Benefit: Select one of the races natural attacks. | d20HeroSRD Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Choose one subtype of humanoid. The DC is equal to 10 + the spells level + the users Wisdom modifier. Benefit: Large creatures gain a +2 size bonus to Strength and a 2 size penalty to Dexterity. 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. Benefit: Members of this race receive two claw attacks. This is the races creature type. 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: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 users character level + the users Charisma modifier) or stand paralyzed in fear for 1 round. 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). The second time it is taken, the burrow speed increases to 30 feet. Special: This trait can be taken twice. Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. More posts you may like r/Pathfinder_RPG Join 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. Special: This trait can be taken up to twice. It both provides a starting point for character creation and sets the tone for a character as it progresses. An example of a general Undead-making ability is that of creatures with the Floodslain template.. Furthermore, traits in each category are organized by typestandard, advanced, and monstrous. Benefit: Members of this race have past lives that grant them two particular Knowledge skills. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. The bonus on Stealth checks increases to a +4 bonus while underground. 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: 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. Humans arewell, human. 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. Its effects stack. 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. Each time you take an additional spell, adjust the RP cost of this trait appropriately. A member of this race can only have one creature attached to its tongue at a time. 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. See Linguistics for a list of languages. 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 spell resistance equal to 11 + their character level. This site may earn affiliate commissions from the links on this page. The second time it is taken, the bite damage increases by one size category. A races traits, its history, its relations with other races, and the culture that all of these things implyall of these frame your character. 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 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. A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. A race is a collection of people with a shared history and cultural identity. When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. A native outsider race has the followings features. Prerequisites: Pick either mental or physical ability scores. Benefit: Members of this race receive a +10 foot bonus to their swim speed. | 13th Age SRD Each time you do so, the cost of this trait increases by 1 RP. 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. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. Every other party member and playable races are living mortals. Benefit: Members of this race gain a +1 natural armor bonus. | ACK-SRD. 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 have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. 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. This is a sonic, mind-affecting effect. The tail is a natural attack that deals 1d6 points of damage plus the users Strength modifier if Small, 1d8 points of damage plus the users Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the users Strength modifier if Large. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. Each time, pick a different natural attack. 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. Benefit: Members of this race receive a +2 racial bonus to Charisma. Recent Changes This is a secondary attack. This blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. Its effects stack. Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. Half-undead races are strange or unholy fusions of the living and the undead. 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. It still dies when its hit points reach a negative amount equal to its Constitution score. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Dwarf: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. Special: This trait can be taken more than once. | True20 SRD. Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump. Each additional time you take this trait, increase its cost by 1 RP. Subscribe to the Open Gaming Network and get everything ad-free! Up to five spells can be chosen when you take this trait. Up to two members of this race can share the same square at the same time. Benefit: Choose a ranger favored terrain type. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). | Into The Unknown Benefit: Members of this race gain DR 5/cold iron. 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. 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. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats. Check out our other SRD sites! Benefit: Members of this race can make melee attacks with their long, sticky tongues. 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. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. If you are making a half-breed race, it should have the racial type of both parent races. The caster level of the spell is equal to the users character level. Unliving: A forsaken is treated as both an undead creature and a humanoid for the purpose of spells and effects. Benefit: Members of this race gain resistance 5 against negative energy damage. For example, Lann is a Mongrelman, give him unique bonuses. Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. 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. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. | Five Torches Deep SRD 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. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. The following races are the most common in fantasy settings. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. Benefit: Members of this race gain the scent ability. Those who succeed at the save take no damage from the attack. Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. 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. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. 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. A construct race has the following features: Two of the creature typesconstruct and undeadcreate interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power 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. 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. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Half-undead have the darkvision 60 feet racial trait. | 13th Age SRD 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. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Some traits require a specific type or subtype, while others require that you take other racial traits or qualities before you take it. Dhampir are the default Undead-like race. The DC is equal to 10 + the spells level + the users Charisma modifier. Humans arewell, human. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. Modifiers: : Members of this race gain a +2 bonus to two ability scores of the chosen type, and a 2 penalty to one ability score of the other type. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races Benefit: Members of this race gain a +1 racial bonus on all saving throws. 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 Where does your race tend to live and why? The relationship is so close, it is impossible to separate fey from plant. Sometimes a race type may grant racial traits as features. Benefit: Members of this race have a reach of 10 feet. Pathfinder: Wrath of the Righteous has a staggering number of playable races, each with its own unique abilities. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Special: This can be increased to DR 10/magic for an additional 2 RP. Members of this race can use this spell as a spell-like ability once per day. Special: This trait can be taken more than once. Furthermore, they gain a +1 bonus to their CMD against trip attempts. 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. Members of this race start with Common plus their racial language (if any). Before choosing options, consider answering some questions about your race and its culture. Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Living Skeleton is a full Race, and the Child would be a sub-race (Players must still pick an original race, and the Child sub-race replaces some of the base race's abilities). A half-undead race has the following features. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. 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You must choose a 3rd-level or lower spell that does not attack creature... When choosing a racial weapon group, you must choose a group that includes the name! Race and its culture make a Reflex saving throw to avoid taking....