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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Race Builder 4
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 Quality
The 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; Modifiers: Pick either mental or physical
ability scores. 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.
Flexible (2 RP): Members of this race gain a +2 bonus to
any two ability scores.
Greater Paragon (2 RP): 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): Pick either mental or physical
ability scores. Members of this race take a –4 penalty to
one of those ability scores, a –2 penalty to another of those
ability scores, and a +2 bonus to the other ability score.
Human Heritage (0 RP): Prerequisites: Human subtype;
Modifiers: Members of this race gain a +2 to any single
ability score of your choice during character creation.
Mixed Weakness (–2 RP): Pick either mental or physical
ability scores. 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. 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.
Paragon (1 RP): 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): Pick either mental or physical ability
scores. Members of this race gain a +2 bonus to two ability
Challenging Advanced and Monstrous Races
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.
Avg
Average Party Level
RP 1–5 6–10 11–15 16–20
20 +1 level +0 level +0 level +0 level
30 +2 level +1 level +0 level +0 level
40 +3 level +2 level +1 level +0 level
scores of the chosen type, and a –2 penalty to one ability
score of the other type.
Standard (0 RP): 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): 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 Quality
The 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 the Linguistics skill entry on pages 100–102 of the Core
Rulebook 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).
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012