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. Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. New Pages | Recent Changes | Privacy Policy, Exploration & Movement in Sandbox Campaigns. | True20 SRD. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. 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 receive a +10 foot bonus to their swim speed. Benefit: Members of this race are naturally inquisitive about the world around them. 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. A half-undead race has the following features: Half-undead have the darkvision 60 feet racial trait. | Cepheus SRD Prerequisites: Half-undead subtype or undead type. Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). As stated earlier, Dhampir is the closest balanced race the emulates the 'Undead' play style for players. Benefit: Members of this race gain a +10 foot bonus to their base speed. You can create new races, model a race after an existing monster, or even power up core races in order to play those races side-by-side with more powerful new races. 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. Prerequisites: The race has at least a +2 racial bonus to Constitution. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. | Fudge SRD Thought to be a fusion of kobolds and wyverns, wyvarans are often found leading kobold tribes, serving wyverns, or even dwelling among true dragons. 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. | PF2 SRD " 5e Undead Races without an improving, reviewing, or removing template present. Shop the Open Gaming Store! Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. 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 gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. 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 add +1 to the DC of any illusion spells they cast. Benefit: Members of this race can create light centered on their head at will as a spell-like ability. Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type. Benefit: Members of this race gain a +1 racial bonus on all saving throws. The following format is used for all racial traits. 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 races creature type is similar to the corresponding creature type, with a few important differences. The damage is based on the creatures size. Benefit: Members of this race gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). | Five Torches Deep SRD 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. Members of this race can use this spell as a spell-like ability once per day. 1/dayWill the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. Special: If the race is Small or smaller, this trait costs 1 RP. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster. Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. 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 always considered to have a running start when making Acrobatics checks to jump. Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. Benefit: Choose one subtype of humanoid. Benefit: Members of this race can see in the dark up to 120 feet. Half-undead races are strange or unholy fusions of the living and the undead. Weakness: A member of this race is alive, but is healed by negative energy and harmed by positive energy, as if it were an undead creature. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. Half-undead races are strange or unholy fusions of the living and the undead. Benefits: Pick a single skill. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. PC members of such races, however, calculate these benefits based solely on their class. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a characters class. The next step is to pick the races language quality. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) 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. Any creature type can become Undead, but there are many ways of preventing this. Shop the Open Gaming Store! 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/daydancing lights, ghost sound, prestidigitation, speak with animals. (To be honest, I gave up on trying to find in the list of hundreds of undead creatures a random undead monster that could transform a such a tiefling into an undead, which may lend some weight to a literalist argument like A tiefling killed by a typical Paizo-published undead won't create spawn. Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. 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. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). 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. Pathfinder Undead Slaying Campaign . Members of this race are immune to the chosen energy type. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. 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. | Into The Unknown Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Benefit: Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier) or become shaken for 1d4 rounds. 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. 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/silver. | Everyday Heroes SRD Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. Though, if your GM is up for running it, then it can be a very rewarding and fulfilling experience. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. A race is a collection of people with a shared history and cultural identity. A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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. Latest Pathfinder products in the Open Gaming Store, Common, 1 elemental (Aquan, Auran, Ignan, or Terran), Energy resistance 5 (acid, cold, electricity, and fire), +2 AC, +2 to all saving throws, spell resistance, +1 attack vs. humanoids (reptilians) and humanoids (dwarvens). Special: This trait can be taken up to two times. 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. These subtypes can be added to any of the race types except for construct and undead. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a 2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracles flame mystery, and determining the damage of alchemist bombs that deal fire damage. Benefit: Members of this race receive a +2 racial bonus to Wisdom. Special: This trait can be taken up to two times. Half-orcs are ugly. Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the, Constructs are immune to any effect that requires a, Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0. Members of this race can use this spell as an at-will spell-like ability. Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages Benefit: Members of this race gain DR 5/magic. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. This is important so that a race can take advantage of all the various magic item slots available to characters and can utilize the standard weapon and armor options. Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. (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. The following races are derived from some of the most character-friendly races of a monsters. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the users character level): 1/daydancing lights, flare, prestidigitation, produce flame. 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. The bonus on Stealth checks increases to a +4 bonus while underground. This trait does not grant total concealment; it just increases the miss chance. Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. 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 gain a +2 racial bonus on saving throws against illusion spells or effects. 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. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. 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. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. 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