pathfinder undead player race
| Open Fantasy SRD These rules allow you to create a new race by buying racial qualities and racial traits with Race Points (RP). Special: This trait can be taken up to twice. The type of DR can be changed to one of the alignments (chaos, evil, good, or law) if the race is of the outsider (native) type with ties to the appropriate plane (chaos for a race with ties to a lawful-aligned plane, evil for a race with ties to a good-aligned plane, etc.) Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Benefit: Members of this race gain a burrow speed of 20 feet. Benefit: Members of this race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. 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. Up to five spells can be chosen when you take this trait. Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. Racial Bonuses and Penalties: Some great bonuses to Persuasion, Perception, or World Knowledge skills, with Ability Score bonuses of +2 to Dexterity. This is a supernatural ability. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking. 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: Pick up to two skills. 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: 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). Qualities or aspects of qualities often serve as prerequisites for racial traits. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. 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. 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. 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. Constructs cannot be raised or resurrected. Changing its shape is a standard action. The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creatures hit points). Check out our other SRD sites! Does it have allies? They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Benefit: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Some traits require a specific type or subtype, while others require that you take other racial traits or qualities before you take it. 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. The following racial traits augment a races ability to move about the world. Special: The number of legs can be increased by 2 for each additional 1 RP spent. Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They cannot posses any racial trait that grants them resistance or immunity to this energy type. 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. Furthermore, choose up to seven languages (except for Druidic or other secret languages). 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. Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. The following races are the most common in fantasy settings. Prerequisites: Race is native to the underground. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. . Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. This book includes tools for fighting against the undead horde, but also options for the players themselves to control or even become undead creatures. Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. 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). Races without a racial language cannot take this array. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Since they have no natural reach, they do not threaten the squares around them. 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. 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. 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/dayghost sound, pass without trace, ventriloquism. Benefit: Members of this race receive Improved Initiative as a bonus feat. The DC for the spells is equal to 10 + the spells level + the casters Charisma modifier. Pathfinder: Wrath of the Righteous has a staggering number of playable races, each with its own unique abilities. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. For instance, the construct type grants members of that race darkvision 60 feet. Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. Elves excel in the arcane arts. | Cairn SRD Thought to be a fusion of kobolds and wyverns, wyvarans are often found leading kobold tribes, serving wyverns, or even dwelling among true dragons. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a 2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Members of this race start with their racial language only. What does your race look like? Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Benefit: Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Furthermore, traits in each category are organized by typestandard, advanced, and monstrous. If you want to make a construct or undead-themed creature at lower power levels, see the Special Subtypes sidebar for some lower-cost options. 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. | GumshoeSRD Benefit: Members of this race gain spell resistance equal to 11 + their character level. Description. Members of this race can use this spell as an at-will spell-like ability. Benefit: Members of this race regain 1 hit point each round. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. Doing so exhausts the users breeze-kissed ability for 24 hours. Ability Score Modifiers Standard (+2 Cha, -2 Con, +2 Dex) 0 RP, Ability Score Modifiers Flexible (+2 Str, +2 Con) 2 RP. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Benefit: Members of this race gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. 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. 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. Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Benefit: Members of this race gain the scent ability. Hated foes? Like other racial qualities, each type has a point cost. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Benefit: Members of this race gain a +10 foot bonus to their base speed. These strange fey creatures have a symbiotic relationship with an ivy-like plant that serves as their wings. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. The original wyrwoods were created centuries ago to serve a wizard as spies and emotionless apprentices. | 13th Age SRD 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 half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. Benefit: Choose one feat with no prerequisites. The following racial traits apply weaknesses to members of the race. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster. Members of this race start with Common plus their racial language (if any). Its effects stack. Benefit: Members of this race have darkvision 90 feet; however, they are automatically dazzled in bright light and take a 2 penalty on saving throws against effects with the light descriptor. This means that a. Half-constructs cannot be raised or resurrected. Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A race is a collection of people with a shared history and cultural identity. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. They must enter an opponents square to attack it in melee. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. PC members of such races, however, calculate these benefits based solely on their class. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia. Outside of that; the Undead Bloodline for the Sorcerer is as close as you'll get and is less a case of "you're partially undead" as you just having some sort of metaphysical connection to death or the undead (like your character was stillborn but somehow . | Here Be Monsters 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. The next step is to choose your races qualities. Members of this race can use this spell as a spell-like ability once per day. