| Fudge SRD Which means that Evil Clerics are effectively WORTHLESS for the sake of their Channel Energy feature. Strength, Charisma, and occasionally Wisdom . Members of this race with high Intelligence scores can choose from any of these additional languages. 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. Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. It still dies when its hit points reach a negative amount equal to its Constitution score. A race is more than just a group of individuals with similar qualities and traits. Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. Benefit: Members of this race take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. This provokes an attack of opportunity from the opponent. 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. | OGN Articles Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Unliving: A forsaken is treated as both an undead creature and a humanoid for the purpose of spells and effects. A race is a collection of people with a shared history and cultural identity. Every other party member and playable races are living mortals. Humans arewell, human. This lasts for 1 round per character level. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. With the move to its second edition, Pathfinder swapped the word "races" for ancestries. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Once you have chosen all your racial qualities, you may then choose your racial traits with your remaining RP. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. A half-undead race has the following features. 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). 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. 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 +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. All members of this race gain this feat as a bonus feat at 1st level. Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. A half-undead race has the following features. 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 reach of 10 feet. Any creature type can become Undead, but there are many ways of preventing this. | 2d20SRD 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. Subscribe to the Open Gaming Network and get everything ad-free! Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. | 5th Edition SRD Prerequisites: Native of the underground. Each additional time you take this trait, increase its cost by 1 RP. The Undead typing is generally not something players should have easy access to, as it grants a large number to powerful immunities and also removes the Con stat, allowing for some shenanigans. What does your race look like? When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. 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. Some trox earn their freedom and find employment as bodyguards, thugs, or even adventurers. | PF2 SRD Prerequisites: The race has at least a +2 racial bonus to Constitution. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. 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. Human: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. 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 member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Each member of this race picks two Knowledge skills. Benefit: Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent. Prerequisites: Humanoids taking this quality must have the giant subtype. For example, a half-elf has both the human and the elf subtypes. 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. 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. Animals starting attitude toward members of this race is one step worse than normal. Using the spell in this way does not require a material component. Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. 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. This ability lasts for 1 minute once activated. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages This is a mind-affecting fear effect. You must select an option from each of the following quality categories. Keep track of your races creature type, any subtypes it has, and any planes it has ties to. Prerequisites: Darkvision or see in darkness trait. Benefit: Members of this race gain a +4 racial bonus on Stealth checks. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up to three steps up rather than just two. 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. The second time it is taken, the burrow speed increases to 30 feet. Prerequisites: Outsider (native) with ties to the Shadow Plane. 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 are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. Benefit: Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. The second time it is taken, the bite damage increases by one size category. Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Subscribe to the Open Gaming Network and get everything ad-free! 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. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Presented below are the seven core races built with the race builder rules. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. Members of this race receive one natural attack of the chosen type. | Five Torches Deep SRD Benefit: Members of this race with a Charisma score of 11 or higher gain the following spell-like abilities (the caster level is equal to the users character level): 1/daycomprehend languages, deathwatch, stabilize. Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the users character level): 1/daycomprehend languages, detect magic, detect poison, read magic. Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). The wyrwoods murdered their former master and stole the secrets of their own creation, which they jealously guard and rigorously control. 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