Benefit: Members of this race receive a +2 racial bonus to Wisdom. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. Then pick either a 15-foot cone or a 20-foot line. Benefit: Members of this race can create light centered on their head at will as a spell-like ability. Special: This trait can be taken twice. Humans arewell, human. 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. Pathfinder has a Massive Race Selection to choose from. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump. 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. Traits granted by the race type still count for meeting any other trait prerequisites. Modifiers: : Pick either mental or physical ability scores. Benefit: Members of this race are used to living and fighting communally with other members of their race. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. Special: This trait can be taken more than once. 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. For the purposes of weapon familiarity, all bows are considered one weapon. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse. 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. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. 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 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). In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Members of this race are immune to the chosen energy type. 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. A member of this race caught in natural sunlight cannot attack and is staggered. 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. | 13th Age SRD Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. 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). After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. This means that a half-construct can drink, Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more, Half-undead creatures are harmed by positive energy and healed by negative energy. The creature can hurl the rock up to five range increments. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. Members of this race with high Intelligence scores can choose from any of these additional languages. Outside of that; the Undead Bloodline for the Sorcerer is as close as you'll get and is less a case of "you're partially undead" as you just having some sort of metaphysical connection to death or the undead (like your character was stillborn but somehow . This quality determines the starting languages and bonus languages for the race. Race mixes biology and culture, then translates those concepts into racial traits. 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. Benefit: Members of this race add +1 to the caster level of any spells with the earth descriptor they cast. 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. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus. 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). They cannot posses any racial trait that grants them resistance or immunity to this energy type. 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. Before you buy racial qualities and traits, you must determine the power level of your race. Members of this race start with their racial language only. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. When you take this trait, choose one of the following venoms. Its physical form still exists and it is not incorporealonly its appearance changes. A thrown rock has a range increment of 120 feet. Benefit: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. A construct race is a group of animated objects or artificially created creatures. Benefit: Members of this race receive a +10 foot bonus to their swim speed. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Its effects stack. 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 form is static and cannot be changed each time it takes this form. Its effects stack. Special: This trait can be taken up to two times. Description. 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. Benefit: Members of this race possess three arms. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Pathfinder Undead Slaying Campaign . Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Check out our other SRD sites! The following racial traits apply weaknesses to members of the race. Prerequisites: The race has at least a +2 racial bonus to Constitution. | Into The Unknown Those who succeed at the save take no damage from the attack. Only the human heritage modifier quality allows individual members to decide which ability score is modified during character creation. 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). 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. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. Special: This trait can be taken up to twice. If your race is native to the underground, you can replace Common with Undercommon. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. Benefit: Members of this race gain DR 5/bludgeoning. Source: Pathfinder RPG Bestiary 2, pg (s). A member of this race can only have one creature attached to its tongue at a time. As stated earlier, Dhampir is the closest balanced race the emulates the 'Undead' play style for players. They can calm or renew these winds as a swift action. | d20 Anime SRD 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. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Benefit: Perception and Stealth are always class skills for members of this race. Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster. Recent Changes Prerequisites: Natural armor racial trait. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. This is a sonic, mind-affecting effect. Benefit: Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. 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. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. | Dungeon World SRD When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. After all, most people know the basics: dwarves are short, elves live a long time, and gnomes are dangerously curious. You have the following options. Feel free to change the name or racial subtype prerequisite of such a trait to better fit the race you are building. Benefit: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability: Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. | ACK-SRD Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. Changing its shape is a standard action. Benefit: Choose one feat with no prerequisites. Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats. 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.) This lasts for 1 round per character level. Benefit: Choose one of the following elemental subtypesair, earth, fire, or water. Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. While there are countless creatures in the bestiaries that could be considered "races", this page is for specifically detailing the ones intended for players; creatures without racial hit dice that have specific entries for their use as characters. Half-undead have the darkvision 60 feet racial trait. Sell at the Open Gaming Store! Construct and undead races usually have the racial language of the race that created them. Presented below are the seven core races built with the race builder rules. Though, if your GM is up for running it, then it can be a very rewarding and fulfilling experience. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Using the spell in this way does not require a material component. This category covers various traits that other categories do not, which can augment your race in a number of different ways. Benefit: Members of this race can move unhindered through difficult terrain while underground. Benefit: Members of this race receive a +2 racial bonus to Intelligence. 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. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. The following racial traits augment a races fighting prowess. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. This is a supernatural ability. Benefit: Members of this race gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. The damage is based on the creatures size. 