[additional rules]

Race Builder

Advanced Race Guide

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 RACE

This 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.
RP Traits Power Level Range per Category
Standard 1-10 3
Advanced 11-20 4
Monstrous 20+ 5
Racial Points and Trait Maximums by Power Level

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.

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 4-1 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.

Challenging Advanced and Monstrous Races
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

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.

Once you have determined the race's power level, follow each of the steps below to create your race.

STEP 1: CONCEPT

A 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.

STEP 2: RACIAL QUALITIES

The 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 Quality

This is the race's creature type. A race's creature type is similar to the corresponding creature type found in the Pathfinder RPG Bestiary, 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)

Construct
Size
Bonus
HP
Tiny
Small 10
Medium 20
Large 30
Racial Points and Trait Maximums by Power Level

A construct race is a group of animated objects or artificially created creatures. A construct 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 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.

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.

Undead (16 RP)

Undead races are once-living creatures animated by spiritual or supernatural forces. An undead 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.

Size Quality

The 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)

Prerequisite: Humanoids taking this quality must have the giant subtype;
Benefit: Large creatures gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. Large races take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

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;
Benefit: Tiny creatures gain a +2 size bonus to Dexterity and a -2 size penalty to Strength. 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. 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. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Base Speed Quality

The 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 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.

Races without Constitution

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 methods found in the Core Rulebook.

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 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).

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 TRAITS

Once 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.

Benefit

This is the benefit the racial trait grants the members of the race you are creating.

Special

This includes additional facts about the racial trait.

Ability Score Racial Traits

The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality.

Advanced Traits

Humanoid Subtypes as Prerequisites
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.
Advanced Charisma (4 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 racial bonus to Charisma.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Advanced Constitution (4 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 racial bonus to Constitution.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Advanced Dexterity (4 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 racial bonus to Dexterity.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Advanced Intelligence (4 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 racial bonus to Intelligence.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Advanced Strength (4 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 racial bonus to Strength.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Advanced Wisdom (4 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 racial bonus to Wisdom.
Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.

Defense Racial Traits

The following racial traits augment the defenses of members of the race.

Standard Traits

Ancient Foe (3 RP)

Prerequisites: None;
Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.

Battle-Hardened (4 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 bonus to CMD.

Bond to the Land (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.

Breeze-Kissed (4 RP)

Prerequisite: Outsider (native) with ties to the Plane of Air or fey type;
Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user's breeze-kissed ability for 24 hours. This is a supernatural ability.

Cat's Luck (1 RP)

Prerequisite: The race has at least a +2 racial bonus to Dexterity;
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. It must decide to use this ability before attempting the saving throw.

Celestial Resistance (3 RP)

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race gain acid resistance 5, cold resistance 5, and electricity resistance 5.

Cornered Fury (4 RP)

Prerequisites: None;
Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Crystalline Form (2 RP)

Prerequisite: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype;
Benefit: Members of this race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can def lect a single ray attack targeted at them as if they were using the Def lect Arrows feat.

Deathless Spirit (3 RP)

Prerequisites: None;
Benefit: Members of this race gain resistance 5 against negative energy damage. 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.

Defensive Training, Greater (4 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 dodge bonus to Armor Class.

Defensive Training, Lesser (1 RP)

Prerequisites: None;
Benefit: Choose one subtype of humanoid. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype.

Desert Runner (2 RP)

Prerequisites: None;
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.

Dual-Minded (1 RP)

Prerequisite: Humanoid with two subtypes or race with half-construct or half-undead subtype;
Benefit: Members of this race gain a +2 bonus on all Will saving throws.

Duergar Immunities (4 RP)

Prerequisites: Dwarf subtype, at least a +2 racial bonus to Constitution;
Benefit: Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.

Elven Immunities (2 RP)

Prerequisite: Elf subtype;
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.

Energy Resistance (1 RP)

Prerequisite: Outsider (native) with ties to an elemental plane;
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 have resistance 5 to the corresponding energy type.
Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.

Eternal Hope (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.

Exalted Resistance (3 RP)

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race gain spell resistance equal to 6 + their character level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.

