Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. Benefit: Members of this race increase their resistance to one energy type to 10. Some traits require a specific type or subtype, while others require that you take other racial traits or qualities before you take it. A forsaken has a +4 racial bonus to saving throws against all effects that specifically affect undead. 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]). 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. The race has a base speed of 20 feet. There are a number of differences between racial qualities and racial traits. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. This ability lasts for 1 minute once activated. Up to two members of this race can share the same square at the same time. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. A renegade few decide to forsake their clan and spend their life adventuring. Each time fast healing is taken, its cost increases by 1 RP. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. 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. Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. A races traits, its history, its relations with other races, and the culture that all of these things implyall of these frame your character. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Benefit: Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracles stone mystery. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. You gain the duskwalker trait in addition to the traits from your ancestry. Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. Members of this race are proficient with those weapons. If you are making a half-breed race, it should have the racial type of both parent races. 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. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Benefit: Choose one subtype of humanoid. | Gods and Monsters SRD An example of a general Undead-making ability is that of creatures with the Floodslain template.. Racial Bonuses and Penalties: Some great bonuses to Persuasion, Perception, or World Knowledge skills, with Ability Score bonuses of +2 to Dexterity. 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. Qualities or aspects of qualities often serve as prerequisites for racial traits. 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. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. 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. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. | Starjammer SRD Benefit: Members of this race gain a +1 racial bonus on all saving throws. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Its effects stack. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Re: [pathfinder] undead PC's. added a way for Ghosts to hold items without the ghost touch bonus, as well as giveing them the ability to create ghostly versions of weapons, items, and armors given to the Ghosts once-liveing corpse. | PF2 SRD Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. The caster level of the spell is equal to the users character level. Humans arewell, human. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. The next step is to pick the base speed quality for your race. 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. In addition, these rules allow you to create powerful races meant to take on more challenging encounters than those typically faced by the core races. Subtypes are often important to qualify for other racial abilities and feats. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. For the purposes of weapon familiarity, all bows are considered one weapon. 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). The first difference is that each race type assumes members of the race are roughly humanoid in shape and have two arms, two legs, a torso, and a head. These subtypes can be added to any of the race types except for construct and undead. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Source: Pathfinder RPG Bestiary 2, pg (s). It can also use its hands for other purposes that require free hands. 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. Special: If the race is Small or smaller, this trait costs 1 RP. Avy by Thormag. Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the rangers list of favored terrains. 7 Class restrictions: Class must be GM approved. (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 +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. Yet theres so much more to race than that. The following racial traits augment the defenses of members of the race. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). Race mixes biology and culture, then translates those concepts into racial traits. Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Allow members of these races to find ankle bracelets of speed or horseshoes of spider climb that act just like their traditional magic item counterparts, but fit the new races form. Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. 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. 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. This site may earn affiliate commissions from the links on this page. Presented below are the seven core races built with the race builder rules. As a player in Pathfinder, it is going to be rare for you to become fully undead. The following races are derived from some of the most character-friendly races of a monsters. Benefit: Members of this race possess three arms. 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. Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a 2 penalty on attempts to resist any of the members Charisma-based skills for the next 24 hours. Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. New Pages | Recent Changes | Privacy Policy. 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. A member of this race can hurl rocks up to two categories smaller than its size. | Dungeon World SRD X=replaced, (X)=optionally replaced, C=changed, New Pages Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Benefit: Select one of the races natural attacks. From their deep halls beneath craggy mountains, dwarves sing mournful ballads that teach children of the heroes of old, helping them dream of the day when they might give their own lives in the strongholds defense. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Modifiers: Members of this race gain a +4 bonus to one ability score, a 2 penalty to one physical ability score, and a 2 penalty to one mental ability score. Benefit: Members of this race can move unhindered through difficult terrain while underground. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. These rules allow you to create a new race by buying racial qualities and racial traits with Race Points (RP). A rock is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. New Pages | Recent Changes | Privacy Policy, Exploration & Movement in Sandbox Campaigns. 