Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. . 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. The creature may end the effects of its elemental assault early as a free action. | GumshoeSRD | Everyday Heroes SRD 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. 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. Benefit: Members of this race receive a +2 racial bonus to Dexterity. Those who succeed at the save take no damage from the attack. Human: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. PC members of such races, however, calculate these benefits based solely on their class. 44 Few undead can be called heroes, but a small number overcome the challenges of unlife to become something more. Sometimes a race type may grant racial traits as features. 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 mind-affecting fear effect. 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. 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. Except for where noted here, fast healing is just like natural healing. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. If the member of the race has a similar ability from another source (such as a rogues slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. You have the following options. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. This ability lasts for 1 minute once activated. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Benefit: Perception and Stealth are always class skills for members of this race. Traveller SRD 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 with a Charisma score of 11 or higher gain the following spell-like abilities (the caster level is equal to the users character level): 1/daycomprehend languages, deathwatch, stabilize. Prerequisites: Any type except humanoid, Large size. 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. 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. 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: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Pathfinder 1e has Undead Templates, and 2e has a small source book on Playing Undead, but for the most part this is not going to be your standard game. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Benefit: Select one of the races natural attacks. What kinds of relationships does your race have with other races? An aberration has the following features: Generating ability scores for most of the races you create with these ruleseven advanced and monstrous racesuses the standard methods. 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. | Cepheus SRD Benefit: When members of this race attempt to change a creatures attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Benefit: Members of this race can move unhindered through difficult terrain while underground. Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a 2 penalty on attempts to resist any of the members Charisma-based skills for the next 24 hours. Prerequisites: Race is native to the underground. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2. Members of this race take a 4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. There are six categories of racial qualities, including type, subtypes (if any), size, base speed, ability score modifiers, and languages. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. They also gain a +2 racial bonus on saving throws against such spells. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). 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 additional time you take this trait, increase its cost by 1 RP. 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. Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats. A member of this race can only have one creature attached to its tongue at a time. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Legal Information/Open Game License. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The following racial traits augment a races ability to use magic or grant spell-like abilities. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. The form is static and cannot be changed each time it takes this form. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Benefit: Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. In addition, these rules allow you to create powerful races meant to take on more challenging encounters than those typically faced by the core races. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. 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. Gnomes have an insatiable need for new experiences that often gets them in trouble. Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the users character level): 1/daycomprehend languages, detect magic, detect poison, read magic. | Five Torches Deep SRD Description. Members of this race can use this spell as a spell-like ability once per day. Half-undead have the darkvision 60 feet racial trait. Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. Subtypes are often important to qualify for other racial abilities and feats. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. It still dies when its hit points reach a negative amount equal to its Constitution score. 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. Prerequisites: Darkvision or see in darkness trait. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) | OGN Articles | True20 SRD. Calculate the partys adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. This choice is made at character creation, and cannot be changed. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. Pathfinder has a Massive Race Selection to choose from. Sidebar: Challenging Advanced and Monstrous Races. 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 races creature type is similar to the corresponding creature type, with a few important differences. An, Undead are immune to any effect that requires a, Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0, Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Races without a racial language cannot take this array. Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. As young adults, some members of this race roam the world for a full year looking for adventure and treasure to bring back to their clans. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Benefit: Members of this race gain a +1 natural armor bonus. The following format is used for all racial traits. Recent Changes Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. This trait does not grant total concealment; it just increases the miss chance. | Dungeon World SRD Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. It can also use its hands for other purposes that require free hands. 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). I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. Shop the Open Gaming Store! Members of this race start with Common plus their racial language (if any). 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. Modifiers: : Pick either mental or physical ability scores. This is a sonic, mind-affecting effect. 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). The DC is equal to 10 + the spells level + the users Wisdom modifier. Neither your body nor your spirit can ever become undead. 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. Benefit: Members of this race receive a +2 racial bonus to Wisdom. 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. New Pages | Recent Changes | Privacy Policy. 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. 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 a +2 racial bonus on all saving throws. 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). 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. Were there pivotal events in the races history? Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This site may earn affiliate commissions from the links on this page. Benefit: Members of this race gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. 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 . Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. Tiny creatures typically cannot flank an enemy. Each member of this race picks two Knowledge skills. | 4 Color SRD (Astonishing Super Heroes) 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. They often have magical abilities as well. X=replaced, (X)=optionally replaced, C=changed, New Pages Hated foes? The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group. 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. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. Special: The number of legs can be increased by 2 for each additional 1 RP spent. Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. | 13th Age SRD For instance, when buying other vision traits for a construct race, the darkvision 60 feet feature that race already has does not count toward the limit of five traits from the senses racial trait category for the race. The following racial traits augment a races fighting prowess. After you finish the class then you can start taking standard classes (or maybe even a prestige class if you qualify). Spoiler. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability: Benefit: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. | FateCoreSRD The second time it is taken, the burrow speed increases to 30 feet. Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. Benefit: Members of this race gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. Prerequisites: Outsider (native) with ties to the Shadow Plane. 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. 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. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. Prerequisites: Standard or linguist language quality. Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type. Your race must meet any prerequisites listed in this entry before you can take the trait. Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. Some trox earn their freedom and find employment as bodyguards, thugs, or even adventurers. This means that an. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. The damage is based on the creatures size. Dwarf: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. | GumshoeSRD 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. Members of this race have vulnerability to the chosen energy type. Of opportunity with a reach of 5 feet DC of any illusion spells effects!: Tiny creatures gain a +2 size bonus to Dexterity and a human scores! 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