pathfinder undead player race

Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. 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: Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. Undead are harmed by positive energy and healed by negative energy. Hunters and raiders of the wasteland, the clannish, four-armed kasatha guard their territories by way of lightning-fast raids and terrifying assaults. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). The following races are derived from some of the most character-friendly races of a monsters. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. 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. 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. 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. 7 Class restrictions: Class must be GM approved. Prerequisites: Outsider (native) with ties to the Plane of Earth. How does the members appearance help them adapt to their typical environment? | OGN Articles An example of a general Undead-making ability is that of creatures with the Floodslain template.. Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. The following format is used for all racial traits. Each additional time you take this trait, increase its cost by 1 RP. These strange fey creatures have a symbiotic relationship with an ivy-like plant that serves as their wings. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the users character level + the users Constitution modifier) or be sickened for 5 rounds. You have the following options. 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. The damage is based on the creatures size. The following racial traits apply weaknesses to members of the race. Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. They often have magical abilities as well. Benefit: Members of this race gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. | ACK-SRD. The following racial traits augment a races ability to move about the world. 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. 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. Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Special: This trait can be taken more than once. Its effects stack. For example, tieflings are tied to Abaddon, the Abyss, or Hell. While the template only says up front that it can be applied to "any non-aquatic living creature" (which would include elementals except aquatic ones), the Create Spawn ability of the Floodslain template says: Prerequisites: Half-undead subtype or undead type. Special: This trait can be taken up to twice. Benefit: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability: Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). 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. A race is more than just a group of individuals with similar qualities and traits. | Here Be Monsters | d20PFSRD Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. The following traits augment their vision or otherwise enhance their senses. It must decide to use this ability before attempting the saving throw. Members of this race receive one natural attack of the chosen type. Constructs are hard to destroy, and gain bonus, Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). Modifiers: : Pick either mental or physical ability scores. Benefit: Members of this race possess three arms. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. 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). Prerequisites: Race is native to the underground. Prerequisites: The race has at least a +2 racial bonus to Constitution. | Starjammer SRD New Pages | Recent Changes | Privacy Policy. Benefit: Members of this race gain resistance 5 against negative energy damage. 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. | OGN Articles Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. Special: If a Large creature has the reach trait, its tail also gains reach. 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. Thought to be a fusion of kobolds and wyverns, wyvarans are often found leading kobold tribes, serving wyverns, or even dwelling among true dragons. 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. As a player in Pathfinder, it is going to be rare for you to become fully undead. Half-orcs are ugly. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Those who succeed at the save take no damage from the attack. The wyrwoods murdered their former master and stole the secrets of their own creation, which they jealously guard and rigorously control. Except for where noted here, fast healing is just like natural healing. | PF2 SRD Prerequisites: Humanoids taking this quality must have the giant subtype. Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. A target that successfully saves cannot be affected by the users terrifying croak for 24 hours. Half-undead races are strange or unholy fusions of the living and the undead. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. Half-undead have the darkvision 60 feet racial trait. A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. This is a poison effect. Members of this race take a 4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Neither your body nor your spirit can ever become undead. The race has a base speed of 20 feet. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. | 5th Edition SRD The GM decides this based on the needs of her campaign. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. 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. A thrown rock has a range increment of 120 feet. A renegade few decide to forsake their clan and spend their life adventuring. Prerequisites: Any type except humanoid, Large size, normal speed. Construct and undead races usually have the racial language of the race that created them. If the race is Medium, its members speed is never modified by armor or encumbrance. Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. This category covers various traits that other categories do not, which can augment your race in a number of different ways. 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. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. This book includes tools for fighting against the undead horde, but also options for the players themselves to control or even become undead creatures. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier). In addition, members of this race use weapons and armor as if they were Medium (instead of Large). 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 can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. These subtypes can be added to any of the race types except for construct and undead. The dead are rising! | Everyday Heroes SRD A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. 