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type. 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. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2. Benefit: Members of this race receive a +2 racial bonus to Intelligence. Benefit: Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5. If you are making a standard race and still want it to be a construct or undead race, consider the two special subtypes detailed below, the half-construct and half-undead. This is important so that a race can take advantage of all the various magic item slots available to characters and can utilize the standard weapon and armor options. Half-orcs are ugly. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. Known for mining the earths treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. The number of RP each trait costs is listed in parentheses directly after the name. Most of the ability score modifier qualities divide ability scores into two broad categories that each represent three of the six abilities: physical (Strength, Dexterity, and Constitution) and mental (Intelligence, Wisdom, and Charisma). Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. Benefit: Members of this race gain a +2 bonus on all Will saving throws. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. | FateCoreSRD A renegade few decide to forsake their clan and spend their life adventuring. Pathfinder Undead Slaying Campaign . 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. Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. This provokes an attack of opportunity from the opponent. It can also use its hands for other purposes that require free hands. 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). 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. They can calm or renew these winds as a swift action. A half-undead race has the following features. 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. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. Half-Undead (5 RP) Half-undead races are strange or unholy fusions of the living and the undead. This blasphemous tome gives players and GMs everything they need to bring the shambling menace of the undead to their Pathfinder adventures. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. In addition, enemies on higher ground gain no attack roll bonus against members of this race. This second save is made at the same DC as the first. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. 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. | OGN Articles 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. Prerequisites: Some racial traits have prerequisites. Modifiers: Members of this race gain a +2 bonus to any two ability scores. All members of this race gain this feat as a bonus feat at 1st level. Prerequisites: The race has at least a +2 racial bonus to Constitution. The dead are rising! Visibility still affects the movement of members of this race. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. They also gain a +2 bonus to one ability score of the other type and a 4 penalty to another ability score of the other type. This is usually the case when a racial trait mentions a race in its name. Dhampir are the default Undead-like race. A member of this race caught in natural sunlight cannot attack and is staggered. 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 target that successfully saves cannot be affected by the users frightful gaze for 24 hours. This means that an. 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). 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. 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. Members of this race have resistance 5 to the corresponding energy type. Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. Answering these questions can aid you in making reasonable choices about the qualities and traits of your race so that it can better fit in the game worldrather than just being a collection of seemingly random options. Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. A monstrous humanoid race has the following features: A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Recent Changes Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. | Five Torches Deep SRD Prerequisites: Shadow resistance racial trait. Benefit: Large creatures gain a +2 size bonus to Strength and a 2 size penalty to Dexterity. Special: This trait can be taken twice. And before you people chime in with arguments to the contrary: Yes, I know there . Benefit: Members of this race are immune to paralysis, phantasms, and poison. 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. There are three options. Subscribe to the Open Gaming Network and get everything ad-free! Avy by Thormag. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. The bonus on Stealth checks increases to a +4 bonus while underground. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations. The number of racial traits you can buy from each category depends on the power level of the race you are creatingstandard races can pick no more than three traits from each category, advanced races can pick no more than four traits from each category, and monstrous races can pick no more than five traits from each category. Benefit: Members of this race gain DR 5/cold iron. Prerequisites: Outsider (native) with ties to the Shadow Plane. 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. Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. Channel Negative Energy (Heal Undead) As of the current state of the game, this feature benefits exactly ONE character in the entire party, Jaethal. An, Undead are immune to any effect that requires a, Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0, Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. 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. Pathfinder has a Massive Race Selection to choose from. Prerequisites: Advanced or monstrous power level. Modifiers: : Members of this race gain a +2 bonus to two ability scores of the chosen type, and a 2 penalty to one ability score of the other type. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. With the exception of the human heritage modifier quality, bonuses granted to ability scores with one of these qualities count as racial bonuses for the purpose of qualifying for racial trait prerequisites. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. 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). | OGN Articles Humans arewell, human. A race is more than just a group of individuals with similar qualities and traits. | ACK-SRD Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. The member of this race must be aware of the attack in order to make a rock catching attempt. A construct race has the following features: Two of the creature typesconstruct and undeadcreate interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power level. Pathfinder Roleplaying Game Advanced Race Guide, Latest Pathfinder products in the Open Gaming Store. Each time you take an additional spell, adjust the RP cost of this trait appropriately. 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. Benefit: Members of this race gain a +1 racial bonus on all saving throws. There are six categories of racial qualities, including type, subtypes (if any), size, base speed, ability score modifiers, and languages. 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. 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