Once a fertile planet populated by a very human-like race of geniuses, the planet became the site of the greatest disaster in Golarion's solar system.Ages ago, an ancient magical war ended with the destruction of the planet's atmosphere and the end of all life. 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. Benefits: Pick a single skill. Benefit: Members of this race gain a +2 bonus on all Will saving throws. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. The second time it is taken, the bite damage increases by one size category. Half-orcs are ugly. They often have magical abilities as well. The next step is to choose your races qualities. Benefit: Members of this race can move unhindered through difficult terrain while underground. Benefit: Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). 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. Weakness: Members of this race are dazzled as long as they remain in an area of bright light. 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). Members of this race deal 1d6 points of energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon. Prerequisites: Aberration, construct, dragon, fey, outsider (native), or plant type. 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). | 2d20SRD Prerequisites: Humanoid with two subtypes or race with half-construct or half-undead subtype. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. Ability Score Modifiers Standard (+2 Dex, 2 Int, +2 Wis) 0 RP, New Pages They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Constructs cannot be raised or resurrected. I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. Race is an important part of what makes characters who they are, yet it's often all too easy to gloss over the details. Benefit: Members of this race gain the scent ability. 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. From their deep halls beneath craggy mountains, dwarves sing mournful ballads that teach children of the heroes of old, helping them dream of the day when they might give their own lives in the strongholds defense. The following racial traits augment a races ability to move about the world. Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the users character level): Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool. Spoiler. 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. 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. 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. Members of this race are immune to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type. Benefit: Members of this race gain cold resistance 5 and electricity resistance 5. The save DC against this breath weapon is 10 + 1/2 the users character level + the users Constitution modifier. Benefit: Members of this race receive a +2 racial bonus to Intelligence. Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the users character level): 1/daycomprehend languages, detect magic, detect poison, read magic. If he is willing, choose your preferred undead race and she can convert the race to a class (max levels= Racial HD+LA). Magically altered terrain affects them normally. A member of this race can hurl rocks up to two categories smaller than its size. Sometimes a races type, subtypes, or planar ties serve as prerequisites for some racial traits. Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. The following format is used for all racial traits. Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type. Benefit: Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Benefit: Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Race is an important part of what makes characters who they are, yet its often all too easy to gloss over the details. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.) | OGN Articles Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus. Yet theres so much more to race than that. PC members of such races, however, calculate these benefits based solely on their class. After you finish the class then you can start taking standard classes (or maybe even a prestige class if you qualify). Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents. Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich. Special: This trait can be taken up to two times. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. Members of this race start with Common plus their racial language (if any). For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait. 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. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). A private and often introverted race, elves can give the impression they are indifferent to the plights of others. 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. The following traits augment their vision or otherwise enhance their senses. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Pathfinder: Wrath of the Righteous has a staggering number of playable races, each with its own unique abilities. The planet is now inhabited by countless undead who need no air to survive.. Eox also is beset by deadly, mutagenic . | 5th Edition SRD Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype. Your race must meet any prerequisites listed in this entry before you can take the trait. Creatures that succeed at the saving throw cannot be sickened by the same creatures stench aura for 24 hours. Those who succeed at the save take no damage from the attack. 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. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creatures Strength bonus. As a player in Pathfinder, it is going to be rare for you to become fully undead. Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks. 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). A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. This is a mind-affecting fear effect. For instance, the construct type grants members of that race darkvision 60 feet. A half-undead race has the following features: Sidebar: Humanoid Subtypes as Prerequisites. Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. 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. The DC is equal to 10 + the spells level + the users Wisdom modifier. Prerequisites: Native to the underground. Benefit: Members of this race gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. Some racial traits can increase speed or grant other movement types, but these traits usually require the normal speed quality as a prerequisite. The damage is based on the creatures size. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Benefit: Members of this race receive a +10 foot bonus to their swim speed. Sidebar: Challenging Advanced and Monstrous Races. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). Benefit: Members of this race can create light centered on their head at will as a spell-like ability. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. 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. Benefit: Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. Benefit: Perception and Stealth are always class skills for members of this race. Members of this race start with their racial language only. Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. Since they have no natural reach, they do not threaten the squares around them. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). If it does, it is staggered, and loses 1 hit point each round. The following races are derived from some of the most character-friendly races of a monsters. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait. Recent Changes Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. 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. If the member of the race has a similar ability from another source (such as a rogues slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This means that a. Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Benefit: Members of this race are amphibious and can breathe both air and water. 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. This trait does not grant total concealment; it just increases the miss chance. 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. When you take this trait, choose one of the following venoms. Benefit: Members of this race have a reach of 10 feet. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 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. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. 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