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Green Ronin Publishing - Race Creation Cookbook

This document provides guidelines for DMs to design new character races, including assigning them abilities from pools of points and balancing drawbacks. Racial abilities are divided into common abilities and greater abilities, with greater abilities requiring higher level adjustments or hit dice. The document provides tables and costs for assigning abilities, drawbacks, sizes, movement types, senses, defenses and other traits.

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100% found this document useful (5 votes)
547 views

Green Ronin Publishing - Race Creation Cookbook

This document provides guidelines for DMs to design new character races, including assigning them abilities from pools of points and balancing drawbacks. Racial abilities are divided into common abilities and greater abilities, with greater abilities requiring higher level adjustments or hit dice. The document provides tables and costs for assigning abilities, drawbacks, sizes, movement types, senses, defenses and other traits.

Uploaded by

simpaticote
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Race Creation

Cookbook

LPJ9874

DMs with a taste for world-building can either borrow


races for their setting from other sources, or build new
races from scratch. Presented below are guidelines for
designing new character races with access to a wide
variety of abilities and balancing drawbacks. Whether
these are exotic new races or variants of more familiar
fantasy races, the tools are in your hands. This system
is not, however, balanced for players to build their
own races.

Designing New
Races
Racial advantages of all kinds are purchased with a
pool of ability points. In this system, races are built
from a pool of 40 points. There are also a variety of
drawbacks, including racial Hit Dice, Level Adjustment, and unusual racial vulnerabilities, which grant
additional ability points.
This system is no substitute for a DMs good judgment. Forty ability points, plus a bit more from drawbacks, could grant a race one or two exceptionally
powerful abilities. This race would likely be more
powerful than the races of the Players Handbook,
which possess a larger number of less powerful abilities.
The racial abilities presented below are divided into
two major categories, classied as Common Abilities
and Greater Abilities. Common Abilities are those
available to races without a Level Adjustment or racial
Hit Dice. Greater Abilities are restricted, for reasons
of balance, to races with at least +1 Level Adjustment
or at least two racial Hit Dice. Each of these abilities
has an associated minimum Level Adjustment or racial
Hit Dice requirement.
Bonuses that apply to specic creature types, weapon
types, energy types, or the like may be purchased more
than once, each time applying to a different creature
type, weapon type, energy type, or other option from
a list. Such abilities are marked with an asterisk (*).
Abilities may not otherwise be purchased twice, nor
may they be purchased in both a lesser and a greater
form. For example, +5 ft to base speed and +10 ft
to base speed may not be purchased together.

The rst determination for a new character race is its


creature type and subtype. Many creature types are

Note that a race must have a type, but not necessarily


a subtype. The Native subtype may only be applied to
the Outsider or Elemental types; as it removes more
advantages than it grants, it provides a minor cost
break to those creature types. The same goes for the
Goblinoid subtype, as it provides no advantages, but
two of the core Players Handbook races have racial
bonuses to attack rolls against them. Finally, charm
person, hold person, and so forth target only humanoids, so other types pay six points for the privilege of
being immune to these spells.
This table also includes the decision to make a race
Tiny, Small, Medium, or Large (long). Large (tall)
and larger sizes may not be purchased as Common
Abilities, given the extraordinary utility of natural
reach. Tiny races are at a remarkable disadvantage,
as they have a natural reach of 0 feet, and are likely to
have great difculty using common equipment. Similarly, many Large (long) creatures nd that standard
gear does not t them easily. Tiny and Small size
are generally associated with a Strength penalty, just
as Large size is generally associated with a Strength
bonus. These things are not, however, considered to
be intrinsic to the size categories in this case.
As described in the Monster Manual, many creature
types grant prociency in some weapons and armor.
To create a balanced character of these races, however,
a small change must be made. These creature types
should only grant weapon and armor prociencies if
the race has one or more racial Hit Dice (see Greater
Abilities, below).

Ability Score Bonuses:

Ability score bonuses and penalties should balance


out to 0 for races without a Level Adjustment or racial
Hit Dice. Bonuses generally should not exceed +2
and penalties generally should not exceed -4, although
there are exceptions. The races size is the rst consideration in adjusting its ability scores. Tiny or Small
races should generally have a Strength penalty and
Large races should generally have a Strength bonus,
unless there is a compelling reason to do otherwise.
The difference in gear weight (half for Small creatures

PAGE 1

Common Abilities

unavailable as Common Abilities; refer to Table 1.1


for those that are available. Most types and subtypes
grant abilities in and of themselves; DMs wishing to
vary from these abilities (such as granting Darkvision
120 ft. to an aberration) will need to deduct the cost
of the pre-existing ability from the cost of the newly
granted ability (essentially crediting the 10-point cost
of Darkvision 60 ft. against the 14-point cost of Darkvision 120 ft.).

