A thrown rock has a range increment of 120 feet. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Prerequisites: Outsider (native) with ties to an elemental plane. An undead race has the following features: The next step is to pick a size quality for your race. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. The next step is to pick the base speed quality for your race. 1/dayWill the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. | 5th Edition SRD 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. Tiny races typically have a natural reach of 0 feet, meaning they cant reach into adjacent squares. 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. X=replaced, (X)=optionally replaced, C=changed, New Pages This is a poison effect. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. Members of this race are also treated as proficient with any weapon they have personally crafted. 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. Prerequisites: Negative energy affinity racial trait. 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. This trait can be taken up to three times. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Animals starting attitude toward members of this race is one step worse than normal. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution. Its effects stack. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. Benefit: Members of this race gain a +2 dodge bonus to Armor Class. Benefit: Members of this race gain a +2 bonus on all Will saving throws. With the exception of the human heritage modifier quality, when you choose a races ability score modifiers, you are choosing what ability scores are modified for every member of that race. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. 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. | Dungeon World SRD 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. A race is more than just a group of individuals with similar qualities and traits. Prerequisites: Natural armor racial trait. 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. Other creatures can move through those squares without provoking attacks of opportunity. A half-undead race has the following features: Half-undead have the darkvision 60 feet racial trait. 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. | PF2 SRD Members of this race have vulnerability to the chosen energy type. Its effects stack. Benefit: Members of this race receive Weapon Finesse as a bonus feat. Members of this race also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/dayfaerie fire, obscure object, sanctuary. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. Shop the Open Gaming Store! Presented below are some examples of races designed with the race builder. Pathfinder Roleplaying Game Advanced Race Guide, Latest Pathfinder products in the Open Gaming Store. ISBN-13: 978-1-60125-677-5. Does it have allies? 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. They must enter an opponents square to attack it in melee. Enemies? This lasts for 1 round per character level. Weakness: Members of this race are dazzled as long as they remain in an area of bright light. Prerequisites: Native to the underground. The caster level of the spell is equal to the users character level. 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: Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant 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. 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. 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. | 13th Age SRD 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. Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. 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/dayarcane mark, comprehend languages, message, read magic. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. Each additional time you take this trait, increase its cost by 1 RP. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). for an additional 2 RP. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. They often have magical abilities as well. 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. 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. Benefit: Choose a ranger favored terrain type. There comes a point in nearly every campaign when someoneeither one of the players or the GMwants to create a new race. Pathfinder 2 Setting: Custom 3 Player count: 3-5 4 Gaming medium: Play by post in these forums . Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. Special: If a Large creature has the reach trait, its tail also gains reach. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Benefit: Members of this race can see in the dark up to 60 feet. A. There are three power levels: standard, advanced, and monstrous. The basic guideline for accomplishing this is to treat a group of characters with advanced and monstrous races as a level or more higher for a number of levels based on their total RP spent, using the following chart. The following racial traits augment a races fighting prowess. The type of DR can be changed to one of the alignments (chaos, evil, good, or law) if the race is of the outsider (native) type with ties to the appropriate plane (chaos for a race with ties to a lawful-aligned plane, evil for a race with ties to a good-aligned plane, etc.) 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. Benefit: Members of this race gain the following supernatural ability: 1/daya member of this race can create a 20-foot-radius burst that causes humanoids within the auras range to become fascinated with the user (as the bards fascinate bardic performance). | OGN Articles Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. Benefit: Members of this race receive a +2 racial bonus to Charisma. Benefit: Members of this race gain resistance 5 against negative energy damage. What does your race look like? Visibility still affects the movement of members of this race. 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. Special: This trait can be taken up to three times. If you are making a half-breed race, it should have the racial type of both parent races. Members of this race gain a +2 racial bonus on skill checks made with this skill. 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. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. If he is willing, choose your preferred undead race and she can convert the race to a class (max levels= Racial HD+LA). Special: If the race is Small or smaller, this trait costs 1 RP. Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. 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. 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. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. This is a mind-affecting fear effect. 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. 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. | 4 Color SRD (Astonishing Super Heroes) The creature may end the effects of its elemental assault early as a free action. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). 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. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. 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. 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. Constructs cannot be raised or resurrected. Benefit: Members of this race gain the scent ability. Strength, Charisma, and occasionally Wisdom . 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. Because they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. This is a supernatural ability. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Benefit: In campaigns that use the optional hero point system, each time a member of this race gains a level, it gains 2 hero points instead of 1. | 4 Color SRD (Astonishing Super Heroes) Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Up to five spells can be chosen when you take this trait. Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. This means that a. Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Members of this race have a long, flexible tail that can be used to carry objects. This lasts for a number of minutes equal to the users level, after which the ground returns to normal. There are a number of differences between racial qualities and racial traits. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. Benefit: Members of this race can move unhindered through difficult terrain while underground. 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 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones. 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. 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. Prerequisites: Resistance 5 to any energy type. 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. 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. Benefit: Members of this race select one extra feat at 1st level. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. A renegade few decide to forsake their clan and spend their life adventuring. Show. 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. If the race is Medium, it costs 2 RP. | d20 Anime SRD Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus. Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Spoiler. 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 add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. 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. Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. | Fudge SRD | Into The Unknown Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. Races without a racial language cannot take this array. Doing so exhausts the users breeze-kissed ability for 24 hours. 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. Other Resources: This product is also available on the following . 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