Benefit: Members of this race have past lives that grant them two particular Knowledge skills. 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. Because they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. Members of this race are also treated as proficient with any weapon they have personally crafted. 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. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. The number of RP each trait costs is listed in parentheses directly after the name. As a player in Pathfinder, it is going to be rare for you to become fully undead. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. 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. 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 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. There are a number of differences between racial qualities and racial traits. Benefit: Members of this race gain a +10 foot bonus to their base speed. 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 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. Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. There are three options. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. Benefit: Members of this race gain a +1 natural armor bonus. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. Half-orcs are ugly. Special: This trait can be taken multiple times. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a characters class. 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. | FateCoreSRD Benefit: Members of this race regain 1 hit point each round. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Like other racial qualities, each type has a point cost. Sell at the Open Gaming Store! Benefit: Members of this race receive Weapon Finesse as a bonus feat. | d20HeroSRD Each time fast healing is taken, its cost increases by 1 RP. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. 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. The second time it is taken, the bite damage increases by one size category. In fantasy roleplaying games, race is fundamental. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. Members of this race start with their racial language only. Benefit: Members of this race have a reach of 10 feet. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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 wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. Show. Thought to be a fusion of kobolds and wyverns, wyvarans are often found leading kobold tribes, serving wyverns, or even dwelling among true dragons. Sometimes racial qualities and traits cost 0 RP or a negative number of RP, which means they can be taken for free or gain back RP, respectively. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Prerequisites: Outsider (native) with ties to the Shadow Plane. 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. | GumshoeSRD If your race is native to the underground, you can replace Common with Undercommon. The next step is to pick the base speed quality for your race. What does your race look like? Once a fertile planet populated by a very human-like race of geniuses, the planet became the site of the greatest disaster in Golarion's solar system.Ages ago, an ancient magical war ended with the destruction of the planet's atmosphere and the end of all life. The baseline creature typehumanoidcosts 0 RP, and offers the most flexibility when choosing other racial traits and racial abilities, while a more expensive type typically grants less flexibility. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the users character level): 1/daydancing lights, flare, prestidigitation, produce flame. Modifiers: Members of this race gain a +4 bonus to one ability score, a 2 penalty to one physical ability score, and a 2 penalty to one mental ability score. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. Does it have allies? If you are making a half-breed race, it should have the racial type of both parent races. Keep track of your races creature type, any subtypes it has, and any planes it has ties to. This trait does not grant total concealment; it just increases the miss chance. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Prerequisites: Outsider (native) with ties to the Plane of Earth or fey type. For example, tieflings are tied to Abaddon, the Abyss, or Hell. This bonus only applies while both the member of this race and its opponent are standing on the ground. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. | Into The Unknown When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. 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. A member of this race can hurl rocks up to two categories smaller than its size. Using the spell in this way does not require a material component. | True20 SRD. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. A savage and bloodthirsty half-orc who lives only for battle is fun to play, but so is a stern and conflicted half-orc paladin constantly struggling to keep her bloodlust in check. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations. Avy by Thormag. Ability Score Modifiers Flexible (+2 Wis, +2 Cha) 2 RP, Ability Score Modifiers Standard (+2 Dex, 2 Wis, +2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Cha) 0 RP, Ability Score Modifiers Advanced (+4 Dex, 2 Con, +2 Int, +2 Wis, +2 Cha) 4 RP, Ability Score Modifiers Weakness (+2 Con, +2 Wis, 4 Cha) 1 RP, Ability Score Modifiers Greater paragon (2 Str, +4 Dex, 2 Cha) 2 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Wis) 0 RP, Ability Score Modifiers Flexible (+2 Dex, +2 Con) 2 RP, Ability Score Modifiers Greater weakness (4 Str, +2 Dex, 2 Con) 3 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Wis, 2 Cha) 1 RP, Ability Score Modifiers Standard (+2 Str, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Int) 0 RP, Ability Score Modifiers Standard (+2 Str, 2 Int, +2 Cha) 0 RP, Ability Score Modifiers Mixed weakness (2 Str, +2 Dex, +2 Wis, 4 Cha) 2 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Wis) 0 RP, Ability Score Modifiers Standard (+2 Dex, +2 Int, 2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Wis) 2 RP, Ability Score Modifiers Flexible (+2 Con, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Con, 2 Int, 2 Wis, 2 Cha) 1 RP. An undead race has the following features: The next step is to pick a size quality for your race. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type. Hated foes? Check out our other SRD sites! In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. They can calm or renew these winds as a swift action. ISBN-13: 978-1-60125-677-5. 