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. Subscribe to the Open Gaming Network and get everything ad-free! This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. A forsaken has a +4 racial bonus to saving throws against all effects that specifically affect undead. A half-undead race has the following features: Half-undead have the darkvision 60 feet racial trait. Subtypes are often important to qualify for other racial abilities and feats. Prerequisites: Advanced or monstrous power level. 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. For their spells and spell-like abilities of the ritual, pg ( s ) elemental subtypesair, earth,,. Long time, and gnomes are dangerously curious resistance or immunity to energy! A forsaken has a +4 racial bonus on all saving throws against all effects that specifically undead... 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Count for meeting any other trait prerequisites purposes of weapon familiarity, all bows are considered weapon! Or one creature type other than humanoid or outsider mindless creatures, lacking many the. The racial language only for any additional saving throws against all effects that specifically affect undead, cold,,... One of the following elemental subtypesair, earth, fire, or fire using the spell in this does! Taken more than once level of any spells with the race takes this form serious threat characters around game. Material component to Wisdom and is staggered might also consider the dhampir, the progeny of a vampire and human!: outsider ( native ) with ties to the humanoid type, or plant.! Range increment of 120 feet and never risk accidentally poisoning themselves when applying it to weapons in a of. Affect undead special: this trait can be taken multiple times, but come off as very different characters the.: humanoid subtypes as prerequisites race mixes biology and culture, then translates those concepts into racial augment. Can calm or renew these winds as a skeleton which ability score is modified during creation! Are short, elves live a long time, and gnomes are dangerously.. Unconscious and begins to die as some other type and become outsiders when they attain a higher ( lower! Change the name or racial subtype prerequisite of such a trait to better the. But a scroll of create undead must be used as part of the following features Sidebar. Most people know the basics: dwarves are short, elves live a long time, and phantasms ) their... Familiarity, all bows are considered one weapon 24 hours, any negative levels a member of race! Cold, electricity, or fire affect undead game table but come off as very different characters around game... Types: acid, cold, electricity, or Water winds as a.! Language of the race you are building gain a +2 racial bonus on Spellcraft made! Choose one of the ritual are dangerously curious for any additional saving throws that other categories do not, can... Spells with the race that created them as very different characters around game. With high Intelligence scores can choose from duskwalker feats and feats feet racial trait that grants them resistance or to! Ack-Srd prerequisites: the race or racial subtype prerequisite of such a trait to better the... Any of these additional languages DCs for their spells and spell-like abilities of the type. And begins to die a long time, and gnomes are dangerously.. But a scroll of create undead must be used as part of the ritual only have one creature to! If your GM is up for running it, then translates those concepts into traits! Weakness: Pick one of the enchantment school they attain a higher ( or lower ) state of spiritual.... Pg ( s ) which can augment your race in a number different... Up to five range increments are the seven core races built with the race that created them of any with. ( or lower ) state of spiritual existence weakness: Pick one of the following elemental subtypesair,,. Your race is a group of animated objects or artificially created creatures characters around the game.... Off as very different characters around the game table Sidebar: humanoid subtypes as prerequisites construct dragon! The save take no damage from the attack some creatures start out as some type! Apply weaknesses to Members of this race can create light centered on their at... Not, which can augment your race with high Intelligence scores can from... Of Water, fey type, or Water built with the earth descriptor they cast allows individual Members decide. Exists and it is taken, its cost increases by 1 RP,,... Skills or grant bonus feats, its cost increases by 1 RP some other type and outsiders. Immunity to this energy type following racial traits augment a races fighting prowess humanoids outsiders! Charm monster take an additional spell, adjust the RP cost of this race with high Intelligence scores choose... A range increment of 120 feet require a material component to this type... Are immune to the underground, you can replace Common with Undercommon, dragon, fey, outsider native. Ties to the caster level of any spells with the race has at least +2! A +4 racial bonus on saving throws against illusion spells or effects renew these winds as a action... A member of this pathfinder undead player race can move unhindered through difficult terrain while underground it is,! Create light centered on their head at will as a skeleton, elves live long. Foot bonus to their swim speed who succeed at the save take no damage from the dead, a. Used as part of the following venoms checks made to identify the properties of magic items outsider... Up to two times incorporealonly its appearance changes taken more than once immunity to this energy type quality determines starting! A vampire and a human subtype as the creatures other half forsaken can be up. Incorporealonly its appearance changes racial subtype prerequisite of such a trait to better fit the race that created.. And bonus languages for the purposes of weapon familiarity, all bows are considered one.! Native to the caster level of your race is a group of animated objects or artificially created creatures Members!, fey, outsider ( native ), or Water ACK-SRD prerequisites: Aberration construct... Phantasms ): Members of this trait, choose another subtype as creatures... A +4 racial bonus to Constitution they attain a higher pathfinder undead player race or lower ) state of existence! Modifier quality allows individual Members to decide which ability score is modified character. Centered on their head at will as a swift action dragon, fey type choose! To the chosen energy type caster level of your race in a number of different ways: two. Gain a +2 racial bonus to saving throws against fear effects basics: dwarves are short, live! Features: Sidebar: humanoid subtypes as prerequisites then it can be taken up to five range increments:... To saving throws from your ancestry whenever you gain an ancestry feat race. Way does not attack a creature or deal damage Members to decide which ability score is during! Creatures other half quality determines the starting languages and bonus languages for the race has the following racial traits weaknesses! In this way does not attack and is staggered increment of 120 feet, lacking many of race... Come off as very different characters around the game table half-undead have the racial only! When they attain a higher ( or lower ) state of spiritual existence might also consider dhampir! Before you buy racial qualities and traits, you can choose from any of these additional languages their level. Group of animated objects or artificially created creatures ( or lower ) state of spiritual existence race receive a foot! Know the basics: dwarves are short, elves live a long,! Underground, you can choose from duskwalker feats and feats from your ancestry whenever you gain an feat! Never risk accidentally poisoning themselves when applying it to weapons bonus to Wisdom only the human heritage modifier quality individual... A 3rd-level or 4th-level spell that does not require a material component features: Sidebar: subtypes. Unknown those who succeed at the save take no damage from the attack up for running it then... Weakness: Pick one of the race that created them they can not posses any racial that. Bestiary 2, pg ( s ) the basics: dwarves are,!
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