RACE CREATION COOKBOOK

For Dungeon Masters

RACE CREATION COOKBOOK

and double for Large creatures) makes these bonuses


and penalties all the more necessary.
It is also noteworthy that, in most campaigns, physical
statistics are more important ability scores than mental
statistics, and thus are worth more points. Ability
score bonuses cost more points than a penalty to the
same score grants because it is relatively easy to play
to a races strengths and minimize its weaknesses
within the D&D rules system.

Racial Bonuses to Skills

Table 1.3 gives prices for racial bonuses to specic


skills. Bonuses may be purchased to multiple skills.
This table also includes one limitation, applied to any
racial bonus to skills. If the racial bonus to a skill
check only applies in certain circumstances (half of all
common circumstances or less, according to the DMs
judgment), the cost for that skill bonus is reduced by
half. Dwarves, for example, have a +2 racial bonus
on Craft checks that are related to stone or metalwork;
this ability costs 2 ability points rather than 4. This
limitation does not apply to other skill-related benets,
such as the bonus skill point per level.

Senses

Table 1.4 gives prices for unusual senses. Note that


bonuses to Spot, Listen, and Search are covered by
Table 1.2 instead. Table 2.3 includes many of the
more exotic forms of perception.

Movement

Few forms of improved movement are available as


Common abilities. Table 1.5 gives point costs for
those that are.
Table 1.6 gives point costs for racial weapon familiarity, weapon prociency, and attack bonuses. Note
that familiarity with exotic weapons and prociency
in specic martial weapons decreases in cost after the
rst weapon, as for the most part a character will only
use one or, at most, two martial weapons at a time, and
four of the eleven core classes grant prociency in all
martial weapons.

PAGE 2

Bonuses that apply to specic creature types, weapon


types, or energy types may be purchased more than
once, each time applying to a different creature type,
weapon type, or energy type.

Defensive Bonuses

Table 1.7 gives point costs for racial defensive abilities, techniques, and resistances to a host of different

effects. As with Table 1.5, bonuses that apply to a


specic creature type, saving throw category, type of
effect, school or subschool of magic, or energy type
may be purchased more than once, each time applying
to a different option.

Miscellaneous Abilities

Table 1.8 gives ability point costs for a wide variety of


other abilities, from bonus feats to much more exotic
abilities. Descriptions of these abilities may be found
starting on page 10.

Drawbacks

The various drawbacks of Table 1.9 are intended to


balance out some of a races strengths. The vulnerabilities to substances require the most work on the part of
the DM, so that a weakness will actually be signicant
rather than a pointless footnote.

Greater Abilities

Races with +1 Level Adjustment or greater, or 2 racial


Hit Dice or more, gain access to an expanded list of
abilities. They also act as drawbacks, and grant points
with which to buy these abilities. Not all creature
types are created equal, however, and the number of
drawback points granted for racial Hit Dice varies by
type. Table 2.1 shows the number of drawback points
granted by Level Adjustments up to +6 and racial Hit
Dice of various types.
Note that the rst racial Hit Die of many creature types
grants prociency with certain weapons and armor.
Those same creature types with a Level Adjustment
but no racial Hit Dice do not enjoy this benet. Refer
to the creature type descriptions for more information
on these prociencies.
The point totals cited for racial Hit Dice do not take
into account the point cost of the creature type found
on Table 1.1. Negative numbers on this table, like all
other tables, indicate drawback points that allow more
racial abilities to be purchased. Note that two outsider
racial Hit Dice are sufciently advantageous that they
cost points rather than granting them.

Greater Ability Score


Adjustments

Races with Level Adjustments or racial Hit Dice gain


access to a broader range of ability score adjustment
options. DMs creating races with the higher-end
ability score adjustments still need to take care that
the race does not become unintentionally pigeon-

Table 2.3 presents the list of Greater Abilities. All of


the following abilities are available only to races with
+1 Level Adjustment or 2 racial Hit Dice or more.
The Required column indicates the minimum Level
Adjustment or number of racial Hit Dice necessary to
purchase the ability, and is separate from the cost in
racial ability points.

Expanded Racial Type and


Subtype List

RACE CREATION COOKBOOK

holed into one role; almost any believable race needs


to be capable of taking on a range of roles. This is,
however, merely a guideline. Table 2.2 gives ability
point costs for adjustments to ability scores.

Table 2.4 reprints the racial types and subtypes available as Common Abilities and presents the ability
score costs for several more. Refer to the detailed
descriptions of each type and subtype below; some of
them have been slightly altered from the SRD.

ABERRATION TYPE (16 ability points)

An aberration has a bizarre anatomy, strange abilities,


an alien mindset, or any combination of the three. The
aberration creature type grants the following traits.
Darkvision out to 60 feet.
Procient with its natural weapons.
Aberrations eat, sleep, and breathe.
Aberration racial Hit Dice grant the following features:
d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as
cleric).
Good Will saves.
Skill points equal to (2 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
If generally humanoid in form, procient in all
simple weapons, light armor, and shields (except
tower shields).

