Before choosing options, consider answering some questions about your race and its culture. A half-undead race has the following features: Half-undead have the darkvision 60 feet racial trait. The number of RP each trait costs is listed in parentheses directly after the name. 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). Once you have chosen all your racial qualities, you may then choose your racial traits with your remaining RP. Benefit: Members of this race can see in the dark up to 120 feet. Where does your race tend to live and why? 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. This site may earn affiliate commissions from the links on this page. 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. This type encompasses humanoid-shaped vegetable creatures. The following racial traits augment a races ability to move about the world. Pathfinder Undead Slaying Campaign . Members of this race can use this spell as a spell-like ability once per day. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. Humans arewell, human. 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. Benefit: Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. A. 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 gain a +10 foot bonus to their base speed. Shop the Open Gaming Store! If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. Half-undead have the darkvision 60 feet racial trait. 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/dayarcane mark, comprehend languages, message, read magic. Its effects stack. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. A member of this race can hurl rocks up to two categories smaller than its size. 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. Benefit: Members of this race receive a +2 racial bonus to Strength. Benefit: Members of this race gain a burrow speed of 20 feet. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. . 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. 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. ISBN-13: 978-1-60125-677-5. For racial traits you can take more than once, this is the number of RP you pay each time you take the traits, unless stated otherwise in the Special line of the trait description. Your race must meet any prerequisites listed in this entry before you can take the trait. Pathfinder 2 Setting: Custom 3 Player count: 3-5 4 Gaming medium: Play by post in these forums . Members of this race are immune to the chosen energy type. Benefit: Members of this race gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any). Recent Changes They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Dannyalcatraz Schmoderator Staff member Jul 1, 2011 #10 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. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. 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: Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a 2 penalty to any other ability score. It must decide to use this ability before attempting the saving throw. Special: This trait can be taken more than once. Special: If the race is Small or smaller, this trait costs 1 RP. 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. Modifiers: : Members of this race take a 4 penalty to one of those ability scores, a 2 penalty to another of those ability scores, and a +2 bonus to the other ability score. There are three options. A monstrous humanoid race has the following features: A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Each time you do so, the cost of this trait increases by 1 RP. 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. Special: This trait can be taken twice. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. 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: 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. Benefit: Members of this race gain a +1 racial bonus on all saving throws. The planet is now inhabited by countless undead who need no air to survive.. Eox also is beset by deadly, mutagenic . Half-undead races are strange or unholy fusions of the living and the undead. See Linguistics for a list of languages. Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Cha, 2 Wis) 1 RP. Pathfinder has a Massive Race Selection to choose from. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races Half-orcs are ugly. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. The GM decides this based on the needs of her campaign. Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. 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. 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. Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Outside of that; the Undead Bloodline for the Sorcerer is as close as you'll get and is less a case of "you're partially undead" as you just having some sort of metaphysical connection to death or the undead (like your character was stillborn but somehow . Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. The dead are rising! Half-undead have the darkvision 60 feet racial trait. This blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. These subtypes can be added to any of the race types except for construct and undead. Benefit: Choose one monster type or one subtype of the humanoid type. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. If the race is Medium, its members speed is never modified by armor or encumbrance. 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. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. 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. Visibility still affects the movement of members of this race. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. 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. Such questions might include the following. Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents. | Cepheus SRD Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This second save is made at the same DC as the first. 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). There are three power levels: standard, advanced, and monstrous. Undead Raised by Animate Dead are Mindless, but Create Undead can produce intelligent undead and they have their own will. PC members of such races, however, calculate these benefits based solely on their class. Special: This trait can be taken multiple times. 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. Traveller SRD For instance, the construct type grants members of that race darkvision 60 feet. 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. | d20PFSRD Legal Information/Open Game License. 305. Any creature type can become Undead, but there are many ways of preventing this. Benefit: Select one of the races natural attacks. 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. 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