Fearless (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

Fiendish Resistance (3 RP)

Prerequisite: Outsider (native) with ties to Abaddon, the Abyss, or Hell;
Benefit: Members of this race gain cold resistance 5, electricity resistance 5, and fire resistance 5.

Fire in the Blood (3 RP)

Prerequisite: Outsider (native) with ties to the Plane of Fire or dragon type;
Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Halo (2 RP)

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race can create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Hardy (3 RP)

Prerequisite: The race has at least a +2 racial bonus to Constitution;
Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Healthy (2 RP)

Prerequisite: The race has at least a +2 racial bonus to Constitution;
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Hydrated Vitality (3 RP)

Prerequisite: Outsider (native) with ties to the Plane of Water, fey type, or plant type;
Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Illusion Resistance (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.

Lifebound (2 RP)

Prerequisite: A Constitution score;
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.

Lucky, Lesser (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 racial bonus on all saving throws.

Mist Child (1 RP)

Prerequisites: None;
Benefit: Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Mountain-Born (1 RP)

Prerequisites: None;
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.

Natural Armor (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Plagueborn (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Poison Resistance (3 RP)

Prerequisites: None;
Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Resist Level Drain (1 RP)

Prerequisite: Negative energy affinity racial trait;
Benefit: Members of this race take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws.

Resistant (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.

Shadow Blending (1 RP)

Prerequisite: Shadow resistance racial trait;
Benefit: Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.

Shadow Resistance (2 RP)

Prerequisites: None;
Benefit: Members of this race gain cold resistance 5 and electricity resistance 5.

Spell Resistance, Greater (3 RP)

Prerequisites: None;
Benefit: Members of this race gain spell resistance equal to 11 + their character level.

Spell Resistance, Lesser (2 RP)

Prerequisites: None;
Benefit: Members of this race gain spell resistance equal to 6 + their character level.

Stability (1 RP)

Prerequisites: None;
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.

Stone in the Blood (3 RP)

Prerequisite: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype;
Benefit: Members of this race gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Storm in the Blood (3 RP)

Prerequisite: Outsider (native) with ties to the Plane of Air, dragon type, fey type, or plant type;
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). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Stubborn (2 RP)

Prerequisites: None;
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. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's 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.

Undead Resistance (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Unnatural (2 RP)

Prerequisites: None;
Benefit: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal.

Advanced Traits

Fey Damage Resistance (3 RP)

Prerequisite: Fey type;
Benefit: Members of this race gain DR 5/cold iron.

Improved Natural Armor (1 RP)

Prerequisite: Natural armor racial trait;
Benefit: Members of this race gain a +1 natural armor bonus.
Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.

Improved Resistance (2 RP)

Prerequisite: Resistance 5 to any energy type;
Benefit: Members of this race increase their resistance to one energy type to 10.
Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10.

Lucky, Greater (4 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on all saving throws.

Moon-Touched Damage Resistance (3 RP)

Prerequisites: None;
Benefit: Members of this race gain DR 5/silver.

Skeletal Damage Reduction (2 RP)

Prerequisite: Undead type;
Benefit: Members of this race gain DR 5/bludgeoning.

Monstrous Traits

Damage Reduction (4 RP; see special)

Prerequisites: None;
Benefit: Members of this race gain DR 5/magic.
Special: This can be increased to DR 10/magic for an additional 2 RP. The type of DR can be changed to one of the alignments (chaos, evil, good, or law) if the race is of the outsider (native) type with ties to the appropriate plane (chaos for a race with ties to a lawful-aligned plane, evil for a race with ties to a good-aligned plane, etc.) for an additional 2 RP.

Elemental Immunity (4 RP)

Prerequisite: Outsider (native) with ties to an elemental plane;
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 are immune to the chosen energy type.
Special: This trait can be taken more than once. Each additional time you take this trait, increase its cost by 1 RP. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.

Fast Healing (6 RP)

Prerequisites: None;
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP.

Rock Catching (2 RP)

Prerequisite: Large size quality;
Benefit: Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The member of this race must be aware of the attack in order to make a rock catching attempt.

Feat and Skill Racial Traits

Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats.