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. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. 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. If the race is Medium, it costs 2 RP. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Each time you take an additional spell, adjust the RP cost of this trait appropriately. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. 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. A member of this race caught in natural sunlight cannot attack and is staggered. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. This is true whether you play to or against the stereotypes. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. 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. 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. Sometimes a race type may grant racial traits as features. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait. This is a poison effect. Gathlains are sometimes helpful, often mischievous, and native to deep primeval forests and jungles, but are also prone to wanderlust and adventuring. Special: This racial trait can be taken multiple times. 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. Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Prerequisites: Any type except humanoid, Large size, normal speed. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. Prerequisites: Outsider (native) with ties to an elemental plane. A construct race is a group of animated objects or artificially created creatures. 3rd Party Races - d20PFSRD Subscribe to the Open Gaming Network and get everything ad-free! A rock is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. Construct and undead races usually have the racial language of the race that created them. . 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. What kinds of relationships does your race have with other races? Constructs cannot be raised or resurrected. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Subtypes are often important to qualify for other racial abilities and feats. Before you buy racial qualities and traits, you must determine the power level of your race. The damage is based on the creatures size. 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]). A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. Recent Changes Benefit: Members of this race gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level. 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. Special: This trait can be taken up to two times. Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. The main difference is that racial qualities are mandatory (you must make a choice for each category of racial qualities provided in these rules), whereas racial traits are optional. Visibility still affects the movement of members of this race. The damage is based on the creatures size. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. Races without a racial language cannot take this array. Check out our other SRD sites! Once you have determined the races power level, follow each of the steps below to create your race. 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. Each member of this race picks two Knowledge skills. Weakness: Members of this race are dazzled as long as they remain in an area of bright light. Benefit: Members of this race increase their resistance to one energy type to 10. 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. (To be honest, I gave up on trying to find in the list of hundreds of undead creatures a random undead monster that could transform a such a tiefling into an undead, which may lend some weight to a literalist argument like A tiefling killed by a typical Paizo-published undead won't create spawn. Prerequisites: Native to the underground or the Plane of Shadow. Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Benefit: Members of this race receive a +2 racial bonus to Constitution. Prerequisites: Resistance 5 to any energy type. 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. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. 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. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. 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. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. Prerequisites: Native of the underground. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. 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. Every other party member and playable races are living mortals. For example, you could make a creature that is humanoid (half-construct, human). In the case of racial qualities, choosing a 0-point option still counts toward your choice for that racial quality category, and in the case of racial traits, such choices still count toward the maximum number of traits per racial trait category. 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. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. Benefit: Members of this race are amphibious and can breathe both air and water. This means that a. Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This provokes an attack of opportunity from the opponent. Prerequisites: Natural armor racial trait. | 2d20SRD Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. 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. 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. These are primary natural attacks. Traveller SRD They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Yet theres so much more to race than that. Members of this race can use this spell as a spell-like ability once per day. Benefit: Members of this race gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus to identify evil outsiders or items or effects evil outsiders create with Knowledge (planes) or Spellcraft; they may use these skills untrained for this purpose. Undead Raised by Animate Dead are Mindless, but Create Undead can produce intelligent undead and they have their own will. Members of this race can use this spell as an at-will spell-like ability. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a 20 penalty (this number includes the penalty reduction from this trait). Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. 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. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. The following racial traits augment a races fighting prowess. Furthermore, they gain a +1 bonus to their CMD against trip attempts.