Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. 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. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. Recent Changes Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. This type encompasses humanoid-shaped vegetable creatures. 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 gain a burrow speed of 20 feet. PC members of such races, however, calculate these benefits based solely on their class. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. After you finish the class then you can start taking standard classes (or maybe even a prestige class if you qualify). Benefit: Members of this race are amphibious and can breathe both air and water. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages Benefit: Members of this race can see in the dark up to 60 feet. 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 caster level of any abjuration spells they cast. 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. Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. 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. This choice is made at character creation, and cannot be changed. | Five Torches Deep SRD 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. Prerequisites: Any type except humanoid, Large size. | Open Fantasy SRD The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. The DC is equal to 10 + the spells level + the users Charisma modifier. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. Other creatures can move through those squares without provoking attacks of opportunity. 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. Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. Races without a racial language cannot take this array. Since they have no natural reach, they do not threaten the squares around them. Benefit: Members of this race gain DR 5/cold iron. Recent Changes 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. Pathfinder has a Massive Race Selection to choose from. 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. The bonus on Stealth checks increases to a +4 bonus while underground. 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. Description. Creatures that are already shaken become frightened for 1d4 rounds instead. Members of this race with high Intelligence scores can choose from any of these additional languages. Benefit: Members of this race receive Improved Initiative as a bonus feat. A. 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. Benefit: Members of this race gain a +1 natural armor bonus. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. Prerequisites: Negative energy affinity racial trait. Special: This racial trait can be taken multiple times. for an additional 2 RP. Doing so exhausts the users breeze-kissed ability for 24 hours. 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: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Most of the ability score modifier qualities divide ability scores into two broad categories that each represent three of the six abilities: physical (Strength, Dexterity, and Constitution) and mental (Intelligence, Wisdom, and Charisma). The next step is to determine the ability score modifier quality for your race. The number of RP each trait costs is listed in parentheses directly after the name. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. 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). Benefit: Members of this race possess three arms. Benefit: Choose one of the following elemental subtypesair, earth, fire, or water. Modifiers: : Members of this race gain a +2 bonus to two ability scores of the chosen type, and a 2 penalty to one ability score of the other type. Using the spell in this way does not require a material component. By exploring the cultures and traditions of a characters race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world. Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. Before choosing options, consider answering some questions about your race and its culture. | d20PFSRD Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5. If you are making a standard race and still want it to be a construct or undead race, consider the two special subtypes detailed below, the half-construct and half-undead. The following racial traits augment a races ability to move about the world. 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. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. Benefit: Members of this race have a natural ability to sniff out carrion. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). 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. Its effects stack. Sell at the Open Gaming Store! There are three power levels: standard, advanced, and monstrous. 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. 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. Each additional time you take this trait, increase its cost by 1 RP. Benefit: Members of this race select one extra feat at 1st level. 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. This means that a half-construct can drink, Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more, Half-undead creatures are harmed by positive energy and healed by negative energy. Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. Playing Undead Source Book of the Dead pg. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). This means that a. Half-constructs cannot be raised or resurrected. For example, a half-elf has both the human and the elf subtypes. 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. | Cepheus SRD Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. For instance, the construct type grants members of that race darkvision 60 feet. Prerequisites: Native to the underground or the Plane of Shadow. Calculate the partys adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. 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. Members of this race start with Common plus their racial language (if any). Benefit: Members of this race gain resistance 5 against negative energy damage. 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. 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. Benefits: Pick a single skill. 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 have past lives that grant them two particular Knowledge skills. The DC for the spells is equal to 10 + the spells level + the casters Charisma modifier. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. A construct race is a group of animated objects or artificially created creatures. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races Special: This trait costs as many RP as the level of the spell chosen. 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. 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. Special: This includes additional facts about the racial trait. 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