Standard Traits

Beguiling Liar (2 RP)

Prerequisites: None;
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.

Camouflage (1 RP)

Prerequisites: None;
Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.

Cave Dweller (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Craftsman (1 RP)

Prerequisites: None;
Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Curiosity (4 RP)

Prerequisites: None;
Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Emissary (1 RP)

Prerequisites: None;
Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

Flexible Bonus Feat (4 RP)

Prerequisites: None;
Benefit: Members of this race select one extra feat at 1st level.

Focused Study (4 RP)

Prerequisites: None;
Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.

Gift of Tongues (2 RP)

Prerequisite: Standard or linguist language quality;
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.

Gifted Linguist (2 RP)

Prerequisite: Standard or linguist language quality;
Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Greed (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Gregarious (1 RP)

Prerequisite: The race has at least a +2 racial bonus to Charisma;
Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.

Integrated (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Master Tinker (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Nimble Faller (2 RP)

Prerequisite: The race has at least a +2 racial bonus to Dexterity;
Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

Scavenger (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Shards of the Past (4 RP)

Prerequisites: None;
Benefit: Members of this race have past lives that grant them two particular Knowledge skills. Each member of this race picks two Knowledge skills. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes.

Silent Hunter (2 RP)

Prerequisites: None;
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).

Silver Tongued (3 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

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.
Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).

Skill Training (1 RP)

Prerequisites: None;
Benefit: Pick up to two skills. These skills are always considered class skills for members of this race.

Skilled (4 RP)

Prerequisites: None;
Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Sneaky (5 RP)

Prerequisites: None;
Benefit: Members of this race gain a +4 racial bonus on Stealth checks.

Sneaky Rider (6 RP)

Prerequisites: None;
Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks.

Sociable (1 RP)

Prerequisites: None;
Benefit: When members of this race attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Stalker (1 RP)

Prerequisites: None;
Benefit: Perception and Stealth are always class skills for members of this race.

Static Bonus Feat (2 RP)

Prerequisites: None;
Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level.

Stonecunning (1 RP)

Prerequisites: None;
Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Underground Sneak (5 RP)

Prerequisite: Race is native to the Darklands;
Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.

Urbanite (1 RP)

Prerequisites: None;
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.

Water Child (4 RP)

Prerequisites: None;
Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.

Advanced Traits

Nimble Attacks (2 RP)

Prerequisites: None;
Benefit: Members of this race receive Weapon Finesse as a bonus feat.

Quick Reactions (2 RP)

Prerequisites: None;
Benefit: Members of this race receive Improved Initiative as a bonus feat.

Magical Racial Traits

The following racial traits augment a race's ability to use magic or grant spell-like abilities.

Standard Traits

Arcane Focus (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Change Shape, Greater (6 RP)

Prerequisite: Aberration, dragon, fey, humanoid, or monstrous humanoid type;
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

Change Shape, Lesser (3 RP)

Prerequisite: Aberration, dragon, fey, humanoid, or monstrous humanoid type;
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. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.

Deep Magic (3 RP)

Prerequisite: Native of the Darklands;
Benefit: Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.

Dissolution's Child (5 RP)

Prerequisite: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype;
Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).

Dreamspeaker (2 RP)

Prerequisites: None;
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. In addition, members of this race with a Charisma score of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the user's character level).

Elemental Affinity (1 RP)

Prerequisite: Outsider (native) with ties to an elemental plane;
Benefit: If a member of the race is a sorcerer with the elemental bloodline corresponding to the elemental plane it has ties to (i.e., air, earth, fire, or water), it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. 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. 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.

Elemental Summoner (2 RP)

Prerequisites: None;
Benefit: Choose one of the following elemental subtypes— air, earth, fire, or water. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds.

Elven Magic (3 RP)

Prerequisite: Elf subtype;
Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Enclave Protector (2 RP)

Prerequisites: None;
Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.

Envoy (1 RP)

Prerequisites: None;
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.

Fell Magic (3 RP)

Prerequisites: None;
Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the user's Wisdom modifier.

Ferrous Growth (2 RP)

Prerequisite: Outsider (native) with ties to the Plane of Earth;
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. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.

