There comes a point in nearly every campaign when someone—either one of the players or the GM—wants to create a new race. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. Such races may be as simple as elves who dwell in an arctic climate or as complex as clockwork giants from another plane of existence. Perhaps a player wants to play a monstrous race, or has been inspired by some piece of fiction or flight of creative fancy and wants to create a race for a new character concept not yet seen in Pathfinder. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. 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. You can create new races, model a race after an existing monster, or even “power up” core races in order to play those races side-by-side with more powerful new races. Creating A New RaceThis race builder allows you to create a new race by buying racial qualities and racial traits with Race Points ( RP). There are a number of differences between racial qualities and racial traits. The main difference is that racial qualities are mandatory (you must make a choice for each category of racial qualities provided in these rules), whereas racial traits are optional. There are six categories of racial qualities, including type, subtypes (if any), size, base speed, ability score modifiers, and languages. 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. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. Before you buy racial qualities and traits, you must determine the power level of your race. The GM decides this based on the needs of her campaign. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of racial traits you can choose from each racial trait category and what kinds of traits you can take from those categories. Sometimes racial qualities and traits cost 0 RP or a negative number of RP, which means they can be taken for free or gain back RP, respectively. In the case of racial qualities, choosing a 0-point option still counts toward your choice for that racial quality category, and in the case of racial traits, such choices still count toward the maximum number of traits per racial trait category. Because they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. The basic guideline for accomplishing this is to treat a group of characters with advanced and monstrous races as a level or more higher for a number of levels based on their total RP spent, using the following chart. Calculate the party's adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10.
There are three power levels: standard, advanced, and monstrous. 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. Table: Racial Points and Trait Maximums by Power Level summarizes the number of RP you can spend as well as the maximum number of traits per racial trait category you can take based on your power level. Table: Racial Points and Trait Maximums by Power Level
Once you have determined the race's power level, follow each of the steps below to create your race. Step 1: ConceptA race is more than just a group of individuals with similar qualities and traits. A race is a collection of people with a shared history and cultural identity. 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. Before choosing options, consider answering some questions about your race and its culture. 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 world—rather than just being a collection of seemingly random options. Such questions might include the following.
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. Step 2: Racial QualitiesThe next step is to choose your race's qualities. You must select an option from each of the following quality categories. Qualities or aspects of qualities often serve as prerequisites for racial traits. Type QualityThis is the race's creature type. A race's creature type is similar to the corresponding creature type, with a few important differences. 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. 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. 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. Like other racial qualities, each type has a point cost. The baseline creature type—humanoid—costs 0 RP, and offers the most flexibility when choosing other racial traits and racial abilities, while a more expensive type typically grants less flexibility. The cost of the race's type also determines which of these types you can choose from based on the power level of the race you are creating. 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. 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. 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. Sometimes a race type may grant racial traits as features. For instance, the construct type grants members of that race darkvision 60 feet. 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. 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. Traits granted by the race type still count for meeting any other trait prerequisites. 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. Keep track of your race's creature type, any subtypes it has, and any planes it has ties to. Sometimes a race's type, subtypes, or planar ties serve as prerequisites for some racial traits. 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. Aberration (3 RP) Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. An aberration has the following features:
Construct (20 RP) Generating ability scores for most of the races you create with these rules—even advanced and monstrous races—uses the standard methods. Races without Constitution scores are the exception, and require some slight changes to the ability score generation methods. The changes are as follows, corresponding to the five standard methods.