ABILITY DAMAGE (25 ability points)

PAGE 3

This effect must be attached to a particular method of


delivery, such as a gaze attack, ray, or touch attack.
This attack damages an opponents ability score,
dealing 1d3 points of ability damage to any one ability
score. Opponents may negate this damage by making
a Fortitude or Will save (chosen when the ability is
purchased) against DC 10 + 1/2 character level + Con
modier. For 25 points, this ability may be used once
per day. Every additional two uses multiplies the cost
by 1.75, rounding fractions up. If an attack that causes
ability damage scores a critical hit, it deals twice the

RACE CREATION COOKBOOK

indicated amount of damage. Ability damage returns


at the rate of 1 point per day for each affected ability.

ACIDIC SALIVA (8 ability points)

Your saliva can burn other individuals like acid. Your


bite attack deals an extra 1d4 points of acid damage
with each successful hit. You must have a natural bite
attack to use this ability.

AIR SUBTYPE (35 ability points)

This subtype usually is used for outsiders and other


creatures with a connection to the Elemental Plane Air.
An Air Subtype creature possesses the following traits.
Creatures with the Air subtype have a Fly speed
equal to their base speed and perfect maneuverability.

AMPHIBIOUS (8 ability points)

This ability only applies to creatures with the Aquatic


subtype. Creatures with this ability are able to survive
out of the water for 1 hour per 2 points of Constitution,
after which they suffer the effects of drowning.

AQUATIC SUBTYPE (0 ability points)

These individuals always have swim speeds and thus


can move in water without making Swim checks. An
aquatic individual can breathe underwater. It cannot
also breathe air unless it has the amphibious special
quality. This subtype does not cost any ability points
in itself; without the Amphibious or Gills abilities, it
simply denes an underwater rather than land-based
campaign setting.

BAATEZU SUBTYPE (125 ability points)

This subtype can only be applied to outsiders with the


Evil subtype.
A baatezu possesses the following traits.

PAGE 4

Immunity to re and poison.


Resistance to acid 10 and cold 10.
See in Darkness (Su): All baatezu can see
perfectly in darkness of any kind, even that created
by a deeper darkness spell.
Summon: Baatezu share the ability to summon
others of their kind. The basic baatezu subtype
grants the ability to summon a lemure once per
day, as per summon monster II (caster level equal
to the summoners Hit Dice).
Telepathy (see the ability description, below).

BLINDSENSE (20 ability points)

Using nonvisual senses, such as acute smell or


hearing, an individual with blindsense notices things

it cannot see. The individual usually does not need to


make Spot or Listen checks to pinpoint the location of
an individual within 60 feet, provided that it has line
of effect to that individual. Any opponent the individual cannot see still has total concealment against
the individual with blindsense, and the individual still
has the normal miss chance when attacking foes that
have concealment. Visibility still affects the movement
of an individual with blindsense. An individual with
blindsense is still denied its Dexterity bonus to Armor
Class against attacks from individuals it cannot see.

BLINDSIGHT (40 or 55 ability points)

This ability is similar to blindsense, but is far more


discerning. Using nonvisual senses, such as sensitivity
to vibrations, keen smell, acute hearing, or echolocation, an individual with blindsight maneuvers and
ghts as well as a sighted individual. Invisibility,
darkness, and most kinds of concealment are irrelevant, though the individual must have line of effect
to an individual or object to discern that individual or
object. The abilitys range is either 30 feet (40 ability
points) or 60 feet (55 ability points). The individual
usually does not need to make Spot or Listen checks to
notice individuals within range of its blindsight ability.
Blindsight is continuous, and the individual need do
nothing to use it.

BREATH WEAPON (20 ability points)

A breath weapon is a delivery method for some other


kind of effect, such as an energy blast or paralysis.
This form of attack lls an area, either a 20-foot cone
or a 40-foot line. The appropriate saving throw is indicated in the description of the associated effect. Using
a breath weapon is a standard action. No attack roll is
necessary. Creatures are immune to their own breath
weapons. Creatures that do not breathe might still
have breath weapons.

BODY SPIKES (12 ability points)

Bony spurs or chitinous spikes protrude from your


joints, giving you a jagged prole and making you
dangerous to grapple. The spikes deal 1d4 points
of piercing damage to any individual engaging in a
grapple with the creature. Furthermore, the spikes
deal 1d4 points of piercing damage per round to any
individual that swallows a member of this race using
the swallow whole ability.