Fertile Soil (2 RP)

Prerequisite: Outsider (native) with ties to the Plane of Earth, fey type, or plant type;
Benefit: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. 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.

Fiendish Sorcery (1 RP)

Prerequisite: Outsider (native) with ties to Abaddon, the Abyss, or Hell;
Benefit: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. 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.

Gnome Magic (2 RP)

Prerequisite: Gnome subtype;
Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/ day—dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier.

Heavenborn (3 RP)

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level.

Hypnotic (2 RP)

Prerequisites: None;
Benefit: Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inf lict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse.

Hypnotic Gaze (3 RP)

Prerequisites: None;
Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round.

Immortal Spark (7 RP)

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance (Pathfinder RPG Ultimate Magic 205) once per day as a spell-like ability.

Lightbringer (2 RP)

Prerequisites: None;
Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.

Magical Linguist (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level.

Nereid Fascination (3 RP)

Prerequisite: Outsider (native) with ties to the Plane of Water or fey type;
Benefit: Members of this race gain the following supernatural ability: Once per 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;
Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.

Pyromaniac (3 RP)

Prerequisites: None;
Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. 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. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.

Samsaran Magic (2 RP)

Prerequisite: Samsaran subtype;
Benefit: Members of this race with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, stabilize. The caster level for these effects is equal to the user's character level.

Seducer (2 RP)

Prerequisite: The race has at least a +2 racial bonus to Charisma;
Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level).

Shadow Caster (2 RP)

Prerequisites: None;
Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.

Shadow Magic (2 RP)

Prerequisites: None;
Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/ day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level.

Soul Seer (4 RP)

Prerequisite: Outsider (native);
Benefit: Members of this race gain the use of deathwatch as a constant spell-like ability.

Spell-Like Ability, Lesser (Variable, see Special)

Prerequisites: None;
Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Stoneseer (2 RP)

Prerequisites: None;
Benefit: Members of this race add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities: constant—nondetection; 1/ day—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the user's character level.

Stonesinger (1 RP)

Prerequisites: None;
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 oracle's stone mystery. 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.

Svirfneblin Magic (2 RP)

Prerequisite: Gnome subtype;
Benefit: Members of this race add +1 to the DC of any illusion spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—blindness/deafness, blur, disguise self. The DC for the spells is equal to 10 + the spell's level + the caster's Charisma modifier.

Treacherous Earth (2 RP)

Prerequisite: Outsider (native) with ties to the Plane of Earth or fey type;
Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can 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)

Prerequisite: Outsider (native) with ties to the Plane of Air or fey type;
Benefit: Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Advanced Traits

Constant Spell-Like Divination (3 RP)

Prerequisites: None;
Benefit: Choose one of the following spells: detect magic, detect poison, detect secret doors, detect undead. Members of this race can use this spell as a constant spell-like ability. The caster level of the spell-like ability is equal to the user's character level.

Shadow Travel (5 RP)

Prerequisite: Outsider (native) with ties to the Shadow Plane;
Benefit: When a member of this race reaches 9th level in any combination of classes, she gains the ability to use shadow walk (self only) as a spell-like ability once per day, and at 13th level, she can use plane shift (self only to the Shadow Plane or the Material Plane only) as a spell-like ability once per day. The caster level of these spell-like abilities is equal to the user's character level.

Spell-Like Ability, Greater (Variable, see Special):

Prerequisites: None;
Benefit: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as the level of the spell chosen. This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Monstrous Traits

Spell-Like Ability, At-Will (Variable, see Special)

Prerequisites: None;
Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as an at-will spell-like ability. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as twice the level of spell chosen (minimum 2). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Movement Racial Traits

The following racial traits augment a race's ability to move about the world.

Standard Traits

Climb (2 RP)

Prerequisites: None;
Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Darklands Stalker (4 RP)

Prerequisite: Native to the Darklands;
Benefit: Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.

Fleet-Footed (3 RP)

Prerequisite: The race has at least a +2 racial bonus to Dexterity;
Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Gliding Wings (3 RP)

Prerequisites: None;
Benefit: Members of this race take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Jumper (2 RP)

Prerequisite: The race has at least a +2 racial bonus to Dexterity;
Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.

