Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the users character level + the users Charisma modifier) or become shaken for 1d4 rounds. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table. Furthermore, choose up to seven languages (except for Druidic or other secret languages). The next step is to pick the base speed quality for your race. Half-undead races are strange or unholy fusions of the living and the undead. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits. Special: The number of legs can be increased by 2 for each additional 1 RP spent. 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 . Durable and adaptable, they might even become adventurers and thrive. Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. | True20 SRD. Each time it is taken, choose a different energy type. Benefit: Members of this race gain a +4 racial bonus on Stealth checks. Prerequisites: Some racial traits have prerequisites. The wyrwoods murdered their former master and stole the secrets of their own creation, which they jealously guard and rigorously control. Modifiers: Tiny creatures gain a +2 size bonus to Dexterity and a 2 size penalty to Strength. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. Special: This trait costs as many RP as the level of the spell chosen. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. 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 receive two claw attacks. 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. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. Prerequisites: Outsider (native) with ties to the Shadow Plane. Prerequisites: Humanoids taking this quality must have the giant subtype. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. 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. 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. Neither your body nor your spirit can ever become undead. A half-undead race has the following features. Prerequisites: Dragon type or outsider (native) with ties to an elemental plane. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype. Creating a race with more than two legs adversely affects that races ability to use standard feet slot magic items. See Linguistics for a list of languages. The race has a base speed of 20 feet. Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. You gain the duskwalker trait in addition to the traits from your ancestry. Subscribe to the Open Gaming Network and get everything ad-free! 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. 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. 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. Living Skeleton is a full Race, and the Child would be a sub-race (Players must still pick an original race, and the Child sub-race replaces some of the base race's abilities). 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. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Weakness: Members of this race are dazzled as long as they remain in an area of bright light. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype. Subtypes are often important to qualify for other racial abilities and feats. | 2d20SRD 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). Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. Because they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. Show. Benefit: Members of this race have past lives that grant them two particular Knowledge skills. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10. 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. A dragon race has the following features: A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Spoiler. This is the races creature type. The GM decides this based on the needs of her campaign. This is a mind-affecting fear effect. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. 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. Its effects stack. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. 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. They cannot posses any racial trait that grants them resistance or immunity to this energy type. . The changes are as follows, corresponding to the five standard methods. Special: If a Large creature has the reach trait, its tail also gains reach. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies. Benefit: Large creatures gain a +2 size bonus to Strength and a 2 size penalty to Dexterity. Benefit: Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracles stone mystery. Using the spell in this way does not require a material component. | GumshoeSRD Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Tiny races typically have a natural reach of 0 feet, meaning they cant reach into adjacent squares. 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. After all, most people know the basics: dwarves are short, elves live a long time, and gnomes are dangerously curious. Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. Which means that Evil Clerics are effectively WORTHLESS for the sake of their Channel Energy feature. Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. 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). Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. Medium races have no bonuses or penalties due to their size. The following traits augment their vision or otherwise enhance their senses. Each time, pick a different natural attack. Your race must meet any prerequisites listed in this entry before you can take the 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. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. When you take this trait, choose one of the following venoms. 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 dodge bonus to Armor Class. This site may earn affiliate commissions from the links on this page. Check out our other SRD sites! 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. Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane. Special: This trait can be taken up to twice. 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). 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 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). Benefit: Members of this race gain DR 5/cold iron. Cost by 1 RP, and increase one other resistance to 10 any prerequisites listed in this way not! Acid, cold, electricity, or half-construct subtype you gain the duskwalker trait in addition the. Up into a number of different categories, such as defense, offense, and gnomes are dangerously curious such... Reach into adjacent squares prerequisites: Outsider ( native ) with ties to the DC any! 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