CHANGE SHAPE (20 ability points)

An individual with this special quality has the ability


to assume the appearance of a specic individual or
type of individual (usually a humanoid), but retains
most of its own physical qualities. An individual

The individual retains the type and subtype of its


original form. It gains the size of its new form.
The individual loses the natural weapons, movement modes, and extraordinary special attacks of
its original form.
The individual gains the natural weapons, movement modes, and extraordinary special attacks of
its new form.
The individual retains all other special attacks and
qualities of its original form, except for breath
weapons and gaze attacks.
The individual retains the ability scores of its original form.
The individual retains its hit points and saves.
The individual retains any spellcasting ability it
had in its original form, although it must be able to
speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast
spells with somatic components.
The individual is effectively camouaged as an
individual of its new form, and gains a +10 bonus
on Disguise checks if it uses this ability to create a
disguise.

CHAOTIC SUBTYPE (5 ability points)

A subtype usually applied only to outsiders native to


the chaotic-aligned Outer Planes. Most individuals
that have this subtype also have chaotic alignments;
however, if their alignments change they still retain the
subtype. Any effect that depends on alignment affects
an individual with this subtype as if the individual has
a chaotic alignment, no matter what its alignment actually is. The individual also suffers effects according
to its actual alignment. An individual with the chaotic
subtype overcomes damage reduction as if its natural
weapons and any weapons it wields were chaoticaligned (see Damage Reduction).

COLD SUBTYPE (36 ability points)

This effect must be attached to a particular method


of delivery, such as a gaze attack or a touch attack.
For 35 points, this ability may be used once per day.
Every two additional uses multiplies the ability point
cost by 1.75, rounding fractions up.
Targets of this ability may make a Will save (DC 10
+ 1/2 character level + Cha modier) to negate the
effect. On a failed save, the target is confused (as per
confusion) for 1 round per two character levels of the
creature.

CONSTRICT (15 ability points)

An individual with this special attack can crush an


opponent, dealing bludgeoning damage, after making
a successful grapple check. The constriction deals
1d6+Str bonus damage for Medium creatures, and
the die size changes as normal for larger or smaller
creatures. If the individual also has the improved grab
ability it deals constriction damage in addition to
damage dealt by the weapon used to grab.

CONSTRUCT TYPE (100 ability points)

A construct is an animated object or articially


constructed individual. Constructs benet even more
than other races for being of Large size, and pay ve
additional race for Medium and Large size.
Traits: A construct possesses the following traits.
Low-light vision.
Darkvision out to 60 feet.
Constructs do not have a Constitution score, and
so do not gain bonus hit points for having a high
Constitution.
Immunity to all mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale
effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy
effects.
Cannot heal damage on their own, but often can
be repaired by exposing them to a certain spells,
or through the use of the Craft Construct feat. A
construct with the fast healing special quality still
benets from that quality.
Not subject to critical hits, nonlethal damage,
ability damage, ability drain, fatigue, exhaustion,
or energy drain.
Immunity to any effect that requires a Fortitude
save (unless the effect also works on objects, or is
harmless).

PAGE 5

An individual with the cold subtype has immunity to


cold. It has vulnerability to re, which means it takes
half again as much (+50%) damage as normal from
re, regardless of whether a saving throw is allowed,
or if the save is a success or failure.

CONFUSION (35 ability points)

RACE CREATION COOKBOOK

cannot change shape to a form more than one size


category smaller or larger than its original form. The
creatures alternate form requires careful thought on
the part of the GM; this ability can easily do too much
or too little, depending on the power of the alternate
form. Changing shape results in the following changes
to the individual:

RACE CREATION COOKBOOK

Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or
less.
Since it was never alive, a construct cannot be
raised or resurrected.
Constructs do not eat, sleep, or breathe.
Because its body is a mass of unliving matter,
a construct is hard to destroy. It gains bonus hit
points based on size, as shown on the following
table.
Construct Size
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

Bonus Hit Points

10
20
30
40
60
80

Construct racial Hit Dice grant the following features:


d10 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as
cleric).
No good saving throws.
Skill points equal to (2 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
Procient with its natural weapons only, unless
generally humanoid in form, in which case procient with any weapon mentioned in its entry.
Procient with no armor.

PAGE 6

DAMAGE REDUCTION (Varies)

iron, or wood. Attacks from weapons that are not made


of the correct material have their damage reduced,
even if the weapon has an enhancement bonus.
Some individuals are vulnerable to magic weapons.
Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes
the damage reduction of these individuals. Such
individuals natural weapons (but not their attacks
with weapons) are treated as magic weapons for the
purpose of overcoming damage reduction.
Some individuals are vulnerable to chaotic-, evil-,
good-, or lawful-aligned weapons. When a cleric
casts align weapon, affected weapons might gain
one or more of these properties, and certain magic
weapons have these properties as well. An individual
with an alignment subtype (chaotic, evil, good, or
lawful) can overcome this type of damage reduction
with its natural weapons and weapons it wields as if
the weapons or natural weapons had an alignment
(or alignments) that match the subtype(s) of the individual.
When a damage reduction entry has a dash () after
the slash, no weapon negates the damage reduction.

