A dragon is a reptilian creature with magical or unusual abilities. Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. 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. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). Description. Traveller SRD Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Changing its shape is a standard action. This choice is made at character creation, and cannot be changed. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. 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. The world of Golarion is home to all manner of incredible beings, yet a bloodline does not determine a character's personality, which is something the game plays with for NPCs and party members. How does the members appearance help them adapt to their typical environment? . Special: This trait can be taken up to two times. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. Races without a racial language cannot take this array. You must select an option from each of the following quality categories. Benefit: Members of this race gain DR 5/cold iron. | Starjammer SRD Medium races have no bonuses or penalties due to their size. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. Special: If the race is Small or smaller, this trait costs 1 RP. Were there pivotal events in the races history? Members of this race start with their racial language only. When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. A thrown rock has a range increment of 120 feet. Special: This can be increased to DR 10/magic for an additional 2 RP. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Benefit: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. They must enter an opponents square to attack it in melee. Traveller SRD Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the users character level): 1/daybleed, chill touch, detect poison, touch of fatigue. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. Furthermore, they gain a +1 bonus to their CMD against trip attempts. As stated earlier, Dhampir is the closest balanced race the emulates the 'Undead' play style for players. Up to five spells can be chosen when you take this trait. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Once you have determined the races power level, follow each of the steps below to create your race. 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. After all, most people know the basics: dwarves are short, elves live a long time, and gnomes are dangerously curious. Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. Recent Changes Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. 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: Members of this race gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any). Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Prerequisites: Natural armor racial trait. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. Benefit: Members of this race receive Weapon Finesse as a bonus feat. 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 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. Special: This trait costs as many RP as the level of the spell chosen. 305. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. For the purposes of weapon familiarity, all bows are considered one weapon. Source: Pathfinder RPG Bestiary 2, pg (s). Note that these races are only an approximation of their monstrous counterparts and may not match exactly. I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. 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. Elves excel in the arcane arts. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. While the race builder presents many options for creating new races, and it may be tempting to treat each section as a buffet of options to help you ferret out the most optimal choices for your character, it is generally more beneficial for your campaign world to conceptualize your race first. A forsaken has a +4 racial bonus to saving throws against all effects that specifically affect undead. Pathfinder Roleplaying Game Advanced Race Guide, Latest Pathfinder products in the Open Gaming Store. Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. 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. This quality determines the starting languages and bonus languages for the race. 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. This is a secondary attack. There comes a point in nearly every campaign when someoneeither one of the players or the GMwants to create a new race. Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. The relationship is so close, it is impossible to separate fey from plant. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. Special: This trait can be taken up to two times. Like wyverns, they are territorial creatures, but also have an acute sense of honor. For example, Lann is a Mongrelman, give him unique bonuses. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes. Sometimes a race type may grant racial traits as features. 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. It both provides a starting point for character creation and sets the tone for a character as it progresses. 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. Presented below are the seven core races built with the race builder rules. Each member of this race picks two Knowledge skills. 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. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. 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. This trait can be taken up to three times. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages Members of this race are proficient with those weapons. Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. 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. Gnomes have an insatiable need for new experiences that often gets them in trouble. 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. Special: This racial trait can be taken multiple times. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. 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 gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. The DC is equal to 10 + the spells level + the users Charisma modifier. 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. In addition, enemies on higher ground gain no attack roll bonus against members of this race. 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: The race has at least a +2 racial bonus to Dexterity. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. Special: This trait can be taken more than once. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. 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. Benefit: Members of this race can see in the dark up to 60 feet. Special: This trait can be taken up to twice. | OGN Articles Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. 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. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. New Pages | Recent Changes | Privacy Policy, Exploration & Movement in Sandbox Campaigns. | Into The Unknown What kinds of relationships does your race have with other races? Special: This trait can be taken more than once. 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. 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. If the race is Medium, it costs 2 RP. 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