Mountaineer (1 RP)

Prerequisites: None;
Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.

Sprinter (1 RP)

Prerequisite: Normal speed;
Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Swift as Shadows (3 RP)

Prerequisite: The race has at least a +2 racial bonus to Dexterity;
Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.

Swim (2 RP)

Prerequisites: None;
Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Terrain Stride (1 RP)

Prerequisite: Normal speed;
Benefit: Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Vestigial Wings (2 RP)

Prerequisites: None;
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.

Advanced Traits

Burrow (3 RP)

Prerequisite: Normal speed;
Benefit: Members of this race gain a burrow speed of 20 feet.
Special: This trait can be taken twice. The second time it is taken, the burrow speed increases to 30 feet.

Fast (1 RP)

Prerequisite: Normal speed;
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

Flight (4 RP)

Prerequisites: None;
Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Powerful Swimmer (1 RP)

Prerequisite: Swim racial trait;
Benefit: Members of this race receive a +10 foot bonus to their swim speed.
Special: This trait can be taken twice. Its effects stack.

Monstrous Traits

Expert Climber (4 RP)

Prerequisite: Climb racial trait;
Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Offense Racial Traits

The following racial traits augment a race's fighting prowess.

Standard Traits

Bite (1 RP)

Prerequisites: Small or larger size;
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 (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Breath Weapon (1 RP)

Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane;
Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack.
Special: You can take this trait more than once. Each time you do so, the cost of this trait increases by 1 RP. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once).

Celestial Crusader (7 RP)

Prerequisite: Outsider (native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus to identify evil outsiders or items or effects evil outsiders create with Knowledge (planes) or Spellcraft; they may use these skills untrained for this purpose.

Elemental Assault (1 RP)

Prerequisite: Dragon type or outsider (native) with ties to an elemental plane;
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 gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

Ferocity (4 RP)

Prerequisites: None;
Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Gatecrasher (2 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Hatred (1 RP)

Prerequisites: None;
Benefit: Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type.

Kneecapper (1 RP)

Prerequisite: Small;
Benefit: Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent.

Magehunter (4 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities.

Orc Ferocity (2 RP)

Prerequisite: Orc subtype;
Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Poison Use (1 RP)

Prerequisites: None;
Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Relentless (1 RP)

Prerequisites: None;
Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Sky Sentinel (3 RP)

Prerequisites: None;
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. In addition, enemies on higher ground gain no attack roll bonus against members of this race.

Slapping Tail (3 RP)

Prerequisites: None;
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.

Stench Aura (4 RP)

Prerequisite: Monstrous humanoid type, reptilian subtype, or undead type;
Benefit: Members of this race secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.
Special: This trait can be taken up to two times. The second time it is taken, the size of the aura increases to 30 feet, and the duration of the effect increases to 10 rounds.

Sticky Tongue (2 RP)

Prerequisite: Medium or larger size;
Benefit: Members of this race can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time.
Special: This trait can be taken up to two times. The second time it is taken, members of this race gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action.

Swarming (1 or 2 RP)

Prerequisite: Medium or smaller size;
Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP.

Terrifying Croak (2 RP)

Prerequisites: None;
Benefit: Members of this race gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. 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 user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

Toxic (1 RP)

Prerequisite: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype;
Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

Weapon Familiarity (1 RP)

Prerequisites: None;
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.

Wyrmscourged (3 RP)

Prerequisites: None;
Benefit: Members of this race gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.

Advanced Traits

Claws (2 RP)

Prerequisites: None;
Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size (Bestiary 302).

Frenzy (2 RP)

Prerequisites: None;
Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a -2 penalty to AC.

Frightful Gaze (6 RP)

Prerequisites: None;
Benefit: Members of this race gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user's character level + the user's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user's frightful gaze for 24 hours.

Natural Attack (1 RP)

Prerequisites: None;
Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size (Bestiary 302).
Special: This trait can be taken multiple times. Each time, pick a different natural attack.

Reach (1 RP)

Prerequisite: Large size;
Benefit: Members of this race have a reach of 10 feet.

