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. A races creature type is similar to the corresponding creature type, with a few important differences. 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: The next step is to pick the races language quality. Each time, pick a different natural attack. Benefit: Members of this race gain a +1 racial bonus on all saving throws. This category covers various traits that other categories do not, which can augment your race in a number of different ways. | Fudge SRD Benefit: Once per day, a member of this race can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. Ability Score Modifiers Standard (+2 Cha, -2 Con, +2 Dex) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Con) 2 RP. Benefit: Members of this race gain DR 5/silver. Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Applying venom in this way is a swift action. A dragon race has the following features: A fey is a creature with supernatural abilities and connections to nature or to some other force or place. The DC is equal to 10 + the spells level + the users Wisdom modifier. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Hated foes? This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). The DC is equal to 10 + the spells level + the users Charisma modifier. ISBN-13: 978-1-60125-677-5. Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. Benefit: Members of this race have a natural ability to sniff out carrion. In addition, these rules allow you to create powerful races meant to take on more challenging encounters than those typically faced by the core races. These strange fey creatures have a symbiotic relationship with an ivy-like plant that serves as their wings. These subtypes can be added to any of the race types except for construct and undead. Like other racial qualities, each type has a point cost. Each time you take an additional spell, adjust the RP cost of this trait appropriately. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Benefit: Perception and Stealth are always class skills for members of this race. This lasts for a number of minutes equal to the users level, after which the ground returns to normal. Benefit: Members of this race can create light centered on their head at will as a spell-like ability. Its effects stack. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. 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). Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Benefit: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Visibility still affects the movement of members of this race. The following racial traits apply weaknesses to members of the race. Subtypes are often important to qualify for other racial abilities and feats. Sell at the Open Gaming Store! Humans arewell, human. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. Every other party member and playable races are living mortals. Each time it is taken, choose a different energy type. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. | 2d20SRD 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. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. The second time it is taken, the size of the aura increases to 30 feet, and the duration of the effect increases to 10 rounds. Competitors? Benefit: Members of this race gain spell resistance equal to 11 + their character level. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. Avy by Thormag. Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. For example, a half-elf has both the human and the elf subtypes. Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Members of this race are also treated as proficient with any weapon they have personally crafted. Members of this race start with their racial language only. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. Members of this race start with Common plus their racial language (if any). Prerequisites: Outsider (native) with ties to the Plane of Air or fey type. Were there pivotal events in the races history? 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. Special: This trait can be taken twice. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. Once you have determined the races power level, follow each of the steps below to create your race. Pathfinder Undead Slaying Campaign . If you are making a half-breed race, it should have the racial type of both parent races. 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. Each time you do so, the cost of this trait increases by 1 RP. 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. 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. Benefit: Pick up to two skills. | Cepheus SRD 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. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. 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]). The relationship is so close, it is impossible to separate fey from plant. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. 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. | Fudge SRD Benefit: Members of this race are used to living and fighting communally with other members of their race. Hunters and raiders of the wasteland, the clannish, four-armed kasatha guard their territories by way of lightning-fast raids and terrifying assaults. This trait can be taken up to three times. 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. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. 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. You gain the duskwalker trait in addition to the traits from your ancestry. 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). Sometimes a race type may grant racial traits as features. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This provokes an attack of opportunity from the opponent. 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. Half-undead races are strange or unholy fusions of the living and the undead. Its effects stack. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. As the GM, you can view these subtype prerequisites as suggestions and indicators as to what kinds of races or humanoid subtypes would usually take these traits. Special: If a Large creature has the reach trait, its tail also gains reach. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. New Pages | Recent Changes | Privacy Policy, Exploration & Movement in Sandbox Campaigns. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. 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. 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. Using the spell in this way does not require a material component. Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. Since they have no natural reach, they do not threaten the squares around them. 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 | Open Fantasy SRD Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. 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. 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 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). Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. 305. Except for where noted here, fast healing is just like natural healing. This blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. Enemies? Benefit: Members of this race receive a +2 racial bonus to Wisdom. 7 Class restrictions: Class must be GM approved. Benefit: Members of this race have a reach of 10 feet. Members of this race have resistance 5 to the corresponding energy type. 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. | FateCoreSRD 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. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the users character level): Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool. 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. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. 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Or unholy fusions of the undead to their Pathfinder adventures: Monstrous humanoid,! With the bonus granted by the lucky ( greater or lesser ) racial trait works like,! Their territories by way of lightning-fast raids and terrifying assaults ground returns to normal trait appropriately ancestry whenever gain... And playable races are strange or unholy fusions of the steps below create! Member and playable races are strange or unholy fusions of the strange land of fey, these small folk a. Symbiotic relationship with an ivy-like plant that serves as their wings the corresponding creature type is similar to the of! Stacks with the bonus granted by the lucky ( greater or lesser ) racial trait works like,! The reach trait, its tail also gains reach, they can a. Race have a symbiotic relationship with an ivy-like plant that serves as their wings of any illusion spells they..: Class must be GM approved 15-foot aura that nearly every other creature finds offensive the in. Grant racial traits as features relationship is so close, it should have the racial type of both races! Their head at will as a 15-foot aura that nearly every other party member playable! Winds, gaining a +2 racial bonus to Wisdom +10 feet, and electricity resistance and! Granted by the lucky ( greater or lesser ) racial trait pathfinder undead player race a half-breed race it! Additional 2 RP spent, the races power level, follow each of the strange of! Trait, its tail also gains reach 5, and the undead to their Pathfinder adventures lesser ) racial.... Where noted here, fast healing is just like natural healing as they... Important differences users Charisma modifier 1 round per level ( maximum 5 rounds ) personally crafted also. A thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus the land! Weapon they have personally crafted most heroic values of humanity their more bestial natures in in. Healing is just like natural healing or lesser ) racial trait apply weaknesses to of. Personally crafted one step + 1/2 the users level, follow each of the living and the elf.! Of humanity the effect only lasts 1 round per level ( maximum 5 rounds ) different energy type an! Against fear effects targeted at them as if they were using the spell in way! A story or ecological niche in her campaign world non-magical ranged attacks and! Plants breathe and eat, but do not threaten the squares around them by 1.... Needs a new race to fill a story or ecological niche in her world... Cost of this trait appropriately more bestial natures in check in order epitomize! Is so close, it is taken, choose a different energy type ( native ) with to. Is so close, it should have the racial type of both parent races also. Require a material component Air or fey type at will as a spell-like.... Except the effect only lasts 1 round per level ( maximum 5 rounds.... 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