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 gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. 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. Undead races are once-living creatures animated by spiritual or supernatural forces. 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). In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. 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. Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. Members of this race gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. The caster level of the spell is equal to the users character level. Traveller SRD Construct and undead races usually have the racial language of the race that created them. | FateCoreSRD 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: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. Then pick either a 15-foot cone or a 20-foot line. 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. This choice is made at character creation, and cannot be changed. Tiny creatures typically cannot flank an enemy. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. 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. A half-undead race has the following features. Members of this race start with Common plus their racial language (if any). Benefit: Members of this race possess three arms. Every other party member and playable races are living mortals. 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. 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: 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). | ACK-SRD. The second time it is taken, the burrow speed increases to 30 feet. Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. 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. 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. Ability Score Modifiers Standard (+2 Cha, -2 Con, +2 Dex) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Con) 2 RP. 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. 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. 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. The dead are rising! In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the users character level): Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool. After all, most people know the basics: dwarves are short, elves live a long time, and gnomes are dangerously curious. 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. The planet is now inhabited by countless undead who need no air to survive.. Eox also is beset by deadly, mutagenic . This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). 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. This means that a. Half-constructs cannot be raised or resurrected. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Each additional time you take this trait, increase its cost by 1 RP. Benefit: Members of this race receive Improved Initiative as a bonus feat. Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. Modifiers: : Pick either mental or physical ability scores. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. 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. Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. | Fudge SRD Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. 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. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. These subtypes can be added to any of the race types except for construct and undead. Benefit: Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. Special: This trait can be taken up to twice. Modifiers: : Members of this race gain a +2 bonus to one ability score of that type and a 2 penalty to another ability score of that type. Special: This trait can be taken more than once. Table: Racial Points and Trait Maximums by Power Level summarizes the number of RP you can spend as well as the maximum number of traits per racial trait category you can take based on your power level. Benefit: Members of this race gain a +2 bonus on all Will saving throws. This lasts for 1 round per character level. Neither your body nor your spirit can ever become undead. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. | Dungeon World SRD I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. The following races are the most common in fantasy settings. | OGN Articles Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Prerequisites: Resistance 5 to any energy type. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. The race has a base speed of 20 feet. If it does, it is staggered, and loses 1 hit point each round. The following traits augment their vision or otherwise enhance their senses. Benefit: Members of this race have a small group of appendages that are useful for little more than to aid in grappling. 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. Shop the Open Gaming Store! Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. Special: This trait can be taken up to three times. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. This trait does not grant total concealment; it just increases the miss chance. 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. Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. They can calm or renew these winds as a swift action. Sometimes a race type may grant racial traits as features. A dragon race has the following features: A fey is a creature with supernatural abilities and connections to nature or to some other force or place. A construct race has the following features: Two of the creature typesconstruct and undeadcreate interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power level. Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. Racial Bonuses and Penalties: Some great bonuses to Persuasion, Perception, or World Knowledge skills, with Ability Score bonuses of +2 to Dexterity. Prerequisites: Outsider (native) with ties to the Shadow Plane. 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. The GM decides this based on the needs of her campaign. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. Benefit: Members of this race gain a +1 racial bonus on all saving throws. Prerequisites: Standard or linguist language quality. Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. Its effects stack. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a characters class. Benefit: Choose a ranger favored terrain type. The DC for the spells is equal to 10 + the spells level + the casters Charisma modifier. Benefit: Members of this race are used to living and fighting communally with other members of their race. In many ways, choosing this quality is one of the most important choices when creating a new race, as it determines many of the native abilities of that race. Description. Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. | Into The Unknown 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. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. 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. After all, most people know the basics: dwarves are short, elves live a long time, and gnomes are dangerously curious. A race is a collection of people with a shared history and cultural identity. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. | Five Torches Deep SRD If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. A races creature type is similar to the corresponding creature type, with a few important differences. This type encompasses humanoid-shaped vegetable creatures. 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. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. 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. The original wyrwoods were created centuries ago to serve a wizard as spies and emotionless apprentices. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. Benefit: Members of this race gain the following spell-like ability: Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). Members of this race with high Intelligence scores can choose from any of these additional languages. The damage is based on the creatures size. Humans arewell, human. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Spoiler. 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. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. If the race is Medium, it costs 2 RP. 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. Were there pivotal events in the races history? They cannot posses any racial trait that grants them resistance or immunity to this energy type. This is the races creature type. Prerequisites: Shadow resistance racial trait. Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. 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. 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. Special: This trait can be taken twice. Benefit: Perception and Stealth are always class skills for members of this race. 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. | Cepheus SRD Each time, pick a different natural attack. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. Members of this race start with Common plus their racial language (if any). Members of this race can use this spell as a spell-like ability once per day. 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. 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