DARKNESS SENSITIVITY (3 drawback


points)

Whether they are negatively affected by any contact


with the Plane of Shadow or simply dependant upon
light for their strength, races with this drawback have
reason to be afraid of the dark. Whenever they are
in total darkness, creatures of this race are shaken (-2
penalty on attack rolls, saving throws, skill checks, and
ability checks).

EARTH SUBTYPE (15 ability points)

An individual with this special quality ignores damage


from most weapons and natural attacks. Wounds
heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack
was ineffective). The individual takes normal damage
from energy attacks (even nonmagical ones), spells,
spell-like abilities, and supernatural abilities. A certain
kind of weapon can sometimes damage the individual
normally, as noted below.

This subtype usually is used for outsiders and creatures with a connection to the Elemental Plane of
Earth. Earth subtype individuals have burrow speeds,
and earth subtype individuals can burrow through
solid rock.

The entry indicates the amount of damage ignored


(usually 1 to 15 points) and the type of weapon that
negates the ability.

An eladrin possesses the following traits.

Some individuals are vulnerable to piercing, bludgeoning, or slashing damage.


Some individuals are vulnerable to certain materials,
such as alchemical silver, adamantine, cold-forged

ELADRIN SUBTYPE (110 ability points)

This subtype may only be applied to outsiders of the


Good subtype.

Darkvision out to 60 feet.


Low-light vision.
Immunity to electricity and petrication.
Resistance to cold 10 and re 10.
Tongues (Su): All eladrins can speak with any
creature that has a language, as though using a

RACE CREATION COOKBOOK

tongues spell (caster level 14th). This ability is


always active.

ENERGY DRAIN (50 ability points)

ELASTICITY (20 ability points)

This effect must be attached to a particular method of


delivery, such as a touch attack or a ray. This ability
may be used once per day. Every two additional
uses per day multiply the ability point cost by 1.75,
rounding fractions up.

ENERGY BLAST (20 ability points)

A successful energy drain bestows one negative level.


If an attack that includes an energy drain scores a
critical hit, it bestows two negative levels. A draining
individual gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum
of 1 hour. An affected opponent takes a 1 penalty
on all skill checks and ability checks, attack rolls, and
saving throws, and loses one effective level or Hit Die
(whenever level is used in a die roll or calculation)
for each negative level. A spellcaster loses one spell
slot of the highest level of spells she can cast and (if
applicable) one prepared spell of that level; this loss
persists until the negative level is removed.

Individuals can bend and twist your body in unnatural


ways and squeeze through very tight spaces. Individuals gain a +10 racial bonus on Escape Artist checks.
Moreover, you can squeeze through an opening or
passage one-tenth as wide and tall as your height,
in inches. An individual using this ability to move
through a tight space moves at one-quarter normal
speed.

This effect must be attached to a particular method of


delivery, such as a breath weapon or a ray. This ability
may be used once per day. Every two additional
uses per day multiply the ability point cost by 1.75,
rounding fractions up.

Negative levels remain until 24 hours have passed or


until they are removed with a spell, such as restoration.
If a negative level is not removed before 24 hours have
passed, the affected individual must attempt a Fortitude save (DC 10 + 1/2 draining individuals level or
racial HD + draining individuals Cha modier). On
a success, the negative level goes away with no harm
to the individual. On a failure, the negative level goes
away, but the individuals level or racial HD is also

PAGE 7

An energy blast deals 1d6 points per two character


levels of energy damage (choose one of acid, cold,
electricity, re, or sonic) to its target(s). If the delivery
method includes an attack roll of any kind, the target
gets no saving throw. If the delivery method does not
include an attack roll (such as a breath weapon), the
target(s) may make a Reex save (DC 10 + 1/2 character levels + Con modier) to take half damage.

RACE CREATION COOKBOOK


reduced by one. A separate saving throw is required
for each negative level.

EVIL SUBTYPE (5 ability points)

A subtype usually applied only to outsiders native to


the evil-aligned Outer Planes. Evil subtype outsiders
are also called ends. Most individuals that have this
subtype also have evil alignments; however, if their
alignments change, they still retain the subtype. Any
effect that depends on alignment affects an individual
with this subtype as if the individual has an evil alignment, no matter what its alignment actually is. The
individual also suffers effects according to its actual
alignment. An individual with the evil subtype overcomes damage reduction as if its natural weapons and
any weapons it wields were evil-aligned (see Damage
Reduction).

PAGE 8

EXOSKELETON (10 or 15 ability points)

A thick exoskeleton forms over your skin. The


exoskeleton usually consists of interlocking plates of
bone or chitin covering 90% or more of your body.
As a Common Ability, you gain a +2 armor bonus and
suffer a 10% arcane spell failure; as a Greater Ability,
you gain a +5 armor bonus, maximum Dexterity bonus
of +3, -4 armor check penalty, and 25% arcane spell
failure. Creatures with this ability cannot wear armor
or magical robes.

