Prerequisites: Standard or linguist language quality. Prerequisites: Outsider (native) with ties to the Plane of Earth. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. | Cairn SRD Presented below are some examples of races designed with the race builder. | FateCoreSRD 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. 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. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. You gain the duskwalker trait in addition to the traits from your ancestry. Members of this race receive one natural attack of the chosen type. 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. Furthermore, they gain a +1 bonus to their CMD against trip attempts. 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. This lasts for 1 round per character level. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. The following racial traits augment a races ability to move about the world. A half-undead race has the following features. All members of this race gain this feat as a bonus feat at 1st level. Does it have a creation myth? This bonus only applies while both the member of this race and its opponent are standing on the ground. Benefit: Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5. Benefit: Members of this race can see in the dark up to 60 feet. Benefit: Members of this race gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 users character level + the users Charisma modifier) or stand paralyzed in fear for 1 round. 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. 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. The second time it is taken, the burrow speed increases to 30 feet. What kinds of relationships does your race have with other races? Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Hunters and raiders of the wasteland, the clannish, four-armed kasatha guard their territories by way of lightning-fast raids and terrifying assaults. Special: This trait can be taken more than once. Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. This is a poison effect. Sometimes racial qualities and traits cost 0 RP or a negative number of RP, which means they can be taken for free or gain back RP, respectively. Members of this race are immune to the chosen energy type. Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat. | OGN Articles Benefit: Members of this race select one extra feat at 1st level. Prerequisites: Shadow resistance racial trait. | Dungeon World SRD Benefit: Members of this race gain a +1 natural armor bonus. Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking. Home > Races > 3rd Party Races Subpages Adamant Entertainment Alluria Publishing Amora Game Beyond the Horizon d20pfsrd.com Publishing Dreamscarred Press Fat Goblin Games Frog God Games GUNGNIR Gamedev Jon Brazer Enterprises Kobold Press Legendary Games When you take this trait, choose one of the following venoms. Benefit: Members of this race can see in the dark up to 120 feet. Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. 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. Neither your body nor your spirit can ever become undead. 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: Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). Other creatures can move through those squares without provoking attacks of opportunity. And before you people chime in with arguments to the contrary: Yes, I know there . The next step is to determine the ability score modifier quality for your race. | OGN Articles The bonus on Stealth checks increases to a +4 bonus while underground. Answering these questions can aid you in making reasonable choices about the qualities and traits of your race so that it can better fit in the game worldrather than just being a collection of seemingly random options. Benefit: Members of this race gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus to identify evil outsiders or items or effects evil outsiders create with Knowledge (planes) or Spellcraft; they may use these skills untrained for this purpose. 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. Traveller SRD Then pick either a 15-foot cone or a 20-foot line. The next step is to pick the base speed quality for your race. The caster level of the spell is equal to the users character level. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. 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 can use one of the following spells (choose one) as a constant spell-like ability (the caster level is equal to the users character level): detect magic, detect poison, detect secret doors, detect undead. 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. Prerequisites: Any type except humanoid, Large size. Members of this race with high Intelligence scores can choose from any of these additional languages. Like other racial qualities, each type has a point cost. 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. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. | Heroes and Monsters SRD 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. Benefit: Choose one feat with no prerequisites. 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). The second time it is taken, members of this race gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations. Modifiers: : Pick either mental or physical ability scores. 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. Sometimes a race type may grant racial traits as features. For the purposes of weapon familiarity, all bows are considered one weapon. Avy by Thormag. The creature may end the effects of its elemental assault early as a free action. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump. Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats. A member of this race caught in natural sunlight cannot attack and is staggered. 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. Racial traits present a number of interesting options for the race you are creating, from expanded modes of movement and bonuses on skill checks to even stranger powers, like a frightening croak attack or the ability to change shape. Source: Pathfinder RPG Bestiary 2, pg (s). The second time it is taken, the bite damage increases by one size category. Benefit: Members of this race gain spell resistance equal to 6 + their character level. 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. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). Prerequisites: The race has at least a +2 racial bonus to Charisma. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. 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. The damage is based on the creatures size. Benefit: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. 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. The race has a base speed of 20 feet. This type encompasses humanoid-shaped vegetable creatures. Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution. A races creature type is similar to the corresponding creature type, with a few important differences. Playing a half-undead race might also consider the dhampir, the clannish, four-armed kasatha guard their territories by of... ) and Survival checks made underground the effect only lasts 1 round level... 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pathfinder undead player race

This is a paragraph.It is justify aligned. It gets really mad when people associate it with Justin Timberlake. Typically, justified is pretty straight laced. It likes everything to be in its place and not all cattywampus like the rest of the aligns. I am not saying that makes it better than the rest of the aligns, but it does tend to put off more of an elitist attitude.