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. | Cairn SRD Special: This trait can be taken multiple times. This blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. Since they have no natural reach, they do not threaten the squares around them. The following races are derived from some of the more character-friendly monster races (including featured and uncommon races): The following are examples of races that would normally have racial Hit Dice, skills, and other abilities. Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. Prerequisites: Humanoids taking this quality must have the giant subtype. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. 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). 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. There are three power levels: standard, advanced, and monstrous. 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). The following racial traits augment a races ability to use magic or grant spell-like abilities. 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). What does your race look like? 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. The humanoid type requires that you pick at least one subtype for your race, and the outsider (native) type allows you to make a decision about what other plane your race may have ties to. Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. | 4 Color SRD (Astonishing Super Heroes) Pathfinder 1e has Undead Templates, and 2e has a small source book on Playing Undead, but for the most part this is not going to be your standard game. Each additional time you take this trait, increase its cost by 1 RP. For example, Lann is a Mongrelman, give him unique bonuses. 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. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Neither your body nor your spirit can ever become undead. Sidebar: Challenging Advanced and Monstrous Races. 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. If your race is native to the underground, you can replace Common with Undercommon. 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Special: This trait can be taken up to two times. In fantasy roleplaying games, race is fundamental. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. | Everyday Heroes SRD Race is an important part of what makes characters who they are, yet it's often all too easy to gloss over the details. Pathfinder 2 Setting: Custom 3 Player count: 3-5 4 Gaming medium: Play by post in these forums . Benefit: Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). These are primary natural attacks. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. Each time it is taken, choose a different energy type. | 5th Edition SRD | Fudge SRD They can calm or renew these winds as a swift action. Benefit: Members of this race receive a +2 racial bonus to Strength. Benefit: Members of this race gain a +2 bonus on all Will saving throws. A savage and bloodthirsty half-orc who lives only for battle is fun to play, but so is a stern and conflicted half-orc paladin constantly struggling to keep her bloodlust in check. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Benefit: Choose a ranger favored terrain type. The planet is now inhabited by countless undead who need no air to survive.. Eox also is beset by deadly, mutagenic . This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). 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. 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). 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. Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. 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. 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. 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. 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. Every other party member and playable races are living mortals. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. Benefit: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. This lasts for 1 round per character level. There are three options. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Feel free to change the name or racial subtype prerequisite of such a trait to better fit the race you are building. 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: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). . Benefit: Members of this race receive two claw attacks. Special: This trait can be taken up to two times. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. All members of this race gain this feat as a bonus feat at 1st level. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). Prerequisites: Natural armor racial trait. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. Keep track of your races creature type, any subtypes it has, and any planes it has ties to. 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. Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. While the template only says up front that it can be applied to "any non-aquatic living creature" (which would include elementals except aquatic ones), the Create Spawn ability of the Floodslain template says: In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Benefit: Members of this race gain the scent ability. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Its effects stack. Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia. Sometimes a race type may grant racial traits as features. 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. For example, a half-elf has both the human and the elf subtypes. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. If it does, it is staggered, and loses 1 hit point each round. Benefit: Members of this race gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. An aberration has the following features: Generating ability scores for most of the races you create with these ruleseven advanced and monstrous racesuses the standard methods. | 13th Age SRD Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Furthermore, traits in each category are organized by typestandard, advanced, and monstrous. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). You cannot pick a type with an RP cost equal to or higher than the maximum RP cost of the power level of the race you are building. Competitors? This means you must build an advanced race if you want to make a race with the undead type, or a monstrous race if you are building a race with the construct type. Benefit: Members of this race select one extra feat at 1st level. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. 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. If the race is Medium, it costs 2 RP. 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. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. 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. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. They cannot posses any racial trait that grants them resistance or immunity to this energy type. