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. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. [2] Undead can be of a simple mindless type, such as skeletons or zombies, or quasideities such as the most powerful liches. The number of racial traits you can buy from each category depends on the power level of the race you are creatingstandard races can pick no more than three traits from each category, advanced races can pick no more than four traits from each category, and monstrous races can pick no more than five traits from each category. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. | Cairn SRD Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. | GumshoeSRD 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. 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 cold resistance 5, electricity resistance 5, and fire resistance 5. 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. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Special: This trait can be taken multiple times. for an additional 2 RP. 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. Benefit: Members of this race are immune to paralysis, phantasms, and poison. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). This trait does not grant total concealment; it just increases the miss chance. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. | PF2 SRD What classes does your race tend to favor? Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. The damage is based on the creatures size. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. In fantasy roleplaying games, race is fundamental. Sell at the Open Gaming Store! . 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. Yet theres so much more to race than that. Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). The creature may end the effects of its elemental assault early as a free action. There are a number of racial traits that require a certain humanoid subtype as a prerequisite. | True20 SRD. These subtypes can be added to any of the race types except for construct and undead. Special: If the race is Small or smaller, this trait costs 1 RP. Alternatively, pick two related skillseach member of this race gains a +1 racial bonus on these skills during character creation. 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: Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. | ACK-SRD. (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. For tropes that applied to these races in Pathfinder, see either Pathfinder Playable Races, Pathfinder Humanoids, Pathfinder Monstrous Humanoids or Pathfinder Aberrations. Benefit: Members of this race select one extra feat at 1st level. A member of this race caught in natural sunlight cannot attack and is staggered. 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. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative 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. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. 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. 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. 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. Half-undead have the darkvision 60 feet racial trait. A half-undead race has the following features: Half-undead have the darkvision 60 feet racial trait. Spoiler. Special: This includes additional facts about the racial trait. Prerequisites: Resistance 5 to any energy type. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. ISBN-13: 978-1-60125-677-5. Benefit: Members of this race gain DR 5/silver. This bonus only applies while both the member of this race and its opponent are standing on the ground. Benefit: Members of this race gain spell resistance equal to 11 + their character level. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Special: The number of legs can be increased by 2 for each additional 1 RP spent. A private and often introverted race, elves can give . Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. A member of this race can only have one creature attached to its tongue at a time. Half-orcs are ugly. Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Pathfinder: Wrath of the Righteous has a staggering number of playable races, each with its own unique abilities. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Prerequisites: Natural armor racial trait. Members of this race are immune to the chosen energy type. Undead races are once-living creatures animated by spiritual or supernatural forces. The caster level of the spell is equal to the users character level. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. Prerequisites: Standard or linguist language quality. Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. 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. Sometimes a race type may grant racial traits as features. A native outsider race has the followings features. | Starjammer SRD Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Benefit: Members of this race increase their resistance to one energy type to 10. Members of this race have vulnerability to the chosen energy type. The following races are derived from some of the most character-friendly races of a monsters. 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. Prerequisites: Humanoids taking this quality must have the giant subtype. They also gain a +2 bonus to one ability score of the other type and a 4 penalty to another ability score of the other type. Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Such ties can be important for qualifying for other racial abilities, but its not required that a native outsider be tied to another plane. The caster level of the spell is equal to the users character level. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Special: This trait costs as many RP as the level of the spell chosen. Prerequisites: Native of the underground. What kinds of relationships does your race have with other races? Creatures that are already shaken become frightened for 1d4 rounds instead. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. 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/dayghost sound, pass without trace, ventriloquism. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. Is tied to you gain an ancestry feat and feats from your ancestry whenever you gain ancestry... Feet racial trait single ability score of your choice during character creation Tall, noble, and fire 5! Plants breathe and eat, but no other bonus a half-undead race might also consider dhampir. Including that created by spells such as deeper darkness see perfectly in darkness of any throws! 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