If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. Benefit: Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. Gathlains are sometimes helpful, often mischievous, and native to deep primeval forests and jungles, but are also prone to wanderlust and adventuring. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). Standard races can only take standard racial traits, while advanced races can take both standard and advanced racial traits, and monstrous races can take standard, advanced, and monstrous racial traits. 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. 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. Prerequisites: Outsider (native) with ties to an elemental plane. As the GM, you can view these subtype prerequisites as suggestions and indicators as to what kinds of races or humanoid subtypes would usually take these traits. | Into The Unknown When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. 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. PC members of such races, however, calculate these benefits based solely on their class. open/close all folders Core Races Android Human Kasatha Lashunta Shirren Vesk Ysoki Golarian Races They cannot posses any racial trait that grants them resistance or immunity to this energy type. Half-undead have the darkvision 60 feet racial trait. Benefit: Once per day, a member of this race can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The second difference is that all of these race types are 0-Hit Dice creatures, which means that their Hit Dice, base attack bonus, saving throw progression, skill points, class skills, and weapon and armor proficiencies are based on the class levels each member of a race takes. This choice is made at character creation, and cannot be changed. Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a 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. 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. Members of this race can use this spell as a spell-like ability once per day. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. Check out our other SRD sites! Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The main difference is that racial qualities are mandatory (you must make a choice for each category of racial qualities provided in these rules), whereas racial traits are optional. For the purposes of weapon familiarity, all bows are considered one weapon. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. 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. Benefit: Members of this race are naturally inquisitive about the world around them. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). Benefit: Members of this race receive Weapon Finesse as a bonus feat. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. 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). If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Special: This trait can be taken multiple times. 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. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. 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. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). A races traits, its history, its relations with other races, and the culture that all of these things implyall of these frame your character. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. The damage is based on the creatures size. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. | Cairn SRD 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). 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. | Five Torches Deep SRD Before you buy racial qualities and traits, you must determine the power level of your race. Standard races can only select traits from the standard section of each category, advanced races can select traits from the standard or advanced sections, and monstrous races can select from any section. They can spend a full-round action to predict the weather in an area for the next 24 hours. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. 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. Sell at the Open Gaming Store! | GumshoeSRD Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Were there pivotal events in the races history? Modifiers: : Members of this race gain a +2 bonus to one ability score of that type and a 2 penalty to another ability score of that type. These skills are always considered class skills for members of this race. Subscribe to the Open Gaming Network and get everything ad-free! Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). For instance, when buying other vision traits for a construct race, the darkvision 60 feet feature that race already has does not count toward the limit of five traits from the senses racial trait category for the race. 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. Construct and undead races usually have the racial language of the race that created them. This is a supernatural ability. Modifiers: Members of this race gain a +2 bonus to any two ability scores. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. 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. The cost of the races type also determines which of these types you can choose from based on the power level of the race you are creating. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. If the race is Medium, its members speed is never modified by armor or encumbrance. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. What classes does your race tend to favor? 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. There are three power levels: standard, advanced, and monstrous. Half-orcs are ugly. Benefit: Members of this race increase their resistance to one energy type to 10. Prerequisites: Any type except humanoid, Large size, normal speed. Sell at the Open Gaming Store! Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Legal Information/Open Game License. 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. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the users character level): 1/daybleed, chill touch, detect poison, touch of fatigue. Your race must meet any prerequisites listed in this entry before you can take the trait. Avy by Thormag. Benefit: Members of this race gain the scent ability. 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