Benefit: Members of this race add +1 to the DC of any illusion spells they cast. Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Which means that Evil Clerics are effectively WORTHLESS for the sake of their Channel Energy feature. The second time it is taken, the burrow speed increases to 30 feet. | d20HeroSRD The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This choice is made at character creation, and cannot be changed. Gnomes have an insatiable need for new experiences that often gets them in trouble. This is true whether you play to or against the stereotypes. Fiendish Codex II: Tyrants of the Nine Hells, page 77, has a Race called 'Hellbred' that is very technically undead, and since their appearance is a curse given to them by a Devil, it is not outside of the realm of possibility that the appearance may be skeletal or otherwise undead in nature. A member of this race caught in natural sunlight cannot attack and is staggered. 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. Half-orcs are ugly. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. 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. 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. New Pages | Recent Changes | Privacy Policy. | Starjammer SRD Modifiers: Members of this race gain a +2 bonus to any two ability scores. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. 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). | FateCoreSRD Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Prerequisites: Resistance 5 to any energy type. A half-undead race has the following features. This means that a. Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Humans arewell, human. These strange fey creatures have a symbiotic relationship with an ivy-like plant that serves as their wings. Sell at the Open Gaming Store! Prerequisites: The race has at least a +2 racial bonus to Constitution. See Linguistics for a list of languages. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. X=replaced, (X)=optionally replaced, C=changed, New Pages Prerequisites: Race is native to the underground. They often have magical abilities as well. Creating a race with more than two legs adversely affects that races ability to use standard feet slot magic items. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. Changing its shape is a standard action. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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 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). Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. Benefit: Members of this race gain a +1 bonus to CMD. In fantasy roleplaying games, race is fundamental. | FateCoreSRD 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]). 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. 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. 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. 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. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. This trait can be taken up to three times. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. Creatures that are already shaken become frightened for 1d4 rounds instead. Medium races have no bonuses or penalties due to their size. 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. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. Strength, Charisma, and occasionally Wisdom . 8 Race must be GM approved 9 Stat/HP Generation: Rolling for stats: Roll 4d6 and drop the worst roll 7 times, then assign the best 6 results to your stats. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. 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. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. The dead are rising! Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Does it have a creation myth? Legal Information/Open Game License. Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. Calculate the partys adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. The following racial traits augment a races ability to move about the world. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. Benefit: Members of this race gain a +1 racial bonus on all saving throws. Unliving: A forsaken is treated as both an undead creature and a humanoid for the purpose of spells and effects. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. Benefit: Pick up to two skills. Doing so exhausts the users breeze-kissed ability for 24 hours. 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. This trait can be taken up to three times. Benefit: This is the benefit the racial trait grants the members of the race you are creating. 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. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. This site may earn affiliate commissions from the links on this page. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. There are a number of differences between racial qualities and racial traits. Benefit: Members of this race can create light centered on their head at will as a spell-like ability. 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. It still dies when its hit points reach a negative amount equal to its Constitution score. Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. Benefit: Members of this race gain a burrow speed of 20 feet. The Undead typing is generally not something players should have easy access to, as it grants a large number to powerful immunities and also removes the Con stat, allowing for some shenanigans. The following racial traits apply weaknesses to members of the race. | ACK-SRD. Enemies? Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. Benefit: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. Prerequisites: The race has at least a +2 racial bonus to Dexterity. Benefit: Once per day, a member of this race can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. Prerequisites: Advanced or monstrous power level. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Standard races can only select traits from the standard section of each category, advanced races can select traits from the standard or advanced sections, and monstrous races can select from any section. Where does your race tend to live and why? | Cairn SRD Benefit: Members of this race receive Weapon Finesse as a bonus feat. The DC is equal to 10 + the spells level + the users Wisdom modifier. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. Benefit: Members of this race regain 1 hit point each round. All weakness racial traits cost negative RP, which means they subtract from a races total RP spent for the purposes of meeting the races power level restrictions. Every other party member and playable races are living mortals. 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. Most races are Medium or Small, which have no prerequisites, but you can also elect to make your race either Large or Tiny with the following modifications at the listed point cost. Benefit: Members of this race gain a +2 racial bonus on all saving throws. Yet theres so much more to race than that. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. | ACK-SRD Because they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. Benefit: Members of this race gain DR 5/cold iron. | d20 Anime SRD Tiny creatures typically cannot flank an enemy. The number of racial traits you can buy from each category depends on the power level of the race you are creatingstandard races can pick no more than three traits from each category, advanced races can pick no more than four traits from each category, and monstrous races can pick no more than five traits from each category. Special: This trait costs as many RP as the level of the spell chosen. 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 basic guideline for accomplishing this is to treat a group of characters with advanced and monstrous races as a level or more higher for a number of levels based on their total RP spent, using the following chart. Benefit: Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. Benefit: Members of this race gain a +2 bonus on all Will saving throws. There are six categories of racial qualities, including type, subtypes (if any), size, base speed, ability score modifiers, and languages. This means that a. Half-constructs cannot be raised or resurrected. 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