A construct race is a group of animated objects or artificially created creatures. A construct race has the following features:
Special Subtypes
Two of the creature types—construct and undead—create interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power level. 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. Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. These subtypes can be added to any of the race types except for construct and undead. When you apply these subtypes to the humanoid type, choose another subtype as the creature's other half. For example, you could make a creature that is humanoid (half-construct, human). Half-Construct (7 RP)A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features:
Half-Undead (5 RP)Half-undead races are strange or unholy fusions of the living and the undead. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. A half-undead race has the following features:
Dragon (10 RP) A dragon is a reptilian creature with magical or unusual abilities. A dragon race has the following features:
Fey (2 RP) A fey is a creature with supernatural abilities and connections to nature or to some other force or place. A fey race has the following features:
Humanoid (0 RP) Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. 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. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features:
Monstrous Humanoid (3 RP) Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features:
Outsider (native) (3 RP) A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it's not required that a native outsider be tied to another plane. A native outsider race has the followings features.
Plant (10 RP) This type encompasses humanoid-shaped vegetable creatures. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. A plant race has the following features:
There are a number of racial traits that require a certain humanoid subtype as a prerequisite. This is usually the case when a racial trait mentions a race in its name. 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. Feel free to change the name or racial subtype prerequisite of such a trait to better fit the race you are building. Undead (16 RP) Undead races are once-living creatures animated by spiritual or supernatural forces. An undead race has the following features:
Size QualityThe next step is to pick a size quality for your race. Most races are Medium or Small, which have no prerequisites, but you can also elect to make your race either Large or Tiny with the following modifications at the listed point cost. Large (7 RP) Prerequisites: Humanoids taking this quality must have the giant subtype. Medium (0 RP) Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. Small (0 RP) 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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Tiny (4 RP) Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. Base Speed QualityThe next step is to pick the base speed quality for your race. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. You have the following options. Normal Speed (0 RP) The race has a base speed of 30 feet. Slow Speed (–1 RP) The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance. Ability Score Modifier QualityThe next step is to determine the ability score modifier quality for your race. In many ways, choosing this quality is one of the most important choices when creating a new race, as it determines many of the native abilities of that race. With the exception of the human heritage modifier quality, when you choose a race's ability score modifiers, you are choosing what ability scores are modified for every member of that race. Only the human heritage modifier quality allows individual members to decide which ability score is modified during character creation. 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). 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. Advanced (4 RP) Prerequisites: Advanced or monstrous power level. Flexible (2 RP) Modifiers: Members of this race gain a +2 bonus to any two ability scores. Greater Paragon (2 RP) 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. Greater Weakness (–3 RP) Prerequisites: Pick either mental or physical ability scores. Human Heritage (0 RP) Prerequisites: Human subtype. Mixed Weakness (–2 RP) Prerequisites: Pick either mental or physical ability scores. Paragon (1 RP) Modifiers: Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. Specialized (1 RP) Prerequisites: Pick either mental or physical ability scores. Standard (0 RP) Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. Weakness (–1 RP) Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –4 penalty to any other ability score. Language QualityThe next step is to pick the race's language quality. This quality determines the starting languages and bonus languages for the race. There are three options. In cases where the language trait instructs you to choose a racial language, that language is either the race's 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. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) If your race is native to the Darklands, you can replace Common with Undercommon. See Linguistics for a list of languages. Construct and undead races usually have the racial language of the race that created them. Linguist (1 RP) Members of this race start with Common plus their racial language (if any). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). Standard (0 RP) Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages. Xenophobic (0 RP) Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the Darklands). Members of this race with high Intelligence scores can choose from any of these additional languages. Step 3: Racial TraitsOnce you have chosen all your racial qualities, you may then choose your racial traits with your remaining RP. Racial traits are divided into several categories: ability score, defense, feat and skill, magical, movement, offense, senses, weakness, and other racial traits. The number of racial traits you can buy from each category depends on the power level of the race you are creating—standard 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. Furthermore, traits in each category are organized by type—standard, advanced, and monstrous. 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. Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once. The following format is used for all racial traits. Name (RP Cost) Each racial trait begins with its name. The number of RP each trait costs is listed in parentheses directly after the name. For racial traits you can take more than once, this is the number of RP you pay each time you take the traits, unless stated otherwise in the Special line of the trait description. Prerequisites: Some racial traits have prerequisites. Your race must meet any prerequisites listed in this entry before you can take the trait. Some traits require a specific type or subtype, while others require that you take other racial traits or qualities before you take it. Ability Score Racial TraitsThe following racial traits add to the base ability score modifiers chosen in the ability score modifier quality. Advanced TraitsAdvanced Charisma (4 RP) Prerequisites: None. Advanced Constitution (4 RP) Prerequisites: None. Advanced Dexterity (4 RP) Prerequisites: None. Advanced Intelligence (4 RP) Prerequisites: None. Advanced Strength (4 RP) Prerequisites: None. Advanced Wisdom (4 RP) Prerequisites: None. Defense Racial TraitsThe following racial traits augment the defenses of members of the race. Standard TraitsAncient Foe (3 RP) Prerequisites: None. Battle-Hardened (4 RP) Prerequisites: None. Bond to the Land (2 RP) Prerequisites: None. Breeze-Kissed (4 RP) Prerequisites: Outsider (native) with ties to the Plane of Air or fey type. Cat's Luck (1 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Celestial Resistance (3 RP) Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Cornered Fury (4 RP) Prerequisites: None. Crystalline Form (2 RP) Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. Deathless Spirit (3 RP) Prerequisites: None. Defensive Training, Greater (4 RP) Prerequisites: None. Defensive Training, Lesser (1 RP) Prerequisites: None. Desert Runner (2 RP) Prerequisites: None. Dual-Minded (1 RP) Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. Duergar Immunities (4 RP) Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution. Elven Immunities (2 RP) Prerequisites: Elf subtype. Energy Resistance (1 RP) Prerequisites: Outsider (native) with ties to an elemental plane. Eternal Hope (2 RP) Prerequisites: None. Exalted Resistance (3 RP) Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Fearless (1 RP) Prerequisites: None. Fiendish Resistance (3 RP) Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. Fire in the Blood (3 RP) Prerequisites: Outsider (native) with ties to the Plane of Fire or dragon type. Halo (2 RP) Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Hardy (3 RP) Prerequisites: The race has at least a +2 racial bonus to Constitution. Healthy (2 RP) Prerequisites: The race has at least a +2 racial bonus to Constitution. Hydrated Vitality (3 RP) Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. Illusion Resistance (1 RP) Prerequisites: None. Lifebound (2 RP) Prerequisites: A Constitution score. Lucky, Lesser (2 RP) Prerequisites: None. Mist Child (1 RP) Prerequisites: None. Mountain-Born (1 RP) Prerequisites: None. Natural Armor (2 RP) Prerequisites: None. Plagueborn (1 RP) Prerequisites: None. Poison Resistance (3 RP) Prerequisites: None. Resist Level Drain (1 RP) Prerequisites: Negative energy affinity racial trait. Resistant (2 RP) Prerequisites: None. Shadow Blending (1 RP) Prerequisites: Shadow resistance racial trait. Shadow Resistance (2 RP) Prerequisites: None. Spell Resistance, Greater (3 RP) Prerequisites: None. Spell Resistance, Lesser (2 RP) Prerequisites: None. Stability (1 RP) Prerequisites: None. Stone in the Blood (3 RP) Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. Storm in the Blood (3 RP) Prerequisites: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type. Stubborn (2 RP) Prerequisites: None. Undead Resistance (1 RP) Prerequisites: None. Unnatural (2 RP) Prerequisites: None. Advanced TraitsFey Damage Resistance (3 RP) Improved Natural Armor (1 RP) Prerequisites: Natural armor racial trait. Improved Resistance (2 RP) Prerequisites: Resistance 5 to any energy type. Lucky, Greater (4 RP) Prerequisites: None. Moon-Touched Damage Resistance (3 RP) Prerequisites: None. Skeletal Damage Reduction (2 RP) Monstrous TraitsDamage Reduction (4 RP; see special) Prerequisites: None. Elemental Immunity (4 RP) Prerequisites: Outsider (native) with ties to an elemental plane. Fast Healing (6 RP) Prerequisites: None. Rock Catching (2 RP) Prerequisites: Large size quality. Feat and Skill Racial TraitsFeat and skill racial traits typically grant bonuses on particular skills or grant bonus feats. Standard TraitsBeguiling Liar (2 RP) Prerequisites: None. Camouflage (1 RP) Prerequisites: None. Cave Dweller (1 RP) Prerequisites: None. Craftsman (1 RP) Prerequisites: None. Curiosity (4 RP) Prerequisites: None. Emissary (1 RP) Prerequisites: None. Flexible Bonus Feat (4 RP) Prerequisites: None. Focused Study (4 RP) Prerequisites: None. Gift of Tongues (2 RP) Prerequisites: Standard or linguist language quality. Gifted Linguist (2 RP) Prerequisites: Standard or linguist language quality. Greed (1 RP) Prerequisites: None. Gregarious (1 RP) Prerequisites: The race has at least a +2 racial bonus to Charisma. Integrated (1 RP) Prerequisites: None. Master Tinker (2 RP) Prerequisites: None. Nimble Faller (2 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Scavenger (2 RP) Prerequisites: None. Shards of the Past (4 RP) Prerequisites: None. Silent Hunter (2 RP) Prerequisites: None. Silver Tongued (3 RP) Prerequisites: None. Skill Bonus (2 RP) Prerequisites: None. Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Skill Training (1 RP) Prerequisites: None. Skilled (4 RP) Prerequisites: None. Sneaky (5 RP) Prerequisites: None. Sneaky Rider (6 RP) Prerequisites: None. Sociable (1 RP) Prerequisites: None. Stalker (1 RP) Prerequisites: None. Static Bonus Feat (2 RP) Prerequisites: None. Stonecunning (1 RP) Prerequisites: None. Underground Sneak (5 RP) Prerequisites: Race is native to the Darklands. Urbanite (1 RP) Prerequisites: None. Water Child (4 RP) Prerequisites: None. Advanced TraitsNimble Attacks (2 RP) Prerequisites: None. Quick Reactions (2 RP) Prerequisites: None. Magical Racial TraitsThe following racial traits augment a race's ability to use magic or grant spell-like abilities. Standard TraitsArcane Focus (1 RP) Prerequisites: None. Change Shape, Greater (6 RP) Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type. Change Shape, Lesser (3 RP) Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type. Deep Magic (3 RP) Prerequisites: Native of the Darklands. Dissolution's Child (5 RP) Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. Dreamspeaker (2 RP) Prerequisites: None. 1/day—dream Elemental Affinity (1 RP) Prerequisites: Outsider (native) with ties to an elemental plane. Elemental Summoner (2 RP) Prerequisites: None. Elven Magic (3 RP) Prerequisites: Elf subtype. Enclave Protector (2 RP) Prerequisites: None.
Constant—nondetection; Envoy (1 RP) Prerequisites: None. 1/day—comprehend languages, detect magic, detect poison, read magic. Fell Magic (3 RP) Prerequisites: None. 1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell's level + the user's Wisdom modifier. Ferrous Growth (2 RP) Prerequisites: Outsider (native) with ties to the Plane of Earth. Fertile Soil (2 RP) Prerequisites: Outsider (native) with ties to the Plane of Earth, fey type, or plant type. Fiendish Sorcery (1 RP) Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. Gnome Magic (2 RP) Prerequisites: Gnome subtype. 1/day—dancing lights, ghost sound, prestidigitation, speak with animals. The DC is equal to 10 + the spell's level + the user's Charisma modifier. Heavenborn (3 RP) Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Hypnotic (2 RP) Prerequisites: None. Hypnotic Gaze (3 RP) Prerequisites: None. 1/day—hypnotism; The effects last only 1 round. Immortal Spark (7 RP) Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. 1/day—lesser age resistance Lightbringer (2 RP) Prerequisites: None. At Will—light Magical Linguist (2 RP) Prerequisites: None. 1/day—arcane mark, comprehend languages, message, read magic. Nereid Fascination (3 RP) Prerequisites: Outsider (native) with ties to the Plane of Water or fey type. 1/day—a member of this race can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier). Object of Desire (1 RP) Prerequisites: None. Pyromaniac (3 RP) Prerequisites: None. 1/day—dancing lights, flare, prestidigitation, produce flame Samsaran Magic (2 RP) Prerequisites: Samsaran subtype. 1/day—comprehend languages, deathwatch, stabilize Seducer (2 RP) Prerequisites: The race has at least a +2 racial bonus to Charisma. 1/day—charm person Shadow Caster (2 RP) Prerequisites: None. Shadow Magic (2 RP) Prerequisites: None. Soul Seer (4 RP) Prerequisites: Outsider (native). Constant—deathwatch Spell-Like Ability, Lesser (Variable, see Special) Prerequisites: None. Stoneseer (2 RP) Prerequisites: None.
