Note that these races are only an approximation of their monstrous counterparts and may not match exactly. Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. Half-undead have the darkvision 60 feet racial trait. Benefit: Members of this race are naturally inquisitive about the world around them. | Dungeon World SRD 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. | Heroes and Monsters SRD 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. Construct and undead races usually have the racial language of the race that created them. Half-undead have the darkvision 60 feet racial trait. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. What does your race look like? The next step is to determine the ability score modifier quality for your race. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. | 13th Age SRD 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. Pathfinder 2 Setting: Custom 3 Player count: 3-5 4 Gaming medium: Play by post in these forums . Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. This trait can be taken up to three times. The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. Gnomes have an insatiable need for new experiences that often gets them in trouble. Enemies? 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. Benefit: Members of this race gain a +1 natural armor bonus. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Yet theres so much more to race than that. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. Benefit: Choose one feat with no prerequisites. Such questions might include the following. Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. 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. Keep track of your races creature type, any subtypes it has, and any planes it has ties to. Playing Undead Source Book of the Dead pg. Like other racial qualities, each type has a point cost. Members of this race have vulnerability to the chosen energy type. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Modifiers: : Members of this race gain a +2 to any single ability score of your choice during character creation. Benefit: Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. Benefit: Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. You gain the duskwalker trait in addition to the traits from your ancestry. A renegade few decide to forsake their clan and spend their life adventuring. How does the members appearance help them adapt to their typical environment? A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. Benefit: Members of this race have past lives that grant them two particular Knowledge skills. Prerequisites: Natural armor racial trait. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster. Humans arewell, human. Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones. 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. Creatures that are already shaken become frightened for 1d4 rounds instead. | Monad Echo SRD Furthermore, they gain a +1 bonus to their CMD against trip attempts. Benefit: Members of this race can see in the dark up to 60 feet. 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. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). A construct race is a group of animated objects or artificially created creatures. If he is willing, choose your preferred undead race and she can convert the race to a class (max levels= Racial HD+LA). This is the races creature type. ISBN-13: 978-1-60125-677-5. Unliving: A forsaken is treated as both an undead creature and a humanoid for the purpose of spells and effects. Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. Modifiers: : Pick either mental or physical ability scores. Members of this race receive one natural attack of the chosen type. They also gain a +2 racial bonus on saving throws against such spells. Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. The following racial traits augment a races ability to move about the world. 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. Members of this race start with Common plus their racial language (if any). Durable and adaptable, they might even become adventurers and thrive. Calculate the partys adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. Your race must meet any prerequisites listed in this entry before you can take the trait. When it is taken a second time, the race gains a fourth arm. Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a 20 penalty (this number includes the penalty reduction from this trait). They must enter an opponents square to attack it in melee. They cannot posses any racial trait that grants them resistance or immunity to this energy type. This is a sonic, mind-affecting effect. Its effects stack. Benefit: Members of this race gain a +2 dodge bonus to Armor Class. Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Special: This can be increased to DR 10/magic for an additional 2 RP. | 2d20SRD | d20PFSRD Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. 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 receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. | 4 Color SRD (Astonishing Super Heroes) 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 gain a +2 racial bonus on saving throws against illusion spells or effects. Ability Score Modifiers Flexible (+2 Wis, +2 Cha) 2 RP, Ability Score Modifiers Standard (+2 Dex, 2 Wis, +2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Cha) 0 RP, Ability Score Modifiers Advanced (+4 Dex, 2 Con, +2 Int, +2 Wis, +2 Cha) 4 RP, Ability Score Modifiers Weakness (+2 Con, +2 Wis, 4 Cha) 1 RP, Ability Score Modifiers Greater paragon (2 Str, +4 Dex, 2 Cha) 2 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Wis) 0 RP, Ability Score Modifiers Flexible (+2 Dex, +2 Con) 2 RP, Ability Score Modifiers Greater weakness (4 Str, +2 Dex, 2 Con) 3 RP, Ability Score Modifiers Paragon (+4 Str, 2 Int, 2 Wis, 2 Cha) 1 RP, Ability Score Modifiers Standard (+2 Str, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Int) 0 RP, Ability Score Modifiers Standard (+2 Str, 2 Int, +2 Cha) 0 RP, Ability Score Modifiers Mixed weakness (2 Str, +2 Dex, +2 Wis, 4 Cha) 2 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Wis) 0 RP, Ability Score Modifiers Standard (+2 Dex, +2 Int, 2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Wis) 2 RP, Ability Score Modifiers Flexible (+2 Con, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Con, 2 Int, 2 Wis, 2 Cha) 1 RP. 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