Swordtrained (4 RP)

Prerequisites: None;
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).

Tripping Tail (3 RP)

Prerequisite: Slapping tail trait;
Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

Monstrous Traits

Elemental Weapons (6 RP)

Prerequisite: Outsider (native) with ties to an elemental plane;
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.

Powerful Charge (2 RP)

Prerequisite: Natural attack trait;
Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.

Rock Throwing (3 RP)

Prerequisite: Large size;
Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A member of this race can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 120 feet. The creature can hurl the rock up to five rage increments. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creature's Strength bonus.

Senses Racial Traits

All races start with normal vision. The following traits augment their vision or otherwise enhance their senses.

Standard Traits

Carrion Sense (1 RP)

Prerequisites: None;
Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Darkvision 60 Feet (2 RP)

Prerequisites: None;
Benefit: Members of this race can see in the dark up to 60 feet.

Darkvision 120 Feet (3 RP)

Prerequisites: None;
Benefit: Members of this race can see in the dark up to 120 feet.

Deepsight (2 RP)

Prerequisite: Amphibious racial trait;
Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Low-Light Vision (1 RP)

Prerequisites: None;
Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Minesight (2 RP)

Prerequisites: None;
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.

Water Sense (1 RP)

Prerequisite: Outsider (native) with ties to the Plane of Water or amphibious racial trait;
Benefit: Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

Advanced Traits

Scent (4 RP)

Prerequisites: None;
Benefit: Members of this race gain the scent ability (Bestiary 304).

See in Darkness (4 RP)

Prerequisites: None;
Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Monstrous Traits

All-Around Vision (4 RP)

Prerequisites: None;
Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking.

Blindsense 30 Feet (4 RP)

Prerequisites: None;
Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Weakness Racial Traits

The 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.

Quadrupeds 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.

Standard Traits

Light Blindness (-2 RP)

Prerequisite: Darkvision or see in darkness trait
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Light Sensitivity (-1 RP)

Prerequisite: Darkvision
Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Negative Energy Affinity (-1 RP)

Prerequisites: None
Weakness: A member of this race is alive, but reacts to positive and negative energy as if it were undead— positive energy harms it, while negative energy heals it.

Resurrection Vulnerability (-1 RP)

Prerequisite: Half-undead subtype or undead type
Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.

Vulnerable to Sunlight (-2 RP)

Prerequisite: Native to the Darklands or the Plane of Shadow
Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight.

Advanced Traits

Elemental Vulnerability (-2 RP)

Prerequisite: Outsider (native) with ties to an elemental plane
Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.

Sunlight Powerlessness (-2 RP)

Prerequisite: Half-undead subtype or undead type
Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). A member of this race caught in natural sunlight cannot attack and is staggered.

Other Racial Traits

This category covers various traits that other categories do not, which can augment your race in a number of different ways.

Standard Traits

Amphibious (2 RP)

Prerequisite: Swim racial trait;
Benefit: Members of this race are amphibious and can breathe both air and water.

Heroic (4 RP)

Prerequisites: None;
Benefit: In campaigns that use the optional hero point system (Pathfinder RPG Advanced Player's Guide 322), each time a member of this race gains a level, it gains 2 hero points instead of 1. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2.

Hold Breath (1 RP)

Prerequisites: None;
Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Light and Dark (1 RP)

Prerequisites: None;
Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Multitalented (2 RP)

Prerequisites: None;
Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

Prehensile Tail (2 RP)

Prerequisites: None;
Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Rodent Empathy (1 RP)

Prerequisite: Ratfolk subtype;
Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents.

Treespeech (2 RP)

Prerequisite: Plant type;
Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

Advanced Traits

Grabbing Appendages (6 RP)

Prerequisites: Any type except humanoid, Large size;
Benefit: Members of this race have a small group of appendages that are useful for little more than to aid in grappling. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

Monstrous Traits

Multi-Armed (4 RP)

Prerequisites: None;
Benefit: Members of this race possess three arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
Special: This trait can be taken up to twice. When it is taken a second time, the race gains a fourth arm.

Quadruped (2 RP)

Prerequisites: Any type except humanoid, Large size, normal speed;
Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large).
Special: The number of legs can be increased by 2 for each additional 1 RP spent. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus.