EXTRA ARMS (30 ability points)

The race possesses an additional pair of arms. The


extra arms look and behave exactly like the other set
of arms. The race gains a +4 racial bonus on Climb
checks and grapple checks. For the purposes of
combat, both extra arms are treated as off hands
(that is, individuals still have only one primary hand).
If a character has three or more natural claw attacks,
he meets the prerequisites for the Multiattack feat.
This does not give you Multiattack as a bonus feat,
however.

FAST HEALING (40 or more ability


points)

An individual with the fast healing special quality


regains hit points at an exceptionally fast rate, usually
1 or more hit points per round, as given in the individuals entry. Except where noted here, fast healing is
just like natural healing. Fast healing does not restore
hit points lost from starvation, thirst, or suffocation,
and it does not allow an individual to regrow lost body
parts. It does not allow lost body parts to be reattached.

FEAR (30 ability points)

This effect requires some sort of delivery method, such


as a gaze attack or a ray attack. This ability may be
used once per day. Every additional two uses per day

Targets of this effect may make a Will save (DC 10


+ 1/2 character level + Cha modier) to negate its
effects. If the save is failed, the target(s) are frightened for 1d4 rounds and shaken for 5 rounds after that.

FEY TYPE (14 ability points)

A fey is an individual with supernatural abilities and


connections to nature or to some other force or place.
Fey are usually human-shaped.
Traits: A fey possesses the following traits.
Low-light vision.
Fey eat, sleep, and breathe.
Fey racial Hit Dice grant the following features.
d6 Hit Dice.
Base attack bonus equal to 1/2 total Hit Dice (as
wizard).
Good Will and Reex saves.
Skill points equal to (6 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
Prociency in all simple weapons, light armor, and
shields (except tower shields).

FIRE SUBTYPE (36 ability points)

An individual with the re subtype has immunity to


re. It has vulnerability to cold, which means it takes
half again as much (+50%) damage as normal from
cold, regardless of whether a saving throw is allowed,
or if the save is a success or failure.

FRIGHTFUL PRESENCE (20 ability points)

A gaze attack is a delivery method; races with this


ability must also buy an effect to attach to it. Energy
drain, paralysis, fear, ability damage, and confusion are all possible effects. The saving throw for a
gaze attack is based on the associated effect. When a
creatures gaze attack is activated as a standard action,
each opponent within 30 feet must attempt a saving
throw. Opponents can avoid the need to make a saving
throw by not looking at the individual, in one of two
ways.
Averting Eyes: The opponent avoids looking at
the individuals face, instead looking at its body,
watching its shadow, tracking it in a reective
surface, and so on. The opponent has a 50%
chance to not need to make a saving throw against
the gaze attack. The individual with the gaze
attack, however, gains concealment against that
opponent.
Wearing a Blindfold: The opponent cannot see
the individual at all (also possible to achieve by
turning ones back on the individual or shutting
ones eyes). The individual with the gaze attack
gains total concealment against the opponent.
Gaze attacks can affect ethereal opponents. An individual is immune to gaze attacks of others of its kind
unless otherwise noted.
Allies of an individual with a gaze attack might be
affected. All the individuals allies are considered to
be averting their eyes from the individual with the
gaze attack, and have a 50% chance to not need to
make a saving throw against the gaze attack when
activated. The individual also can veil its eyes, thus
negating its gaze ability.

GIANT TYPE (14 ability points)

A giant is a humanoid-shaped individual of great


strength, usually of at least Large size.
Traits: A giant possesses the following traits.
Low-light vision.
Giants eat, sleep, and breathe.
Giant racial Hit Dice grant the following features.
d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as
cleric).
Good Fortitude saves.
Skill points equal to (2 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.

PAGE 9

This special quality makes an individuals very presence unsettling to foes. It takes effect automatically
when the individual performs some sort of dramatic
action (such as charging, attacking, or snarling).
Opponents within range who witness the action may
become shaken. Actions required to trigger the ability
are given in the individuals descriptive text. The range
is usually 30 feet, and the duration is usually 5d6
rounds. This ability affects only opponents with fewer
levels than the individual has. An affected opponent
can resist the effects with a successful Will save (DC
10 + 1/2 frightful individuals level or racial HD +
frightful individuals Cha modier). An opponent that
succeeds on the saving throw is immune to that same
individuals frightful presence for 24 hours. Frightful
presence is a mind-affecting fear effect.

GAZE (20 ability points)

RACE CREATION COOKBOOK

multiplies the ability point cost by 1.75, rounding fractions up.

RACE CREATION COOKBOOK

Prociency with all simple and martial weapons,


light armor, and shields (except tower shields).

GILLS (15 ability points)

You grow a set of gills that can draw the oxygen out
of water. The gills appear on your neck, chest, or
back (near your windpipe or lungs). Individuals can
breathe both air and water. You can operate underwater indenitely, with no fear of drowning.

