Prerequisites: Negative energy affinity racial trait. Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. Benefit: Members of this race gain DR 5/bludgeoning. Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Half-undead races are strange or unholy fusions of the living and the undead. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Special: This trait can be taken up to two times. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. (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 a +2 dodge bonus to Armor Class. Benefit: Members of this race can see in the dark up to 120 feet. For instance, you must have the ratfolk subtype to take the rodent empathy racial trait, and you must have ties to Abaddon, the Abyss, or Hell in order to take the fiendish sorcery racial trait. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Since they have no natural reach, they do not threaten the squares around them. Special: This trait costs as many RP as the level of the spell chosen. This ability lasts for 1 minute once activated. Once a fertile planet populated by a very human-like race of geniuses, the planet became the site of the greatest disaster in Golarion's solar system.Ages ago, an ancient magical war ended with the destruction of the planet's atmosphere and the end of all life. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Benefit: Members of this race gain spell resistance equal to 6 + their character level. As the GM, you can view these subtype prerequisites as suggestions and indicators as to what kinds of races or humanoid subtypes would usually take these traits. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. 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 land on their feet even when they take lethal damage from a fall. 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. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. 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. Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Spoiler. Furthermore, traits in each category are organized by typestandard, advanced, and monstrous. Tiny creatures typically cannot flank an enemy. Benefit: Members of this race gain DR 5/cold iron. The wyrwoods murdered their former master and stole the secrets of their own creation, which they jealously guard and rigorously control. When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. Presented below are some examples of races designed with the race builder. Pathfinder 2 Setting: Custom 3 Player count: 3-5 4 Gaming medium: Play by post in these forums . Does it have allies? PC members of such races, however, calculate these benefits based solely on their class. A member of this race can hurl rocks up to two categories smaller than its size. | Here Be Monsters They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. There are three options. Most of the ability score modifier qualities divide ability scores into two broad categories that each represent three of the six abilities: physical (Strength, Dexterity, and Constitution) and mental (Intelligence, Wisdom, and Charisma). Before choosing options, consider answering some questions about your race and its culture. Benefit: Members of this race have a long, flexible tail that can be used to carry objects. 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. Prerequisites: Any type except humanoid, Large size, normal speed. Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. 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. 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. It must decide to use this ability before attempting the saving throw. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Gnomes have an insatiable need for new experiences that often gets them in trouble. 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. An undead race has the following features: The next step is to pick a size quality for your race. Elves excel in the arcane arts. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. 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. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages | Fudge SRD Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier). Animals starting attitude toward members of this race is one step worse than normal. There are three power levels: standard, advanced, and monstrous. Then pick either a 15-foot cone or a 20-foot line. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. 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 cases where the language trait instructs you to choose a racial language, that language is either the races racial language (if any; feel free to create a new language for the race if you wish), Draconic (if it is a humanoid with the reptilian subtype), or, if the race is of the outsider (native) type, one of the planar languages (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran) of the corresponding plane. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. Durable and adaptable, they might even become adventurers and thrive. | d20PFSRD Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. Competitors? Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. 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. There are a number of racial traits that require a certain humanoid subtype as a prerequisite. Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 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. 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. Except for where noted here, fast healing is just like natural healing. Special: This trait can be taken up to two times. Benefit: Members of this race gain the following supernatural ability: 1/daya member of this race can create a 20-foot-radius burst that causes humanoids within the auras range to become fascinated with the user (as the bards fascinate bardic performance). 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: In campaigns that use the optional hero point system, each time a member of this race gains a level, it gains 2 hero points instead of 1. A half-undead race has the following features. A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. 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. 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. Benefit: Choose one feat with no prerequisites. 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. Benefit: Choose a ranger favored terrain type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. Standard races can only take standard racial traits, while advanced races can take both standard and advanced racial traits, and monstrous races can take standard, advanced, and monstrous racial traits. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. If the race is Medium, it costs 2 RP. 44 Few undead can be called heroes, but a small number overcome the challenges of unlife to become something more. Each additional time you take this trait, increase its cost by 1 RP. 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. It can also use its hands for other purposes that require free hands. Any type except humanoid, Large size, normal speed 3-5 4 Gaming:!, they also receive a +2 dodge bonus to Armor Class many RP the. 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