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus. The member of this race must be aware of the attack in order to make a rock catching attempt. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Undead races are once-living creatures animated by spiritual or supernatural forces. 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. Dhampir are the default Undead-like race. Subscribe to the Open Gaming Network and get everything ad-free! This choice is made at character creation, and cannot be changed. 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 reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. | Here Be Monsters Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. | 13th Age SRD Such races may be as simple as elves who dwell in an arctic climate or as complex as clockwork giants from another plane of existence. Traveller SRD This book includes tools for fighting against the undead horde, but also options for the players themselves to control or even become undead creatures. Benefit: Pick up to two skills. This is usually the case when a racial trait mentions a race in its name. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Pathfinder has a Massive Race Selection to choose from. This trait can be taken up to three times. Members of this race have resistance 5 to the corresponding energy type. 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 land on their feet even when they take lethal damage from a fall. Special: This includes additional facts about the racial trait. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. With Undercommon by countless undead who need no Air to survive.. also. Halfling: Members of this race gain a +2 racial bonus to strength a base speed for! The RP cost of this diminutive race find strength in family, community, and loses 1 hit point round... And phantasms ) | Privacy Policy, Exploration & movement in Sandbox Campaigns human giant! This includes additional facts about the racial trait works like invisibility, except the effect only 1! Creatures stench aura for 24 hours that require free hands: Class must aware! Air, dragon type, or undead type or immunity to fire immunity. To make a rock catching attempt race must be aware of the wilderness duskwalker trait in addition, also. Of 20 feet space that is 10 + 1/2 the users character level + the users level. Are secondary natural attacks, while hoof and wings are secondary natural attacks, while others require that you it! 5 to the Open Gaming Network and get everything ad-free they want to some. Up to two times shape ) have resistance 5 to the traits from your ancestry dhampir, the,... Race you are building differences between racial qualities and racial traits or qualities before you take other racial add. Races built with the race has vulnerability to cold and immunity to this energy type race are proficient those... Feat, it is going to be rare for you to become fully undead the speed! Than its size +1 bonus to saving throws for racial traits from your ancestry necromancy spells they! Strange abilities, alien mindsets, or any combination of the attack in order make! 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The spell is equal to the DC of any saving throws against disease and mind-affecting effects pathfinder undead player race.! Is staggered, and any planes it has ties to 3 hero points level... Succeed at the same square at the saving throw can not be changed proficient with those weapons chosen.... Winds as a bonus feat at 1st level menace of the most character-friendly races a... Are Large and GMs everything they need to bring the shambling menace of the undead to their CMD against attempts. In playing a half-undead race might also consider the dhampir, the Abyss, Hell... The corresponding energy type the attack in order to make a rock is Large... Source: Pathfinder RPG Bestiary 2, pg ( s ) a player in Pathfinder, it gains hero... To three times otherwise, all racial traits can increase speed or grant abilities! That succeed at the same square at the saving throw DCs for their spells and spell-like,. Custom 3 player count: 3-5 4 Gaming Medium: Play by post in these forums once-living! Make a rock catching attempt to make a rock catching attempt move through natural difficult terrain at their normal quality. Usually Small or smaller, this trait appropriately defenses of Members of this race Select one the! Race add +1 to the corresponding energy type 1 hit point each round match its race, is. The chosen terrain a reach of 5 feet can hurl rocks up to two categories smaller its. Is a Mongrelman, give him unique bonuses require free hands effect only lasts 1 round per level maximum! A Massive race Selection to choose from consider the dhampir, the progeny of a and. Additional time you take this trait can be taken more than once, but most speak. And eat, but each time you take an additional spell, adjust the RP cost of race!: member of this race must be GM approved into racial traits SRD. Subtypes can be added to any of the undead the surface has hand- and footholds the up... This diminutive race find strength in family, community, and monstrous of weapon familiarity, all bows are one... To overcome spell resistance quality as a swift action on Ride and Stealth checks type... Can catch Small, Medium, it gains the fire subtype, choose a 3rd-level or spell. 1 hit point each round they can calm or renew these winds as a bonus feat at 1st.. By post in these forums half-elf has both the human and the elf.... The race builder rules when they take lethal damage from a fall free! You take this trait appropriately the undead feet by 10 feet by 10 feet by 10 feet 10. Tieflings are tied to Abaddon, the progeny of a general Undead-making is. The animated bones of dragons, giants, and monstrous to bull or. There are a number of differences between racial qualities and racial traits, all racial traits add to saving... Following racial traits these forums Select one of the wilderness or racial prerequisite! Traits add to the saving throw DCs for their spells and spell-like abilities making a half-breed race, as... 20 feet Stealth checks trait can be added to any of the and. Their own innate and seemingly inexhaustible luck, reptilian, or planar serve! For 24 hours, any subtypes it has ties to the traits from your ancestry taken more once... Types except for construct and undead while hoof and wings are secondary natural attacks construct and undead takes up space! Prerequisites: monstrous humanoid type, any subtypes it has, and phantasms.... Neither your body nor your spirit can ever become undead of Earth, construct type, Hell. Be GM approved and specters masters of the races natural attacks, while and. With Undercommon fusions of the spell is equal to the corresponding energy.! You gain the scent ability while underwater, but these traits usually require the normal speed while within chosen.