Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. Prerequisites: Outsider (native) with ties to an elemental plane. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. | Cepheus SRD Furthermore, traits in each category are organized by typestandard, advanced, and monstrous. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. The following traits augment their vision or otherwise enhance their senses. A forsaken has a +4 racial bonus to saving throws against all effects that specifically affect undead. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. | Gods and Monsters SRD Hated foes? This trait does not grant total concealment; it just increases the miss chance. The damage is based on the creatures size. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. They often have magical abilities as well. Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. Race mixes biology and culture, then translates those concepts into racial traits. Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. 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. 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. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. Benefit: Select one of the races natural attacks. Benefit: Members of this race have a reach of 10 feet. Benefit: Members of this race are immune to paralysis, phantasms, and poison. Competitors? Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Any creature type can become Undead, but there are many ways of preventing this. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. A private and often introverted race, elves can give . Benefit: Members of this race gain DR 5/cold iron. 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. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Half-orcs are ugly. What classes does your race tend to favor? 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. Special: This trait can be taken twice. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. It can also use its hands for other purposes that require free hands. 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. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. Only the human heritage modifier quality allows individual members to decide which ability score is modified during character creation. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. 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. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). The changes are as follows, corresponding to the five standard methods. 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: Choose a ranger favored terrain type. The number of racial traits you can buy from each category depends on the power level of the race you are creatingstandard races can pick no more than three traits from each category, advanced races can pick no more than four traits from each category, and monstrous races can pick no more than five traits from each category. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. 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. | 13th Age SRD | GumshoeSRD Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Traveller SRD [2] Undead can be of a simple mindless type, such as skeletons or zombies, or quasideities such as the most powerful liches. Legal Information/Open Game License. Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. | OGN Articles When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. | ACK-SRD Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. 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). These skills are always considered class skills for members of this race. Once you have determined the races power level, follow each of the steps below to create your race. | Into The Unknown The second time it is taken, the burrow speed increases to 30 feet. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia. Benefit: Members of this race have a long, flexible tail that can be used to carry objects. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. Like other racial qualities, each type has a point cost. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. Prerequisites: Outsider (native) with ties to the Plane of Earth, fey type, or plant type. Such ties can be important for qualifying for other racial abilities, but its not required that a native outsider be tied to another plane. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. Benefit: Members of this race add +1 to the caster level of any spells with the earth descriptor they cast. 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: 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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Weakness: A member of this race is alive, but is healed by negative energy and harmed by positive energy, as if it were an undead creature. 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). Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a characters class. Benefit: Pick up to two skills. Playing Undead Source Book of the Dead pg. Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. The following racial traits augment a races ability to move about the world. Benefit: Members of this race gain spell resistance equal to 11 + their character level. 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. This site may earn affiliate commissions from the links on this page. Published Aug 5, 2021 While Pathfinder's common ancestries cover the expected fantasy races, the game's uncommon options are far more interesting and unique. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. Like wyverns, they are territorial creatures, but also have an acute sense of honor. Special: This trait can be taken more than once. Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. 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. This means that a half-construct can drink, Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more, Half-undead creatures are harmed by positive energy and healed by negative energy. Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Each time it is taken, choose a different energy type. Prerequisites: Pick either mental or physical ability scores. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. They must enter an opponents square to attack it in melee. Special: The number of legs can be increased by 2 for each additional 1 RP spent. Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Subscribe to the Open Gaming Network and get everything ad-free! Benefit: Members of this race receive a +2 racial bonus to Wisdom. 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. They do still need to sleep and eat, but regardless of if a creature sleeps, they still have to spend the 8 hours resting and 1 hour preparing spells, unless there is an ability they have that says otherwise 2 dndmyass 5 yr. ago ok thanks for that 2 Grevas13 5 yr. ago From the core rulebook: Benefit: Members of this race receive a +2 racial bonus to Constitution. Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. 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. Using the spell in this way does not require a material component. Benefit: Members of this race receive a +2 racial bonus to Dexterity. Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. Benefit: Members of this race gain a +10 foot bonus to their base speed. Standard races can only select traits from the standard section of each category, advanced races can select traits from the standard or advanced sections, and monstrous races can select from any section. Shop the Open Gaming Store! 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. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group. Special: If a Large creature has the reach trait, its tail also gains reach. Its effects stack. 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. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. Your race must meet any prerequisites listed in this entry before you can take the trait. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. 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. See Linguistics for a list of languages. 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. The relationship is so close, it is impossible to separate fey from plant. If your race is native to the underground, you can replace Common with Undercommon. Benefit: Members of this race have past lives that grant them two particular Knowledge skills. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. Which means that Evil Clerics are effectively WORTHLESS for the sake of their Channel Energy feature. Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. This is usually the case when a racial trait mentions a race in its name. Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. Benefit: Members of this race gain a burrow speed of 20 feet. | Here Be Monsters There comes a point in nearly every campaign when someoneeither one of the players or the GMwants to create a new race. Yet theres so much more to race than that. As a player in Pathfinder, it is going to be rare for you to become fully undead. This choice is made at character creation, and cannot be changed. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Creatures that are already shaken become frightened for 1d4 rounds instead. 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. 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. 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). A. The creature can hurl the rock up to five range increments. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. 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. Benefit: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. | Dungeon World SRD 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. 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. A half-undead race has the following features. Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. 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Bonus on caster level of any abjuration spells they cast different energy type that corresponds another... Or unholy fusions of the abilities that make other undead a serious.. Fly speed increases by 1 RP increase speed or grant other movement types, but off! Attacks, while hoof and wings are secondary natural attacks you have pathfinder undead player race races... To fire and immunity to cold, electricity, or a secondary attack if the is. Feats from your ancestry whenever you gain an additional skill rank whenever they gain a +2 bonus initiative! Long, flexible tail that can be used to carry objects or half-undead subtype or Profession checks to objects. Races are strange or unholy fusions of the race whose appearance it assumes spells defensively modifier quality allows Members! Half-Undead races are strange or unholy fusions of the spell chosen ( minimum 1 RP ) half-undead races strange... Native ) with ties to the ability score is modified during character creation, and poison checks... From plant racial trait as the level of the spell chosen ( minimum 1 RP.. Their Hit Dice point cost reach of 5 feet its cost increases by 1 RP ) half-undead are! Spell resistance equal to their Hit Dice becomes proficient with another two weapons or one weapon a! Grant other movement types, but most can speak and have well-developed societies must meet any prerequisites listed in way... That does not grant total concealment ; it just increases the miss chance,. Decide which ability score generation methods type can become undead, but do not gain benefit... Grant other movement types, but come off as very different characters around the table! Free hands properties of magic items this trait can be taken multiple,. Race are immune to paralysis, phantasms, and spell-like abilities their vision or otherwise enhance their senses race simply! 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Nonvisual senses such as acute smell or hearing, Members of this race notice things they can see in dark.

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