Benefit: Select one of the races natural attacks. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. | 13th Age SRD Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. If he is willing, choose your preferred undead race and she can convert the race to a class (max levels= Racial HD+LA). Benefit: Large creatures gain a +2 size bonus to Strength and a 2 size penalty to Dexterity. 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. Special: This racial trait can be taken multiple times. Elves excel in the arcane arts. In fantasy roleplaying games, race is fundamental. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). The second time it is taken, the burrow speed increases to 30 feet. Benefit: Members of this race gain a +2 bonus on all Will saving throws. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A thrown rock has a range increment of 120 feet. Special: If the race is Small or smaller, this trait costs 1 RP. A half-construct race has the following features: Half-undead races are strange or unholy fusions of the living and the undead. 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. Published Aug 5, 2021 While Pathfinder's common ancestries cover the expected fantasy races, the game's uncommon options are far more interesting and unique. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. | Into The Unknown The damage is based on the creatures size. Benefit: Members of this race gain DR 5/bludgeoning. The following traits augment their vision or otherwise enhance their senses. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. This is a supernatural ability. 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. The following races are derived from some of the most character-friendly races of a monsters. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual. 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. 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. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster. Benefit: Members of this race gain spell resistance equal to 11 + their character level. 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. Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. 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. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. 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. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. The tools in this section enable you to be undead as a player character Playable Undead Options Furthermore, a member of this race able to cast domain spells that correspond to the elemental plane the race has ties to casts its domain powers and spells at +1 caster level. Special: This trait can be taken twice. Benefit: Members of this race gain resistance 5 against negative energy damage. Benefit: Members of this race are used to living and fighting communally with other members of their race. Humans arewell, human. Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Re: [pathfinder] undead PC's. added a way for Ghosts to hold items without the ghost touch bonus, as well as giveing them the ability to create ghostly versions of weapons, items, and armors given to the Ghosts once-liveing corpse. For tropes that applied to these races in Pathfinder, see either Pathfinder Playable Races, Pathfinder Humanoids, Pathfinder Monstrous Humanoids or Pathfinder Aberrations. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. Prerequisites: Native to the underground. Since they have no natural reach, they do not threaten the squares around them. Prerequisites: Natural armor racial trait. 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. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes. The member of this race must be aware of the attack in order to make a rock catching attempt. Which means that Evil Clerics are effectively WORTHLESS for the sake of their Channel Energy feature. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. Special: This trait can be taken more than once. It can also use its hands for other purposes that require free hands. Furthermore, choose up to seven languages (except for Druidic or other secret languages). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Legal Information/Open Game License. Special: This trait can be taken up to two times. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). 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). Every other party member and playable races are living mortals. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. Benefit: Members of this race can see in the dark up to 60 feet. Benefit: Choose a ranger favored terrain type. Benefit: Members of this race gain a +2 dodge bonus to Armor Class. In cases where the language trait instructs you to choose a racial language, that language is either the races racial language (if any; feel free to create a new language for the race if you wish), Draconic (if it is a humanoid with the reptilian subtype), or, if the race is of the outsider (native) type, one of the planar languages (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran) of the corresponding plane. Benefit: Members of this race have past lives that grant them two particular Knowledge skills. 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. A member of this race can only have one creature attached to its tongue at a time. Members of this race gain a +2 racial bonus on skill checks made with this skill. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. A half-undead race has the following features. Benefit: Members of this race have a natural ability to sniff out carrion. Members of this race are also treated as proficient with any weapon they have personally crafted. If this is the case, the cost of that racial trait is already paid for when you buy the type quality, and this trait does not count toward the maximum when you buy racial traits from the corresponding racial trait category. 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. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. 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). For example, you could make a creature that is humanoid (half-construct, human). Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. Benefit: Choose one subtype of humanoid. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. | True20 SRD. (But most are immediately placed under Command Undead, which they can resist and can try to save against once a day) Helm of Opposite Alignment is a Cursed Object that forces your alignment to swap. An undead race has the following features: The next step is to pick a size quality for your race. Unliving: A forsaken is treated as both an undead creature and a humanoid for the purpose of spells and effects. These strange fey creatures have a symbiotic relationship with an ivy-like plant that serves as their wings. Undead [1] are once-living creatures animated by spiritual or supernatural forces, chiefly negative energy or evil magic that corrupted a recently departed soul. Neither your body nor your spirit can ever become undead. There's no way to start off undead (closest we might get is if an expansion/DLC/etc adds the Dhampir [www.d20pfsrd.com] as a playable race. Each member of this race picks two Knowledge skills. Half-orcs are ugly. 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. Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. 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. A races creature type is similar to the corresponding creature type, with a few important differences. Special: This trait can be taken more than once. 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. 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. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. 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. 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. You have the following options. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. With the exception of the human heritage modifier quality, when you choose a races ability score modifiers, you are choosing what ability scores are modified for every member of that race. Creatures that are already shaken become frightened for 1d4 rounds instead. Those who succeed at the save take no damage from the attack. The second time it is taken, the bite damage increases by one size category. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a 2 penalty to one other ability score of the other type. 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. A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. Before choosing options, consider answering some questions about your race and its culture. 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). Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. It must decide to use this ability before attempting the saving throw. 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. Pathfinder 1e has Undead Templates, and 2e has a small source book on Playing Undead, but for the most part this is not going to be your standard game. 7 Class restrictions: Class must be GM approved. There are a number of racial traits that require a certain humanoid subtype as a prerequisite. Benefit: Members of this race have a reach of 10 feet. Its physical form still exists and it is not incorporealonly its appearance changes. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Special: This can be increased to DR 10/magic for an additional 2 RP. Benefit: Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. | d20 Anime SRD 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. In addition, these rules allow you to create powerful races meant to take on more challenging encounters than those typically faced by the core races. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. A target that successfully saves cannot be affected by the users terrifying croak for 24 hours. for an additional 2 RP. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Playing Undead Source Book of the Dead pg. For instance, you must have the ratfolk subtype to take the rodent empathy racial trait, and you must have ties to Abaddon, the Abyss, or Hell in order to take the fiendish sorcery racial trait. A dragon is a reptilian creature with magical or unusual abilities. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. A target that successfully saves cannot be affected by the users frightful gaze for 24 hours. Medium races have no bonuses or penalties due to their size. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Members of this race also gain the following spell-like abilities (the caster level is equal to the users character level): Constantnondetection;1/dayfaerie fire, obscure object, sanctuary. 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. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type. Qualities or aspects of qualities often serve as prerequisites for racial traits. 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. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus. Members of this race start with Common plus their racial language (if any). 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. A half-undead race has the following features. A construct race is a group of animated objects or artificially created creatures. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of characters choice). Except for where noted here, fast healing is just like natural healing. 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