[Pathfinder] beastisrfrt

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651148222415622241566511486511482224156paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Race Builder 4Fey (2 RP)A fey is a creature with supernatural abilities andconnections to nature or to some other force or place. A feyrace has the following features.• Fey have the low-light vision racial trait.• Fey breathe, eat, and sleep.Humanoid (0 RP)Humanoid races have few or no supernatural or spelllikeabilities, but most can speak and have well-developedsocieties. Humanoids are usually Small or Medium, unlessthey 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 youare making a new humanoid race, you should either find anexisting subtype to match or make a new one by using thename of the race as the subtype. If you are making a halfbreedrace, it should have the racial type of both parentraces. For example, a half-elf has both the human and the elfsubtypes. Subtypes are often important to qualify for otherracial abilities and feats. If a humanoid has a racial subtype,it is considered a member of that race in the case of raceprerequisites. A humanoid race has the following features.• Humanoids breathe, eat, and sleep.Monstrous Humanoid (3 RP)Monstrous humanoids are similar to humanoids, buthave monstrous or animalistic features. They often havemagical abilities as well. A monstrous humanoid race hasthe following features.• Monstrous humanoids have the darkvision 60 feetracial trait.• Monstrous humanoids breathe, eat, and sleep.Outsider (native) (3 RP)A native outsider is at least partially composed of theessence (but not necessarily the matter) of some planeother than the Material Plane. Some creatures start outas some other type and become outsiders when theyattain a higher (or lower) state of spiritual existence.When making a native outsider race, it is sometimesimportant to pick a single Outer Plane that race is tied to.For example, tief lings are tied to Abaddon, the Abyss, orHell. Such ties can be important for qualifying for otherracial abilities, but it’s not required that a native outsiderbe tied to another plane. A native outsider race has thefollowings features.• Native outsiders have the darkvision 60 feet racial trait.• Native outsiders breathe, eat, and sleep.Plant (10 RP)This type encompasses humanoid-shaped vegetablecreatures. Note that regular plants, such as those foundin ordinary gardens and fields, lack Wisdom and Charismascores and are not creatures, but objects, even thoughthey are alive. A plant race has the following features.• Plants have the low-light vision racial trait.• Plants are immune to all mind-affecting effects(charms, compulsions, morale effects, patterns, andphantasms).• Plants are immune to paralysis, poison, polymorph,sleep effects, and stunning.• Plants breathe and eat, but do not sleep, unless theywant to gain some beneficial effect from this activity.This means that a plant creature can sleep in order toregain spells, but sleep is not required to survive orstay in good health.Undead (16 RP)Undead races are once-living creatures animated byspiritual or supernatural forces. An undead race has thefollowing features.• Undead have no Constitution score. Undead use theirCharisma score in place of their Constitution scorewhen calculating hit points, Fortitude saves, and anyspecial ability that relies on Constitution (such aswhen calculating a breath weapon’s DC).• Undead have the darkvision 60 feet racial trait.• Undead are immune to all mind-affecting effects (charms,compulsions, morale effects, patterns, and phantasms).• Undead are immune to bleed damage, death effects,disease, paralysis, poison, sleep effects, and stunning.• Undead are not subject to nonlethal damage, abilitydrain, or energy drain, and are immune to damage tophysical ability scores (Constitution, Dexterity, andStrength), as well as to exhaustion and fatigue effects.• Undead are harmed by positive energy and healedby negative energy. An undead creature with the fasthealing special quality still benefits from that quality.• Undead are immune to any effect that requires aFortitude save (unless the effect also works on objectsor is harmless).• Undead do not risk death from massive damage, butare immediately destroyed when reduced to 0 hitpoints or fewer.• Undead are not affected by raise dead and reincarnatespells or abilities. Resurrection and true resurrection canaffect undead creatures. These spells turn undeadcreatures back into the living creatures they werebefore becoming undead.• Undead do not breathe, eat, or sleep, unless they want togain some beneficial effect from one of these activities.This means that an undead creature can drink potionsto benefit from their effects and can sleep in order toregain spells, but neither of these activities is requiredto survive or stay in good health.217paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65114922241572224157paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126511496511492224157Size QualityThe next step is to pick a size quality for your race. Most racesare Medium or Small, which have no prerequisites, butyou can also elect to make your race either Large or Tinywith the following modifications at the listed point cost.Large (7 RP): Prerequisite: Humanoids taking thisquality must have the giant subtype; Benefit: Largecreatures gain a +2 size bonus to Strength and a –2 sizepenalty to Dexterity. Large races take a –1 size penaltyto their AC, a –1 size penalty on attack rolls, a +1 bonuson combat maneuver checks and to their CMD, and a –4size penalty on Stealth checks. A Large creature takes upa space that is 10 feet by 10 feet and has a reach of 5 feet.Medium (0 RP): Medium races have no bonuses orpenalties due to their size. A Medium creature has a spaceof 5 feet by 5 feet and a reach of 5 feet.Small (0 RP): Small races gain a +1 size bonus to theirAC, a +1 size bonus on attack rolls, a –1 penalty oncombat maneuver checks and to their CMD, and a +4size bonus on Stealth checks. Small races have aspace 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; Benefit: Tiny creaturesgain a +2 size bonus to Dexterity and a –2 size penalty toStrength. Tiny races gain a +2 size bonus to their AC, a+2 size bonus on attack rolls, a –2 penalty on combatmaneuver checks and to their CMD, and a +8 size bonus onStealth checks. Tiny characters take up a space of 2-1/2 feetby 2-1/2 feet, so up to four of these characters can fit into asingle square. Tiny races typically have a natural reach of 0feet, meaning they can’t reach into adjacent squares. Theymust enter an opponent’s square to attack it in melee. Thisprovokes an attack of opportunity from the opponent.Since they have no natural reach, they do not threaten thesquares around them. Other creatures can move throughthose squares without provoking attacks ofopportunity. Tiny creatures typically cannotf lank an enemy.Base Speed QualityThe next step is to pick the base speed quality foryour race. Some racial traits can increase speed or grantother movement types, but these traits usually requirethe normal speed quality as a prerequisite. You have thefollowing options.Normal Speed (0 RP): The race has a base speed of 30 feet.CENTAURTypeMonstrous humanoidSizeLargeBase SpeedNormalAbility Score ModifiersFlexible (+2 Str, +2 Wis)LanguagesStandardRacial TraitsAbility Score Racial TraitsAdvanced Constitution (+2)Advanced Dexterity (+2)Advanced Strength (+2)Defense Racial TraitsNatural armorMovement Racial TraitsFast (+10 feet)Senses Racial TraitsDarkvision 60 ft.Other Racial TraitsQuadrupedTotal2 RP7 RP0 RP2 RP0 RP4 RP4 RP4 RP2 RP1 RP— RP2 RP28 RP218paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Race Builder 4