Feyborn Traits

Heroes of the Wild
Those who hold the wilds dear often have traces of the fey in them. Some have fey ancestors in their pasts, while others come from lineages that absorbed fey power from places linked to the First World. Any race or group may have a few feyborn among its members; these feyborn are often called fetch, wildbloods, or First Children. They tend to have skin, hair, and eye coloration that lie outside the norms for their races, and that may even change with the seasons (white in winter, green in spring) or with the terrain they are in.

A character with such a background may select one or more feyborn racial traits. Such racial traits replace one or more normal racial traits for your race. If you are using the race builder rules from Pathfinder RPG Advanced Race Guide, the Race Point (RP) cost for each feyborn racial trait is given. Otherwise, each trait lists the racial trait it replaces if taken by a member of one of the eight core races.

Fey Magic (2 RP)

Heroes of the Wild
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.

A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or halfling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.

Fey Thoughts (1 RP)

Heroes of the Wild
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A halfling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Low-Light Vision (1 RP)

Heroes of the Wild
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

 

Distant Heritages

Bastards of Golarion
More common than true half-humans are humans with a distant elf, orc, or other non-human ancestor. For rules purposes, nearly all humans with such distant heritages are usually simply treated as if they were human, with none of the racial traits of their non-human ancestors. Their heritages instead manifest in subtler ways; for example, sorcerers have enough magical blood to awaken and color their spellcasting potential, but not enough to alter their racial traits. However, some humans with distant heritages do manifest traits of their non-human ancestor. The following guidelines can be used to create human characters with different types of distant heritages.

CHARACTERS WITH DISTANT HERITAGES

Characters with diverse racial heritages can be created by using the race builder rules found on page 214 of the Pathfinder RPG Advanced Race Guide. Simply begin with 9 Race Points (RP) and purchase racial traits appropriate for the races that make up your heritage. For a typical human with only one faint non-human heritage, it's a simple matter to remove one of the default human racial traits that costs enough RP to purchase one or perhaps two racial traits appropriate to the distant heritage. For a list of all the standard human racial traits and their RP costs, see the table below.

Human Racial Traits

If your character's racial heritage is more complicated, consider spending proportionally as many points on a race as the fraction of your character's racial heritage it represents. For example, a character who is one-eighth elf and seven-eighths human might spend 1 or 2 RP on traits typical of elves and the remaining points on traits typical of humans or half-elves. A character who is one-eighth elf, one-quarter orc, and the remainder human might spend 1 or 2 RP on elf racial traits, 2 or 3 RP on orc racial traits, and the remainder on human racial traits. A character whose racial heritage includes humanoids of varying races should have all the racial subtypes appropriate to her heritage.

Since racial traits can reflect the culture one is brought up in, choosing those that fit with a character's upbringing and concept can yield better results than selecting a ratio that strictly matches one's racial heritages. For example, the hatred, defensive training, and weapon familiarity racial traits are all the result of culture and make sense for any character raised in that culture. Conversely, racial skill bonuses on Perception checks or saving throws often are usually purely inborn, so under this approach you'd select them only to represent a prominent manifestation of the appropriate racial heritage.

Once you have selected a set of racial traits, check with your GM to verify that your customized race is acceptable for play. Your GM will gauge whether this particular combination of racial traits is too powerful or ineffective. The following table lists the most common racial traits exhibited by characters with a distant trace of each of the listed racial heritages. These racial traits can be found in Chapter 4 of the Advanced Race Guide or in the individual entries for these races in the appropriate source (denoted beside the race). Of course, other racial traits might happen to appear in a particular descendant of these races.

Racial Trait RP

Humanoid (human) 0
Medium size 0
Normal base speed 0
Human ability scores 0
Linguist 1
Flexible bonus feat 4
Skilled 4

COMMON FEATURES

When humans manifest a trace of non-human blood, the results are never entirely predictable, but any given heritage is most often made apparent by one or two distinctive qualities, either physical or mental (see the inside back cover for more examples).

