Once you have chosen all your racial qualities, you may then choose your racial traits with your remaining RP. A renegade few decide to forsake their clan and spend their life adventuring. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. 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. 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. Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. The next step is to pick the races language quality. Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. 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. Benefit: Members of this race can create light centered on their head at will as a spell-like ability. 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. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. A member of this race caught in natural sunlight cannot attack and is staggered. This ability lasts for 1 minute once activated. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. Half-undead races are strange or unholy fusions of the living and the undead. When you apply these subtypes to the humanoid type, choose another subtype as the creatures other half. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Benefit: This is the benefit the racial trait grants the members of the race you are creating. The following racial traits augment the defenses of members of the race. Benefit: Members of this race regain 1 hit point each round. Benefit: Members of this race receive two claw attacks. 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. Neither your body nor your spirit can ever become undead. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. The following traits augment their vision or otherwise enhance their senses. Benefit: Members of this race gain a +4 racial bonus on Stealth checks. 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. A construct race is a group of animated objects or artificially created creatures. This means that a. Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. | Five Torches Deep SRD Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. | 2d20SRD If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability: Benefit: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. The first difference is that each race type assumes members of the race are roughly humanoid in shape and have two arms, two legs, a torso, and a head. While the race builder presents many options for creating new races, and it may be tempting to treat each section as a buffet of options to help you ferret out the most optimal choices for your character, it is generally more beneficial for your campaign world to conceptualize your race first. 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. Benefit: Members of this race are used to living and fighting communally with other members of their race. Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. Creatures that are already shaken become frightened for 1d4 rounds instead. Only the human heritage modifier quality allows individual members to decide which ability score is modified during character creation. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Benefit: Members of this race possess three arms. For example, Lann is a Mongrelman, give him unique bonuses. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. Benefit: Members of this race gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level. Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. Benefit: Members of this race gain spell resistance equal to 11 + their character level. Benefit: Members of this race receive a +2 racial bonus to Constitution. | 5th Edition SRD The relationship is so close, it is impossible to separate fey from plant. Benefit: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. See Linguistics for a list of languages. Gathlains are sometimes helpful, often mischievous, and native to deep primeval forests and jungles, but are also prone to wanderlust and adventuring. An aberration has the following features: Generating ability scores for most of the races you create with these ruleseven advanced and monstrous racesuses the standard methods. 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). A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Such ties can be important for qualifying for other racial abilities, but its not required that a native outsider be tied to another plane. Prerequisites: Outsider (native) with ties to the Plane of Earth. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. 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. The original wyrwoods were created centuries ago to serve a wizard as spies and emotionless apprentices. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. 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. 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. | d20PFSRD Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. Members of this race are also treated as proficient with any weapon they have personally crafted. 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