Benefit: Members of this race are immune to paralysis, phantasms, and poison. The creature can hurl the rock up to five range increments. Prerequisites: The race has at least a +2 racial bonus to Constitution. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a characters class. Benefit: Choose one feat with no prerequisites. 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. | GumshoeSRD Known for mining the earths treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Applying venom in this way is a swift action. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Subtypes are often important to qualify for other racial abilities and feats. (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. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. A half-undead race has the following features. | 4 Color SRD (Astonishing Super Heroes) Benefit: Members of this race gain a +10 foot bonus to their base speed. Does it have allies? Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. The next step is to determine the ability score modifier quality for your race. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. There are a number of differences between racial qualities and racial traits. 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, its members speed is never modified by armor or encumbrance. 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). Members of this race deal 1d6 points of energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. 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. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. 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 have a natural ability to sniff out carrion. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. 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). Benefit: Members of this race gain DR 5/cold iron. A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. A member of this race can only have one creature attached to its tongue at a time. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. Traveller SRD This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. | ACK-SRD. | Cepheus SRD Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Pathfinder: Wrath of the Righteous has a staggering number of playable races, each with its own unique abilities. The second time it is taken, the burrow speed increases to 30 feet. 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. Benefit: Members of this race have a long, flexible tail that can be used to carry objects. Special: You can take this trait more than once. Sell at the Open Gaming Store! This site may earn affiliate commissions from the links on this page. Its effects stack. Tiny races typically have a natural reach of 0 feet, meaning they cant reach into adjacent squares. A private and often introverted race, elves can give . 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. 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. This category covers various traits that other categories do not, which can augment your race in a number of different ways. The second time it is taken, the size of the aura increases to 30 feet, and the duration of the effect increases to 10 rounds. The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creatures hit points). For example, a half-elf has both the human and the elf subtypes. | Heroes and Monsters SRD How does the members appearance help them adapt to their typical environment? 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. Competitors? Benefit: Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). The original wyrwoods were created centuries ago to serve a wizard as spies and emotionless apprentices. Those who succeed at the save take no damage from the attack. Benefit: Members of this race receive a +2 racial bonus to Wisdom. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. 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. 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: Advanced or monstrous power level. Benefit: Members of this race gain a +2 racial bonus on all saving throws. Benefit: Members of this race gain a +4 racial bonus on Stealth checks. 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. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking. | 4 Color SRD (Astonishing Super Heroes) 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. Prerequisites: Any type except humanoid, Large size, normal speed. Members of this race can use this spell as a spell-like ability once per day. Each time you take an additional spell, adjust the RP cost of this trait appropriately. 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. Doing so exhausts the users breeze-kissed ability for 24 hours. A thrown rock has a range increment of 120 feet. Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat. 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. The following format is used for all racial traits. Prerequisites: Resistance 5 to any energy type. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. You have the following options. 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 Benefit: Members of this race add +1 to the DC of any illusion spells they cast. The relationship is so close, it is impossible to separate fey from plant. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. They can spend a full-round action to predict the weather in an area for the next 24 hours. 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. Benefit: Members of this race receive a +2 racial bonus to Strength. The second time it is taken, the bite damage increases by one size category. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. Special: This trait can be taken up to two times. 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.) Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a 4 penalty to any other ability score. See Linguistics for a list of languages. 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. I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. Where does your race tend to live and why? 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. Each member of this race picks two Knowledge skills. Avy by Thormag. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2. Benefit: Members of this race gain DR 5/magic. Each time it is taken, choose a different energy type. | Gods and Monsters SRD Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. These are the core, playable Pathfinder 2e races: Dwarf Elf Goblin Gnome Half Elf Half Orc Halfling Human Naturally, for a TTRPG as beloved, mature, and expansive as Pathfinder 2e, there are a lot of other playable races besides those core eight Ancestries - 45 of them, by our reckoning. 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