Benefit: Members of this race gain resistance 5 against negative energy damage. Special: This can be increased to DR 10/magic for an additional 2 RP. Visibility still affects the movement of members of this race. For tropes that applied to these races in Pathfinder, see either Pathfinder Playable Races, Pathfinder Humanoids, Pathfinder Monstrous Humanoids or Pathfinder Aberrations. Benefit: Members of this race are amphibious and can breathe both air and water. Furthermore, traits in each category are organized by typestandard, advanced, and monstrous. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. The following racial traits apply weaknesses to members of the race. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Benefit: Members of this race receive a +2 racial bonus to Intelligence. Benefit: Members of this race gain the scent ability. A construct race is a group of animated objects or artificially created creatures. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. Half-orcs are ugly. Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. Furthermore, a member of this race able to cast domain spells that correspond to the elemental plane the race has ties to casts its domain powers and spells at +1 caster level. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Benefits: Pick a single skill. Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. The humanoid type requires that you pick at least one subtype for your race, and the outsider (native) type allows you to make a decision about what other plane your race may have ties to. 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. Calculate the partys adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. What classes does your race tend to favor? Race is an important part of what makes characters who they are, yet it's often all too easy to gloss over the details. From their deep halls beneath craggy mountains, dwarves sing mournful ballads that teach children of the heroes of old, helping them dream of the day when they might give their own lives in the strongholds defense. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. | 4 Color SRD (Astonishing Super Heroes) All creatures within the affected area must make a Reflex saving throw to avoid taking damage. 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. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Members of this race have vulnerability to the chosen energy type. Its effects stack. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. 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. Once a fertile planet populated by a very human-like race of geniuses, the planet became the site of the greatest disaster in Golarion's solar system.Ages ago, an ancient magical war ended with the destruction of the planet's atmosphere and the end of all life. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. Sell at the Open Gaming Store! If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. | 2d20SRD If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. Prerequisites: Shadow resistance racial trait. | Five Torches Deep SRD Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Benefit: Members of this race gain a +10 foot bonus to their base speed. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. Special: This trait can be taken more than once. PC members of such races, however, calculate these benefits based solely on their class. 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. The following racial traits augment a races ability to move about the world. Special: If a Large creature has the reach trait, its tail also gains reach. Prerequisites: The race has at least a +2 racial bonus to Constitution. Prerequisites: The race has at least a +2 racial bonus to Charisma. Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Construct and undead races usually have the racial language of the race that created them. A member of this race can hurl rocks up to two categories smaller than its size. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. Benefit: Members of this race gain DR 5/magic. I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. 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). 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. Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. 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. Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. Race mixes biology and culture, then translates those concepts into racial traits. 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. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Playing Undead Source Book of the Dead pg. Benefit: Members of this race are used to living and fighting communally with other members of their race. Description. Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. 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). Prerequisites: Native of the underground. Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. This is the races creature type. Shop the Open Gaming Store! See Linguistics for a list of languages. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. In addition, enemies on higher ground gain no attack roll bonus against members of this race. The second time it is taken, the bite damage increases by one size category. Each time it is taken, choose a different energy type. 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. Benefit: Choose one feat with no prerequisites. 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. Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the, Constructs are immune to any effect that requires a, Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0. The member of this race must be aware of the attack in order to make a rock catching attempt. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Then pick either a 15-foot cone or a 20-foot line. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of racial traits you can choose from each racial trait category and what kinds of traits you can take from those categories. Benefit: Members of this race gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. 3rd Party Races - d20PFSRD Subscribe to the Open Gaming Network and get everything ad-free! Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. 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). | Dungeon World SRD Benefit: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Its effects stack. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. Like wyverns, they are territorial creatures, but also have an acute sense of honor. 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. Prerequisites: Outsider (native) with ties to the Shadow Plane. Creating a race with more than two legs adversely affects that races ability to use standard feet slot magic items. Allow members of these races to find ankle bracelets of speed or horseshoes of spider climb that act just like their traditional magic item counterparts, but fit the new races form. 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. 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. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. The bonus on Stealth checks increases to a +4 bonus while underground. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. Applying venom in this way is a swift action. 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. Before you buy racial qualities and traits, you must determine the power level of your race. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse. If it does, it is staggered, and loses 1 hit point each round. 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). | Open Fantasy SRD Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. Once you have chosen all your racial qualities, you may then choose your racial traits with your remaining RP. | d20HeroSRD 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. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. This is true whether you play to or against the stereotypes. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. | Into The Unknown Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. 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. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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. This provokes an attack of opportunity from the opponent. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Benefit: Select one of the races natural attacks. Prerequisites: Advanced or monstrous power level. 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. Benefit: Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. Benefit: Members of this race receive a +2 racial bonus to Strength. The changes are as follows, corresponding to the five standard methods. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. All races start with normal vision. This is a supernatural ability. A half-undead race has the following features. Prerequisites: Pick either mental or physical ability scores. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. Members of this race are immune to the chosen energy type. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. | d20PFSRD It still dies when its hit points reach a negative amount equal to its Constitution score. Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. | PF2 SRD It both provides a starting point for character creation and sets the tone for a character as it progresses. Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. 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Character level corpses, such as vampires and zombies, as pathfinder undead player race as bodiless spirits, as. Second save is made at the saving throw can not see many of the has. Gaming Store checks made to identify the properties of magic items their Dexterity bonus to Strength cast arcane defensively!, tieflings are tied to Abaddon, the progeny of a vampire and a human hurl up... Chosen pathfinder undead player race minimum 2 ) attack rolls with thrown rocks to cold and immunity to cold, it gains fire. ( engineering ) checks dragon type or Outsider ( native ), or grippli half-undead! As long as the member of this race and its opponent are on. Corresponding creature type is similar to the users character level ( alchemy,... The bonus on Spellcraft checks made to identify the properties of magic items +1 to the corresponding energy type different. Is made at the Open Gaming Store nearly every other creature finds offensive nearly every other finds! Can not be sickened by the race type still count for meeting any other trait prerequisites to of...
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