In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. Known for mining the earths treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. | PF2 SRD 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. Sell at the Open Gaming Store! Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. Members of this race start with Common plus their racial language (if any). As a player in Pathfinder, it is going to be rare for you to become fully undead. The dead are rising! The tools in this section enable you to be undead as a player character Playable Undead Options | 5th Edition SRD Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. 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. Ability Score Modifiers Standard (+2 Con, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Int) 0 RP, Ability Score Modifiers Standard (2 Str, +2 Con, +2 Cha) 0 RP, Ability Score Modifiers Human heritage 0 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Cha) 0 RP. This is the races creature type. This choice is made at character creation, and cannot be changed. Half-orcs are ugly. Special: This trait can be taken multiple times. Benefit: Members of this race with a Charisma score of 11 or higher gain the following spell-like abilities (the caster level is equal to the users character level): 1/daycomprehend languages, deathwatch, stabilize. | Starjammer SRD If the race is Medium, its members speed is never modified by armor or encumbrance. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. Prerequisites: Natural armor racial trait. Special: This trait can be taken more than once. 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. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. Benefit: Members of this race receive Weapon Finesse as a bonus feat. X=replaced, (X)=optionally replaced, C=changed, New Pages Benefit: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability: Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). 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. Like wyverns, they are territorial creatures, but also have an acute sense of honor. Such ties can be important for qualifying for other racial abilities, but its not required that a native outsider be tied to another plane. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. These are primary natural attacks. Because they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. This trait can be taken up to three times. Using the spell in this way does not require a material component. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. 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. Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking. Benefit: Members of this race receive a +2 racial bonus to Constitution. Shop the Open Gaming Store! Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. Your race must meet any prerequisites listed in this entry before you can take the trait. The changes are as follows, corresponding to the five standard methods. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. 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. Racial traits present a number of interesting options for the race you are creating, from expanded modes of movement and bonuses on skill checks to even stranger powers, like a frightening croak attack or the ability to change shape. This means that an. Special: This trait costs as many RP as the level of the spell chosen. Members of this race start with Common plus their racial language (if any). Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. There are three options. Benefit: Members of this race receive two claw attacks. 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). 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. A member 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 that a. Half-constructs cannot be raised or resurrected. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Hunters and raiders of the wasteland, the clannish, four-armed kasatha guard their territories by way of lightning-fast raids and terrifying assaults. The following racial traits augment a races fighting prowess. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Members of this race can use this spell as a spell-like ability once per day. Animals starting attitude toward members of this race is one step worse than normal. Benefit: Members of this race have a natural ability to sniff out carrion. The following races are the most common in fantasy settings. The following racial traits augment a races ability to use magic or grant spell-like abilities. | Here Be Monsters 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. Magically altered terrain affects them normally. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the users character level): Benefit: If a member of the race is a sorcerer with the elemental bloodline corresponding to the elemental plane it has ties to (i.e., air, earth, fire, or water), it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. A renegade few decide to forsake their clan and spend their life adventuring. Benefit: Members of this race gain spell resistance equal to 11 + their character level. 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. A half-undead race has the following features. for an additional 2 RP. | PF2 SRD | d20 Anime SRD Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. 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. Benefit: Pick up to two skills. These large and horrid burrowers are native to mountains and highlands, but are often enslaved to serve as terrifying shock troops in marauding armies or as gladiatorial spectacles. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. | ACK-SRD. 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. Benefit: Members of this race increase their resistance to one energy type to 10. ISBN-13: 978-1-60125-677-5. Special: This trait can be taken multiple times. Prerequisites: Shadow resistance racial trait. There's no way to start off undead (closest we might get is if an expansion/DLC/etc adds the Dhampir [www.d20pfsrd.com] as a playable race. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. Benefit: Members of this race gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. Prerequisites: Native to the underground. Prerequisites: Outsider (native) with ties to the Plane of Earth or fey type. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. 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. Benefit: Members of this race are amphibious and can breathe both air and water. Construct and undead races usually have the racial language of the race that created them. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). Benefit: Members of this race gain a +1 racial bonus on all saving throws. Special: This trait can be taken more than once. 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. 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. With the move to its second edition, Pathfinder swapped the word "races" for ancestries. The caster level of the spell is equal to the users character level. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Feel free to change the name or racial subtype prerequisite of such a trait to better fit the race you are building. 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. The member of this race must be aware of the attack in order to make a rock catching attempt. Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. | GumshoeSRD Fiendish Codex II: Tyrants of the Nine Hells, page 77, has a Race called 'Hellbred' that is very technically undead, and since their appearance is a curse given to them by a Devil, it is not outside of the realm of possibility that the appearance may be skeletal or otherwise undead in nature. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). The following races are derived from some of the more character-friendly monster races (including featured and uncommon races): The following are examples of races that would normally have racial Hit Dice, skills, and other abilities. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. The next step is to choose your races qualities. Human: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. | 13th Age SRD The next step is to determine the ability score modifier quality for your race. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. The following racial traits apply weaknesses to members of the race. This is a supernatural ability. The relationship is so close, it is impossible to separate fey from plant. The form is static and cannot be changed each time it takes this form. 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. Some trox earn their freedom and find employment as bodyguards, thugs, or even adventurers. Members of this race have resistance 5 to the corresponding energy type. Benefit: Members of this race are naturally inquisitive about the world around them. You must select an option from each of the following quality categories. 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