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.

• Fey have the low-light vision racial trait.

• Fey breathe, eat, and sleep.

Humanoid (0 RP)

Humanoid races have few or no supernatural or spelllike

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 halfbreed

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.

• Humanoids breathe, eat, and sleep.

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.

• Monstrous humanoids have the darkvision 60 feet

racial trait.

• Monstrous humanoids breathe, eat, and sleep.

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 Plane that race is tied to.

For example, tief lings 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.

• Native outsiders have the darkvision 60 feet racial trait.

• Native outsiders breathe, eat, and sleep.

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.

• Plants have the low-light vision racial trait.

• Plants are immune to all mind-affecting effects

(charms, compulsions, morale effects, patterns, and

phantasms).

• Plants are immune to paralysis, poison, polymorph,

sleep effects, and stunning.

• Plants breathe and eat, but do not sleep, unless they

want to gain some beneficial effect from this activity.

This means that a plant creature can sleep in order to

regain spells, but sleep is not required to survive or

stay in good health.

Undead (16 RP)

Undead races are once-living creatures animated by

spiritual or supernatural forces. An undead race has the

following features.

• Undead have no Constitution score. Undead use their

Charisma score in place of their Constitution score

when calculating hit points, Fortitude saves, and any

special ability that relies on Constitution (such as

when calculating a breath weapon’s DC).

• Undead have the darkvision 60 feet racial trait.

• Undead are immune to all mind-affecting effects (charms,

compulsions, morale effects, patterns, and phantasms).

• Undead are immune to bleed damage, death effects,

disease, paralysis, poison, sleep effects, and stunning.

• Undead are not subject to nonlethal damage, ability

drain, or energy drain, and are immune to damage to

physical ability scores (Constitution, Dexterity, and

Strength), as well as to exhaustion and fatigue effects.

• Undead are harmed by positive energy and healed

by negative energy. An undead creature with the fast

healing special quality still benefits from that quality.

• Undead are immune to any effect that requires a

Fortitude save (unless the effect also works on objects

or is harmless).

• Undead do not risk death from massive damage, but

are immediately destroyed when reduced to 0 hit

points or fewer.

• Undead are not affected by raise dead and reincarnate

spells or abilities. Resurrection and true resurrection can

affect undead creatures. These spells turn undead

creatures back into the living creatures they were

before becoming undead.

• Undead do not breathe, eat, or sleep, unless they want to

gain some beneficial effect from one of these activities.

This means that an undead creature can drink potions

to benefit from their effects and can sleep in order to

regain spells, but neither of these activities is required

to survive or stay in good health.

217

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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