Aasimar: Those with a hint of celestial blood often have an imposing presence that melts instantly when they deem it important to offer comfort to allies or the downtrodden.

Changeling: Changeling forebears leave behind a legacy of deception—simple appearances, commonly consisting of gangling limbs and innocent facial features, paired with a talent for manipulative magic and witchcraft that often lives on even many generations later.

Dhampir: Distant descendants of dhampirs commonly retain their ancestors' gluttonous thirst for bloodshed and self-indulgence.

Elf: Elven ancestry often gives humans green eyes and a nagging sense of ennui best dealt with by passionately indulging in beautiful and emotional life experiences.

Fetchling: Humans with fetchling ancestry often have dark hair and pale, ashen skin. Some display a talent for mirroring the interests of those around them, making them excellent listeners and giving them a relatively easy time making friends.

Fey: Fey blood produces extreme features in humans, resulting in individuals who are breathtakingly beautiful, grotesquely hideous, or otherwise singularly memorable in appearance.

Gillman: Telltale signs of gillman ancestry in humans include large eyes and one or more physical features generally considered as being of Azlanti ancestry, notably bright purple eyes. They are often naturally suspicious.

Half-Dragon: The blood of dragons leaves a prominent mark even after many generations. Humans with a distant half-dragon heritage typically have big, prominent facial features and sorcerous powers.

Ifrit: Humans distantly descended from ifrits most consistently retain their forebears' fiery temperaments or bronze complexions.

Mongrelman: Mongrelmen in the family can produce any of the other features mentioned on this list and many more, but they also tend to lead to descendants with very amiable attitudes and physical features that seem like a strange match—such as big feet and small hands or one arm visibly shorter than the other.

Ogrekin: Ogrekin blood often manifests as an alarmingly violent temper or a prominent birth defect such as an oversized or undersized limb.

Orc: Even distant orc heritage can give a grayish or greenish cast to the skin, but more often it shows itself in a preference for handling problems through the creative application of force.

Oread: Having a remote oread ancestor can give humans thick frames and introverted personalities well suited to crafts, administration, monastic life, or magical study.

Skinwalker: A skinwalker among one's ancestors can lead to a natural preference for animal companionship, along with a feature reminiscent of the werecreature to which the ancestor had the strongest tie.

Skum: Humans touched by skum blood, perhaps from a progenitor who had children before changing into a true skum, are often marked by a perverse fascination with the sea and obscure history as well as a strange thickness of the skin. Even distant descendants of skum have a small chance of transforming into one if they're exposed to the alien magic that created the skum in the first place or return to the spawning pool where their ancestors originated.

Suli: Suli heritage among humans generally makes itself known by an exceptional affinity for being exposed to the elements and a powerful thirst to visit new places and meet new people.

Sylph: Humans with a trace of sylph heritage are noted for their detachment verging on coldness and sometimes curiosity verging on obsession.

Tiefling: Even having distant tiefling ancestry can produce one or two minor fiendish physical features, such as a strange eye color or a single hoofed foot. Humans with this ancestry tend to be creatively cautious to the point of paranoia.

Undine: An undine in the family tree most often instills descendants with a sense of natural confidence and a fondness for swimming.

Heritage Typical Racial Trait RP Cost

Aasimar Skill bonus (Perception) 2
Changeling Hag racial trait* 1
Dhampir Light and dark 1
Elf Elven immunities 2
Fetchling Shadow resistance 2
Fey Spell-like ability, lesser (any) 1-2
Gillman Enchantment resistance* 2
Half-dragon Paralysis and sleep immunity* 2
Ifrit Pyromaniac 3
Mongrelman Sound mimicry (voices)* 2
Ogrekin Natural armor 2
Orc Orc ferocity 2
Oread Stonesinger 1
Skinwalker Spell-like ability, lesser 1 (speak with animals)
Skum Natural armor 2
Suli Skill bonus (Diplomacy) 2
Sylph Gliding wings 3
Tiefling Spell-like ability, lesser (darkness) 2
Undine Swim 2
* These racial traits are based on monster abilities that can be located in the source detailing the statistics of the creature in question. The listed RP costs for these abilities are subject to GM discretion.