Constant—nondetection; Stonesinger (1 RP) Prerequisites: None. Svirfneblin Magic (2 RP) Prerequisites: Gnome subtype.
Constant—nondetection; Treacherous Earth (2 RP) Prerequisites: Outsider (native) with ties to the Plane of Earth or fey type. 1/day—Will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user's level, after which the ground returns to normal. Weather Savvy (1 RP) Prerequisites: Outsider (native) with ties to the Plane of Air or fey type. Advanced TraitsConstant Spell-Like Divination (3 RP) Prerequisites: None. detect magic, detect poison, detect secret doors, detect undead Shadow Travel (5 RP) Prerequisites: Outsider (native) with ties to the Shadow Plane. When a member of this race reaches 9th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user's character level): 1/day—shadow walk (self only) When a member of this race reaches 13th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user's character level): 1/day—plane shift (self only to the Shadow Plane or the Material Plane only) Spell-Like Ability, Greater (Variable, see Special) Prerequisites: None. Monstrous TraitsSpell-Like Ability, At-Will (Variable, see Special) Prerequisites: None. Movement Racial TraitsThe following racial traits augment a race's ability to move about the world. Standard TraitsClimb (2 RP) Prerequisites: None. Darklands Stalker (4 RP) Prerequisites: Native to the Darklands. Fleet-Footed (3 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Gliding Wings (3 RP) Prerequisites: None. Jumper (2 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Mountaineer (1 RP) Prerequisites: None. Sprinter (1 RP) Prerequisites: Normal speed. Swift as Shadows (3 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Swim (2 RP) Prerequisites: None. Terrain Stride (1 RP) Prerequisites: Normal speed. Vestigial Wings (2 RP) Prerequisites: None. Advanced TraitsBurrow (3 RP) Prerequisites: Normal speed. Fast (1 RP) Prerequisites: Normal speed. Flight (4 RP) Prerequisites: None. Powerful Swimmer (1 RP) Prerequisites: Swim racial trait. Monstrous TraitsExpert Climber (4 RP) Prerequisites: Climb racial trait. Offense Racial TraitsThe following racial traits augment a race's fighting prowess. Standard TraitsBite (1 RP) Prerequisites: Small or larger size. Breath Weapon (1 RP) Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane.
Celestial Crusader (7 RP) Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana. Elemental Assault (1 RP) Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. Ferocity (4 RP) Prerequisites: None. Gatecrasher (2 RP) Prerequisites: None. Hatred (1 RP) Prerequisites: None. Kneecapper (1 RP) Prerequisites: Small. Magehunter (4 RP) Prerequisites: None. Orc Ferocity (2 RP) Prerequisites: Orc subtype. Poison Use (1 RP) Prerequisites: None. Relentless (1 RP) Prerequisites: None. Sky Sentinel (3 RP) Prerequisites: None. Slapping Tail (3 RP) Prerequisites: None. Stench Aura (4 RP) Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Sticky Tongue (2 RP) Prerequisites: Medium or larger size. Swarming (1 or 2 RP) Prerequisites: Medium or smaller size. Terrifying Croak (2 RP) Prerequisites: None. Toxic (1 RP) Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype.