GOOD SUBTYPE (5 ability points)

A subtype usually applied only to outsiders native to


the good-aligned Outer Planes. Most individuals that
have this subtype also have good alignments; however,
if their alignments change, they still retain the subtype.
Any effect that depends on alignment affects an individual with this subtype as if the individual has a good
alignment, no matter what its alignment actually is.
The individual also suffers effects according to its
actual alignment. An individual with the good subtype
overcomes damage reduction as if its natural weapons
and any weapons it wields were good-aligned (see
Damage Reduction, above).

GOBLINOID SUBTYPE (2 drawback points)


Goblinoids are stealthy humanoids who live by
hunting and raiding and who all speak Goblin.

GUARDINAL SUBTYPE (135 ability points)

The guardinal subtype may be applied to any outsider


with the Good subtype.
A guardinal possesses the following traits.

Darkvision out to 60 feet.


Low-light vision.
Immunity to electricity and petrication.
Resistance to cold 10 and sonic 10.
Lay on Hands (Su): As the paladin class feature,
except that each day, a guardinal can heal an
amount of damage equal to its full normal hit
points.
+4 racial bonus on saves against poison.
Speak with Animals (Su): This ability works like
speak with animals (caster level 8th) but is a free
action and does not require sound.

PAGE 10

HIVE MIND (20 ability points)

This ability only comes into effect when more than


one creature of the same race with this ability are
within 100 feet of each other. All of these creatures
are in constant communication. If one is aware of
a particular danger, they all are. If one in a group is
not at-footed, none of them are. None of them are

considered anked unless all of them are. Creatures


with this ability can turn off this ability at will, though
other creatures of their race in the area will recognize
that they have done so.

HOLD BREATH (4 or 8 ability points)

Races with this ability can go for longer periods of


time without risk of drowning than other races can.
For 4 ability points, the creature can go for a number
of rounds equal to (4 x Con score) before it risks
drowning. For 8 ability points, the creature can go for
a number of rounds equal to (8 x Con score) before it
risks drowning.

HUMANOID TYPE (0 ability points)

A humanoid usually has two arms, two legs, and one


head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium.
Every humanoid individual also has a subtype.
Traits: A humanoid possesses the following traits.
Humanoids breathe, eat, and sleep.
Humanoid racial Hit Dice grant the following features.
d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as
cleric).
Good Reex saves.
Skill points equal to (2 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
Prociency in all simple weapons, light armor, and
shields (except tower shields).

IMPROVED GRAB (20 ability points)

If an individual with this special attack hits with a


melee weapon (usually a claw or bite attack), it deals
normal damage and attempts to start a grapple as a free
action without provoking an attack of opportunity. No
initial touch attack is required. Improved grab works
only against opponents at least one size category
smaller than the individual. The individual has the
option to conduct the grapple normally, or simply
use the part of its body it used in the improved grab
to hold the opponent. If it chooses to do the latter,
it takes a 20 penalty on grapple checks, but is not
considered grappled itself; the individual does not lose
its Dexterity bonus to AC, still threatens an area, and
can use its remaining attacks against other opponents.
A successful hold does not deal any extra damage
unless the individual also has the Constrict special
attack. If the individual does not constrict, each

LAWFUL SUBTYPE (5 ability points)

A subtype usually applied only to outsiders native to


the lawful-aligned Outer Planes. Most individuals
that have this subtype also have lawful alignments;
however, if their alignments change, they still retain
the subtype. Any effect that depends on alignment
affects an individual with this subtype as if the individual has a lawful alignment, no matter what its alignment actually is. The individual also suffers effects
according to its actual alignment. An individual with
the lawful subtype overcomes damage reduction as if
its natural weapons and any weapons it wields were
lawful-aligned (see Damage Reduction).

LIGHT BLINDNESS (8 drawback points)

Abrupt exposure to bright light, such as sunlight or a


daylight spell, blinds you for 1 round. On subsequent
rounds, you are dazzled as long as you remain in the
affected area.

LIGHT SENSITIVITY (4 drawback points)

Your eyes cannot adjust to bright light; you are dazzled


in bright sunlight or within the radius of a daylight
spell.

LOW-LIGHT VISION (8 or 10 ability


points)

An individual with low-light vision can see twice as


far as a human in starlight, moonlight, torchlight, and
similar conditions of shadowy illumination. It retains
the ability to distinguish color and detail under these
conditions. An individual with Improved Low-light
Vision can see three times as far as a human in those
lighting conditions.

MONSTROUS HUMANOID TYPE (16 ability


points)

Darkvision out to 60 feet.

Monstrous humanoid racial Hit Dice grant the


following features.
d8 Hit Dice.
Base attack bonus equal to total Hit Dice (as
ghter).
Good Reex and Will saves.
Skill points equal to (2 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
Prociency in all simple weapons, light armor, and
shields (except tower shields).

