![]() Where does your race tend to live and why?.Such questions might include the following. ![]() 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. Before choosing options, consider answering some questions about your race and its culture. 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. A race is a collection of people with a shared history and cultural identity. Step 1: ConceptĪ race is more than just a group of individuals with similar qualities and traits. Once you have determined the race's power level, follow each of the steps below to create your race. Racial Points and Trait Maximums by Power Level Power Level 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. 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. There are three power levels: standard, advanced, and monstrous. 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. 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. 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. The GM decides this based on the needs of her campaign. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits.īefore you buy racial qualities and traits, you must determine the power level of your race. 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. There are six categories of racial qualities, including type, subtypes (if any), size, base speed, ability score modifiers, and languages. 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 a number of differences between racial qualities and racial traits. This race builder allows you to create a new race by buying racial qualities and racial traits with Race Points (RP). Lastly, the final section of the chapter breaks down the points and abilities of core races and many of the featured and uncommon races. ![]() Later in the chapter, sidebars detail entirely new races created using the race builder rules. Note that these races are only an approximation of their monstrous counterparts and may not match exactly. ![]() PC members of such races, however, calculate these benefits based solely on their class. This section also features examples of races that would normally have racial Hit Dice, skills, and other abilities. This section features numerous examples of races designed with the race builder. 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. 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. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. 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. 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. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. There comes a point in nearly every campaign when someone-either one of the players or the GM-wants to create a new race.
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