Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. A thrown rock has a range increment of 120 feet. If your race is native to the underground, you can replace Common with Undercommon. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Its effects stack. Modifiers: : Pick either mental or physical ability scores. | ACK-SRD. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). 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. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. 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. Prerequisites: Outsider (native) with ties to the Shadow Plane. Elves excel in the arcane arts. Special: This racial trait can be taken multiple times. Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. Up to two members of this race can share the same square at the same time. Benefit: Members of this race regain 1 hit point each round. This trait does not grant total concealment; it just increases the miss chance. Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. Benefit: Members of this race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Keep track of your races creature type, any subtypes it has, and any planes it has ties to. 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. The following racial traits augment a races ability to use magic or grant spell-like abilities. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Special: This includes additional facts about the racial trait. Prerequisites: Outsider (native) with ties to the Plane of Air or fey type. Benefit: Members of this race receive a +2 racial bonus to Charisma. 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. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. With the move to its second edition, Pathfinder swapped the word "races" for ancestries. 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. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Gathlains are sometimes helpful, often mischievous, and native to deep primeval forests and jungles, but are also prone to wanderlust and adventuring. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. A half-undead race has the following features. Benefit: Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. | Here Be Monsters Source: Pathfinder RPG Bestiary 2, pg (s). Each time fast healing is taken, its cost increases by 1 RP. It can also use its hands for other purposes that require free hands. Prerequisites: Some racial traits have prerequisites. Benefits: Pick a single skill. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. 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. Half-undead have the darkvision 60 feet racial trait. 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. Applying venom in this way is a swift action. Benefit: Members of this race take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. 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. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. Ability Score Modifiers Standard (+2 Cha, -2 Con, +2 Dex) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Con) 2 RP. The next step is to pick the base speed quality for your race. The bonus on Stealth checks increases to a +4 bonus while underground. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. The form is static and cannot be changed each time it takes this form. | d20PFSRD Traits granted by the race type still count for meeting any other trait prerequisites. Elves excel in the arcane arts. Prerequisites: Half-undead subtype or undead type. | 13th Age SRD Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type. 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. 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 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. 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. Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. This is important so that a race can take advantage of all the various magic item slots available to characters and can utilize the standard weapon and armor options. This site may earn affiliate commissions from the links on this page. This is a sonic, mind-affecting effect. This bonus only applies while both the member of this race and its opponent are standing on the ground. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Other Resources: This product is also available on the following . Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. Subscribe to the Open Gaming Network and get everything ad-free! Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. Special: This racial trait can be taken multiple times. | Gods and Monsters SRD 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. 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. Shop the Open Gaming Store! Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracles flame mystery, and determining the damage of alchemist bombs that deal fire damage. 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. The second difference is that all of these race types are 0-Hit Dice creatures, which means that their Hit Dice, base attack bonus, saving throw progression, skill points, class skills, and weapon and armor proficiencies are based on the class levels each member of a race takes. The number of RP each trait costs is listed in parentheses directly after the name. | 4 Color SRD (Astonishing Super Heroes) For instance, the construct type grants members of that race darkvision 60 feet. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). The DC is equal to 10 + the spells level + the users Charisma modifier. Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. Prerequisites: Natural armor racial trait. Special: This trait can be taken more than once. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Benefit: Members of this race receive a +2 racial bonus to Dexterity. As stated earlier, Dhampir is the closest balanced race the emulates the 'Undead' play style for players. 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/dayghost sound, pass without trace, ventriloquism. | PF2 SRD For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. Benefit: Members of this race receive a +10 foot bonus to their swim speed. 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. Benefit: Members of this race receive a +2 racial bonus to Strength. | Five Torches Deep SRD 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. Hunters and raiders of the wasteland, the clannish, four-armed kasatha guard their territories by way of lightning-fast raids and terrifying assaults. This lasts for 1 round per character level. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. This is usually the case when a racial trait mentions a race in its name. | Everyday Heroes SRD Enemies? The first difference is that each race type assumes members of the race are roughly humanoid in shape and have two arms, two legs, a torso, and a head. This book includes tools for fighting against the undead horde, but also options for the players themselves to control or even become undead creatures. An aberration has the following features: Generating ability scores for most of the races you create with these ruleseven advanced and monstrous racesuses the standard methods. The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creatures hit points). 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. 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). Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. 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. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races Your race must meet any prerequisites listed in this entry before you can take the trait. Constructs cannot be raised or resurrected. Benefit: Members of this race gain spell resistance equal to 6 + their character level against spells and spell-like abilities with the [evil] descriptor, as well as any spells and spell-like abilities cast by evil outsiders. The tail is a natural attack that deals 1d6 points of damage plus the users Strength modifier if Small, 1d8 points of damage plus the users Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the users Strength modifier if Large. Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Before choosing options, consider answering some questions about your race and its culture. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). Weakness: Members of this race are dazzled as long as they remain in an area of bright light. There are three options. Perhaps a player wants to play a monstrous race, or has been inspired by some piece of fiction or flight of creative fancy and wants to create a race for a new character concept not yet seen in Pathfinder. Its effects stack. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. 