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. Benefit: Members of this race can use one of the following spells (choose one) as a constant spell-like ability (the caster level is equal to the users character level): detect magic, detect poison, detect secret doors, detect undead. 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. There comes a point in nearly every campaign when someoneeither one of the players or the GMwants to create a new race. 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. Prerequisites: Outsider (native) with ties to an elemental plane. 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. Furthermore, a member of this race able to cast domain spells that correspond to the elemental plane the race has ties to casts its domain powers and spells at +1 caster level. Benefit: Members of this race regain 1 hit point each round. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. Members of this race start with Common plus their racial language (if any). Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Benefit: Members of this race are naturally inquisitive about the world around them. | Monad Echo SRD Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. A. 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. Tiny creatures typically cannot flank an enemy. Keep track of your races creature type, any subtypes it has, and any planes it has ties to. | OGN Articles Benefit: Members of this race receive Weapon Finesse as a bonus feat. If you are using these rules and you are not the GM, make sure you work closely with your GM to create a race that fills a definite niche and need in her campaign world. | Starjammer SRD Prerequisites: Outsider (native) with ties to the Plane of Earth. Presented below are the seven core races built with the race builder rules. | PF2 SRD | True20 SRD. Prerequisites: The race has at least a +2 racial bonus to Constitution. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects. There are three power levels: standard, advanced, and monstrous. 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. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. Legal Information/Open Game License. Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Its effects stack. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. Benefit: Members of this race can see in the dark up to 120 feet. Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 Benefit: Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5. Elves excel in the arcane arts. Members of this race are proficient with those weapons. PC members of such races, however, calculate these benefits based solely on their class. 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 Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Does it have a creation myth? Legal Information/Open Game License. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. The damage is based on the creatures size. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. 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 gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. Applying venom in this way is a swift action. Gnomes have an insatiable need for new experiences that often gets them in trouble. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). (But most are immediately placed under Command Undead, which they can resist and can try to save against once a day) Helm of Opposite Alignment is a Cursed Object that forces your alignment to swap. Benefit: Members of this race can create light centered on their head at will as a spell-like ability. 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: You have the following options. The original wyrwoods were created centuries ago to serve a wizard as spies and emotionless apprentices. Prerequisites: Advanced or monstrous power level. Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. 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. 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. Benefit: Members of this race receive a +10 foot bonus to their swim speed. Benefit: Members of this race receive a +2 racial bonus to Wisdom. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. Up to two members of this race can share the same square at the same time. Benefit: Members of this race receive a +2 racial bonus to Strength. Benefit: Members of this race gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. | FateCoreSRD Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a 2 penalty to AC. Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. These are the core, playable Pathfinder 2e races: Dwarf Elf Goblin Gnome Half Elf Half Orc Halfling Human Naturally, for a TTRPG as beloved, mature, and expansive as Pathfinder 2e, there are a lot of other playable races besides those core eight Ancestries - 45 of them, by our reckoning. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia. 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. This type encompasses humanoid-shaped vegetable creatures. 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. Constructs are hard to destroy, and gain bonus, Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Half-undead have the darkvision 60 feet racial trait. Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Enemies? Undead races are once-living creatures animated by spiritual or supernatural forces. Benefit: Members of this race gain resistance 5 against negative energy damage. Other creatures can move through those squares without provoking attacks of opportunity. 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. 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. Members of this race can use this spell as a spell-like ability once per day. Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. Prerequisites: The race has at least a +2 racial bonus to Charisma. 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. Gathlains are sometimes helpful, often mischievous, and native to deep primeval forests and jungles, but are also prone to wanderlust and adventuring. 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. Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. As stated earlier, Dhampir is the closest balanced race the emulates the 'Undead' play style for players. If the member of the race has a similar ability from another source (such as a rogues slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. A renegade few decide to forsake their clan and spend their life adventuring. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. Members of this race gain a +2 racial bonus on skill checks made with this skill. The following racial traits augment a races ability to use magic or grant spell-like abilities. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat. 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 are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Traveller SRD Benefit: Members of this race gain the following spell-like ability: Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. These subtypes can be added to any of the race types except for construct and undead. Which means that Evil Clerics are effectively WORTHLESS for the sake of their Channel Energy feature. Prerequisites: Any type except humanoid, Large size. 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 have a small group of appendages that are useful for little more than to aid in grappling. | 5th Edition SRD What does your race look like? The following format is used for all racial traits. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Its effects stack. A half-construct race has the following features: Half-undead races are strange or unholy fusions of the living and the undead. 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). 3rd Party Races - d20PFSRD Subscribe to the Open Gaming Network and get everything ad-free! | Fudge SRD If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier). Benefit: Choose a ranger favored terrain type. Benefit: Members of this race gain the scent ability. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. 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). 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. A member of this race can only have one creature attached to its tongue at a time. 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. 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). Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). ISBN-13: 978-1-60125-677-5. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Benefit: Members of this race gain spell resistance equal to 6 + their character level. If the race is Medium, its members speed is never modified by armor or encumbrance. Benefit: This is the benefit the racial trait grants the members of the race you are creating. What is your races history? Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. Sell at the Open Gaming Store! 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. Prerequisites: Resistance 5 to any energy type. Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. 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). Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. Unliving: A forsaken is treated as both an undead creature and a humanoid for the purpose of spells and effects. The following racial traits apply weaknesses to members of the race. 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. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that can be worn by this race. This means that a. Half-constructs cannot be raised or resurrected. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. 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. Other Resources: This product is also available on the following . The second time it is taken, members of this race gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action. Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). Benefit: Choose one subtype of humanoid. 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. Pathfinder Undead Slaying Campaign . | GumshoeSRD If this is the case, the cost of that racial trait is already paid for when you buy the type quality, and this trait does not count toward the maximum when you buy racial traits from the corresponding racial trait category. When you take this trait, choose one of the following venoms. 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. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. Special: You can take this trait more than once. Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. Benefit: Members of this race add +1 to the caster level of any spells with the earth descriptor they cast. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Any creature type can become Undead, but there are many ways of preventing this. These skills are always considered class skills for members of this race. | FateCoreSRD 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 augment a races fighting prowess. Benefit: Members of this race gain a +1 natural armor bonus. This trait can be taken up to three times. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. A half-undead race has the following features: Half-undead have the darkvision 60 feet racial trait. 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. See Linguistics for a list of languages. Pathfinder has a Massive Race Selection to choose from. Such questions might include the following. Strength, Charisma, and occasionally Wisdom . Benefit: Members of this race can see in the dark up to 60 feet. | Dungeon World SRD A thrown rock has a range increment of 120 feet. Members of this race are also treated as proficient with any weapon they have personally crafted. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken multiple times. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. | d20HeroSRD Benefit: Members of this race gain the following supernatural ability (the caster level is equal to the users character level): 1/dayhypnotism; The effects last only 1 round. Benefits: Pick a single skill. 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). They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. Its effects stack. This bonus only applies while both the member of this race and its opponent are standing on the ground. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. | 2d20SRD 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. 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. Races without a racial language cannot take this array. | ACK-SRD. Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Special: This trait can be taken twice. They also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/dayblindness/deafness, blur, disguise self. If you are making a half-breed race, it should have the racial type of both parent races. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. 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). Members of this race receive one natural attack of the chosen type. Benefit: Members of this race gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Benefit: Members of this race receive two claw attacks. 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. If the race is Medium, it costs 2 RP. 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. What classes does your race tend to favor? Special: This trait can be taken up to two times. Prerequisites: Shadow resistance racial trait. An undead race has the following features: The next step is to pick a size quality for your race. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. They must enter an opponents square to attack it in melee. Members of this race can use this spell as a spell-like ability once per day. Undead are harmed by positive energy and healed by negative energy. They cannot posses any racial trait that grants them resistance or immunity to this energy type. 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. Members of this race start with Common plus their racial language (if any). Members of this race also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/daymagic stone, stone shape, stone tell. Source: Pathfinder RPG Bestiary 2, pg (s). Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). Benefit: Members of this race gain DR 5/silver. This quality determines the starting languages and bonus languages for the race. | 5th Edition SRD 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]). Spell-Like ability once per day creature takes up a space that is 10 feet and has a Massive race to. At 1st level and one additional skill rank at 1st level and one skill... Raise dead spell cast on a member of this race gain a +1 on. These activities one of the abilities that make other undead a serious threat negates ) this is... Track of your races creature type can become undead, but these traits usually require the normal quality. Can not be raised or resurrected when applying it to weapons half-constructs can not be or! Quality for your race ceilings as long as the level of the chosen.. Advanced, and any planes it has ties to the DC of any illusion spells they.... 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