Weapon Familiarity (1 RP) Prerequisites: None. Wyrmscourged (3 RP) Prerequisites: None. Advanced TraitsClaws (2 RP) Prerequisites: None. Frenzy (2 RP) Prerequisites: None. Frightful Gaze (6 RP) Prerequisites: None. Natural Attack (1 RP) Prerequisites: None. Reach (1 RP) Prerequisites: Large size. Swordtrained (4 RP) Prerequisites: None. Tripping Tail (3 RP) Prerequisites: Slapping tail trait. Monstrous TraitsElemental Weapons (6 RP) Prerequisites: Outsider (native) with ties to an elemental plane. Powerful Charge (2 RP) Prerequisites: Natural attack trait. Rock Throwing (3 RP) Prerequisites: Large size. Senses Racial TraitsAll races start with normal vision. The following traits augment their vision or otherwise enhance their senses. Standard TraitsCarrion Sense (1 RP) Prerequisites: None. Darkvision 60 Feet (2 RP) Prerequisites: None. Darkvision 120 Feet (3 RP) Prerequisites: None. Deepsight (2 RP) Prerequisites: Amphibious racial trait. Low-Light Vision (1 RP) Prerequisites: None. Minesight (2 RP) Prerequisites: None. Water Sense (1 RP) Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Advanced TraitsScent (4 RP) Prerequisites: None. See in Darkness (4 RP) Prerequisites: None. Monstrous TraitsAll-Around Vision (4 RP) Prerequisites: None. Blindsense 30 Feet (4 RP) Prerequisites: None. Weakness Racial TraitsThe following racial traits apply weaknesses to members of the race. All weakness racial traits cost negative RP, which means they subtract from a race's total RP spent for the purposes of meeting the race's power level restrictions. Standard TraitsLight Blindness (–2 RP) Prerequisites: Darkvision or see in darkness trait. Light Sensitivity (–1 RP) Prerequisites: Darkvision. Negative Energy Affinity (–1 RP) Prerequisites: None. Resurrection Vulnerability (–1 RP) Prerequisites: Half-undead subtype or undead type. Vulnerable to Sunlight (–2 RP) Prerequisites: Native to the Darklands or the Plane of Shadow. Advanced TraitsQuadrupeds and Magic Item Slots
Creating a race with more than two legs adversely affects that race's ability to use standard feet slot magic items. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that can be worn by this race. 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 race's form. Elemental Vulnerability (–2 RP) Prerequisites: Outsider (native) with ties to an elemental plane. Sunlight Powerlessness (–2 RP) Prerequisites: Half-undead subtype or undead type. Other Racial TraitsThis category covers various traits that other categories do not, which can augment your race in a number of different ways. Standard TraitsAmphibious (2 RP) Prerequisites: Swim racial trait. Heroic (4 RP) Prerequisites: None. Hold Breath (1 RP) Prerequisites: None. Light and Dark (1 RP) Prerequisites: None. Multitalented (2 RP) Prerequisites: None. Prehensile Tail (2 RP) Prerequisites: None. Rodent Empathy (1 RP) Prerequisites: Ratfolk subtype. Treespeech (2 RP) Prerequisites: Plant type. Advanced TraitsGrabbing Appendages (6 RP) Prerequisites: Any type except humanoid, Large size. Monstrous TraitsMulti-Armed (4 RP) Prerequisites: None. Quadruped (2 RP) Prerequisites: Any type except humanoid, Large size, normal speed. Example RacesPresented below are some examples of races designed with the race builder. PC members of such races, however, calculate these benefits based solely on their class. Note that these races are only an approximation of their monstrous counterparts and may not match exactly.
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