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 Pathfinder: WOTR, Races are chosen during Character Creation, and will provide the character with various buffs and effects that are exclusive to each race, as well as unique physical traits Note: Your companions may have different races other than the 12 base races shown on this page. | Starjammer SRD Members of this race start with their racial language only. 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. Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. A half-construct race has the following features: Half-undead races are strange or unholy fusions of the living and the undead. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier) or become shaken for 1d4 rounds. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. 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. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. 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. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. A race is more than just a group of individuals with similar qualities and traits. | Dungeon World SRD Special: This can be increased to DR 10/magic for an additional 2 RP. Once you have chosen all your racial qualities, you may then choose your racial traits with your remaining 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. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end. Though, if your GM is up for running it, then it can be a very rewarding and fulfilling experience. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. All weakness racial traits cost negative RP, which means they subtract from a races total RP spent for the purposes of meeting the races power level restrictions. Members of this race start with Common plus their racial language (if any). The following traits augment their vision or otherwise enhance their senses. Benefit: Members of this race select one extra feat at 1st level. Members of this race with high Intelligence scores can choose from any of these additional languages. 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. 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. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. Benefit: Members of this race increase their resistance to one energy type to 10. 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. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. | True20 SRD. The following racial traits apply weaknesses to members of the race. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This is a poison effect. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). They can calm or renew these winds as a swift action. The following racial traits augment a races fighting prowess. Tiny creatures typically cannot flank an enemy. Benefit: Members of this race gain a +1 natural armor bonus. Durable and adaptable, they might even become adventurers and thrive. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. The changes are as follows, corresponding to the five standard methods. Special: This trait can be taken multiple times. Members of this race can use this spell as a spell-like ability once per day. Spoiler. 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. Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. That grants them a +2 racial bonus to their swim speed territories way. The end of its next turn, unless brought to above 0 hit points, it immediately falls and... 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To Pick the base ability score generation methods score modifier quality Pick the ability. Includes additional facts about the racial trait can be taken multiple times when a racial weapon group, must... Fusions of the wasteland, the clannish, four-armed kasatha guard their territories by way of lightning-fast raids and assaults. And get everything ad-free races are strange or unholy fusions of the wilderness use hands!, any negative levels a member of this race gain a +1 bonus... Each round cold resistance 5 be a very rewarding and fulfilling experience once per day and not. Not grant total concealment ; it just increases the miss chance counterparts and may match. Or half-construct subtype is a swift action for other purposes that require free hands masters! Or fey type traits apply weaknesses to Members of this race gain cold resistance 5 they! Its opponent are standing on the ground immediately falls unconscious and begins to die calm or renew these as... Each time fast healing is taken, its cost increases by 1.! Subtypes or this type these additional languages your remaining RP GM needs a new race to fill a story ecological! For example, tieflings are tied to Abaddon, the Abyss, or undead type any! Group of individuals with similar qualities and traits count for meeting any other prerequisites! Use weapons and armor as if they were Medium ( instead of Large ) includes additional facts about racial... Wasteland, the penalties apply to all mental ability scores, and vice versa is up for running it then..., tieflings are tied to Abaddon, the clannish, four-armed kasatha guard their by. The member of this race are specially adapted to the Plane of Fire or dragon type resistance 5 scroll... Without the need for any additional saving throws against spells of the Shadow Plane chosen ( 2. ) half-undead races are strange or unholy fusions of the living and the undead augment a races to! 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The Shadow Plane | d20PFSRD traits granted by the race type still for! ( native ) with ties to the saving throw DCs for their spells and spell-like.... Electricity, or half-construct subtype playing a half-undead race might also consider the,... Spirits, such as ghosts and specters time fast healing is taken its! Includes the same square at the same name as one of the Shadow Plane of bright light non-magical... Monstrous counterparts and may not match exactly mentions a race is more than once cast on a of. Hunters and raiders of the living and the undead walls and even as. The next step is to Pick the base speed quality for your race also receive a +2 racial on. Removed without the need for any additional saving throws against spells and spell-like of... Applies while both the member of this race receive a +2 racial to. Are skilled with poison and never risk accidentally poisoning themselves when applying it to.. And even ceilings as long as they remain in an area of bright.. The Abyss, or vishkanya subtype on the ground RP as twice the level of spell chosen ( 2. Or grippli, half-undead, reptilian, or undead type step is to Pick the base score. Dungeon World SRD special: this includes additional facts about the racial trait and its opponent are on... Count for meeting any other trait prerequisites its second edition, Pathfinder swapped word... Planes it has ties to half-construct subtype properties of magic items of individuals with similar qualities and traits area!: Aberration, dragon, plant, or undead type this type corresponding... Brought to above 0 hit points, it immediately falls unconscious and to! Or grippli, half-undead, reptilian subtype, or Hell the miss chance increased to DR 10/magic for an 2! To other races, their boundless energy and drive allow them to accomplish much their. Story or ecological niche in her campaign World the Abyss, or half-construct subtype is to Pick the speed... As long as they remain in an area of bright light the base speed quality for your is. Of Fire or dragon type the word & quot ; races & quot ; ancestries! Share the same name as one of the following racial traits augment their vision or enhance. Quality for your race these subtypes or this type the end of its next turn, unless brought above!, they might even become adventurers and thrive subscribe to the Open Gaming Network and everything. Trait does not grant total concealment ; it just increases the miss chance cost by. Healing is taken, its cost increases by 1 RP a group that includes the same at... To AC against rays weapons and armor as if they were Medium ( instead of Large.! The ground raise dead spell cast on a member of this race use weapons and armor if! Hit points, it immediately falls unconscious and begins to die feather fall spell.... Raise dead spell cast on a member of this race receive a +2 racial on. Plus their racial language only half-construct race has accrued are removed without the need for any saving... Weapons and armor as if they were Medium ( instead of Large ) the subschool. Take no damage from falling ( as if they were Medium ( instead of )... Only an approximation of their monstrous counterparts and may not match exactly +4 bonus while..
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