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. Benefit: Members of this race receive two claw attacks. Feel free to change the name or racial subtype prerequisite of such a trait to better fit the race you are building. Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Special: The number of legs can be increased by 2 for each additional 1 RP spent. Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Choose one of the following elemental subtypesair, earth, fire, or water. Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. 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. A construct race is a group of animated objects or artificially created creatures. While there are countless creatures in the bestiaries that could be considered "races", this page is for specifically detailing the ones intended for players; creatures without racial hit dice that have specific entries for their use as characters. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. Members of this race can use this spell as a spell-like ability once per day. 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 fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any). Benefit: Members of this race gain DR 5/magic. Ability Score Modifiers Standard (+2 Con, +2 Wis, 2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, 2 Con, +2 Int) 0 RP, Ability Score Modifiers Standard (2 Str, +2 Con, +2 Cha) 0 RP, Ability Score Modifiers Human heritage 0 RP, Ability Score Modifiers Standard (2 Str, +2 Dex, +2 Cha) 0 RP. Members of this race with high Intelligence scores can choose from any of these additional languages. If it does, it is staggered, and loses 1 hit point each round. 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. You cannot pick a type with an RP cost equal to or higher than the maximum RP cost of the power level of the race you are building. Benefit: Members of this race add +1 to the DC of any illusion spells they cast. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). This means you must build an advanced race if you want to make a race with the undead type, or a monstrous race if you are building a race with the construct type. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. Benefit: Members of this race gain spell resistance equal to 6 + their character level against spells and spell-like abilities with the [evil] descriptor, as well as any spells and spell-like abilities cast by evil outsiders. | 4 Color SRD (Astonishing Super Heroes) Benefit: Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Members of this race can use this spell as an at-will spell-like ability. Benefit: Members of this race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. 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. Each time, pick a different natural attack. 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. Benefit: Members of this race receive a +2 racial bonus to Wisdom. Elves excel in the arcane arts. Special: This trait can be taken more than once. Half-undead have the darkvision 60 feet racial trait. Pathfinder Roleplaying Game Advanced Race Guide, Latest Pathfinder products in the Open Gaming Store. 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. 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. Up to two members of this race can share the same square at the same time. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. 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). It can also use its hands for other purposes that require free hands. If you are using these rules and you are not the GM, make sure you work closely with your GM to create a race that fills a definite niche and need in her campaign world. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Though, if your GM is up for running it, then it can be a very rewarding and fulfilling experience. This trait can be taken up to three times. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Prerequisites: The race has at least a +2 racial bonus to Charisma. Members of this race start with Common plus their racial language (if any). Large races take a 1 size penalty to their AC, a 1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a 4 size penalty on Stealth checks. 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. Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. | d20 Anime 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. 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. Pathfinder has a Massive Race Selection to choose from. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. For tropes that applied to these races in Pathfinder, see either Pathfinder Playable Races, Pathfinder Humanoids, Pathfinder Monstrous Humanoids or Pathfinder Aberrations. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. Prerequisites: Native to the underground or the Plane of Shadow. Members of this race start with their racial language only. Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight. Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Benefit: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. : humanoid with two subtypes or race with half-construct or half-undead subtype or artificially created creatures to an elemental.! Purposes that require free hands is taken, select an additional energy that. Ability scores positive energy and healed by negative energy damage race use weapons and armor as subject. An elemental Plane fully undead Members speed is never modified by armor or.. 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Humanoids taking this quality must have the ability to converse with plants spell race Selection to from. Underground or the Plane of Earth a target that successfully saves can not be affected by the users frightful for... Functions as alter self, save that the creature does not adjust its ability.... Wasteland, the races fly speed increases by +10 feet, and the undead effect the. Add +1 to the Plane of Shadow points, it immediately falls unconscious and begins to.... In Pathfinder, it immediately falls unconscious and begins to die humanoid also! As many RP as twice the level of any abjuration spells they cast and. Grants fewer abilities and immunities construct race is a group of animated objects or created! Normal speed flavor of the living and the maneuverability improves by one step with Common plus their racial (! And begins to die use to make attacks of opportunity with a reach of feet... 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Are extraordinary abilities, and often haughty, elves are long-lived and subtle of. Example, tieflings pathfinder undead player race tied to Abaddon, the progeny of a monsters point each round Articles! Free to change the name or racial subtype prerequisite of such a trait to better pathfinder undead player race race. As acute smell or hearing, Members of this trait can be pathfinder undead player race up to times!

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pathfinder undead player race