MOVEMENT MODE - BURROW (10 or 15


ability points)

An individual with a burrow speed can tunnel through


dirt and rock. Individuals cannot charge or run while
burrowing. Most burrowing individuals do not
leave behind tunnels other individuals can use, either
because the material they tunnel through lls in behind
them or because they do not actually dislocate any
material when burrowing.

MOVEMENT MODE - CLIMB (10 or 14


ability points)

An individual with a climb speed can walk walls and


cling to ceilings like a spider. They have tiny barbs
on their hands and feet to facilitate climbing, or their
ngers and toes secrete a transparent adhesive that lets
them cling to smooth surfaces. An individual with a
climb speed has a +8 racial bonus on all Climb checks.
The individual must make a Climb check to climb any
wall or slope with a DC of more than 0, but it always
can choose to take 10 even if rushed or threatened
while climbing. The individual climbs at the given
speed while climbing. If it chooses an accelerated
climb it moves at double the given climb speed (or
its base land speed, whichever is lower) and makes a
single Climb check at a 5 penalty. Individuals cannot
run while climbing. An individual retains its Dexterity
bonus to Armor Class (if any) while climbing, and
opponents get no special bonus on their attacks against
a climbing individual.

MOVEMENT MODE - FLY (Varies)

An individual with a y speed can move through the


air at its base speed if carrying no more than a light
load. (Note that medium armor does not necessarily
constitute a medium load.) A races y speed may
be faster than its base speed, at an additional cost in
ability points. All y speeds include a parenthetical
note indicating maneuverability, as follows:

PAGE 11

Monstrous humanoids are similar to humanoids, but


with monstrous or animalistic features. They often
have magical abilities as well. A monstrous humanoid
possesses the following traits.

Monstrous humanoids eat, sleep, and breathe.

RACE CREATION COOKBOOK

successful grapple check it makes during successive


rounds automatically deals the damage indicated for
the attack that established the hold. Otherwise, it deals
constriction damage as well (the amount is given in
the individuals descriptive text). When an individual
gets a hold after an improved grab attack, it pulls the
opponent into its space. This act does not provoke
attacks of opportunity. It can even move (possibly
carrying away the opponent), provided it can drag the
opponents weight.

RACE CREATION COOKBOOK

Perfect: The individual can perform almost any


aerial maneuver it wishes. It moves through the air
as well as a human moves over smooth ground.
Good: The individual is very agile in the air (like
a housey or a hummingbird), but cannot change
direction as readily as those with perfect maneuverability.
Average: The individual can y as adroitly as a
small bird.
Poor: The individual ies as well as a very large
bird.
Clumsy: The individual can barely maneuver at
all.
An individual that ies can make dive attacks. A dive
attack works just like a charge, but the diving individual must move a minimum of 30 feet and descend
at least 10 feet. It can make only claw or talon attacks,
but these deal double damage. An individual can
use the run action while ying, provided it ies in a
straight line.

MOVEMENT MODE - SWIM (8 or 12


ability points)

An individual with a swim speed can move through


water at its swim speed without making Swim checks.
It has a +8 racial bonus on any Swim check to perform
some special action or avoid a hazard. The individual
can always choose to take 10 on a Swim check, even
if distracted or endangered. The individual can use the
run action while swimming, provided it swims in a
straight line.

NATIVE SUBTYPE (4 drawback points)

A subtype applied only to outsiders. These individuals have mortal ancestors or a strong connection
to the Material Plane and can be raised, reincarnated,
or resurrected just as other living individuals can be.
Individuals with this subtype are native to the Material Plane (hence the subtypes name). Unlike true
outsiders, native outsiders need to eat and sleep.

PAGE 12

NATURAL WEAPONS (10 or 20 ability


points)

Natural weapons are weapons that are physically a part


of a creature. A creature making a melee attack with
a natural weapon is considered armed and does not
provoke attacks of opportunity. Likewise, it threatens
any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when
using natural weapons. The number of attacks a creature can make with its natural weapons depends on
the type of the attackgenerally, a creature can make
one bite attack, one attack per claw or talon, one gore

attack, one tail attack, or one slam attack (although


Large creatures with arms or arm-like limbs can make
a slam attack with each arm). Refer to the individual
monster descriptions.
A natural weapon threatens a critical hit on a natural
attack roll of 20.
When a creature has more than one natural weapon,
one of them (or sometimes a pair or set of them) is the
primary weapon. All the creatures remaining natural
weapons are secondary.
An attack with a primary natural weapon uses the
creatures full attack bonus. Attacks with secondary
natural weapons are less effective and are made with a
-5 penalty on the attack roll, no matter how many there
are. (Creatures with the Multiattack feat take only a
-2 penalty on secondary attacks.) This penalty applies
even when the creature makes a single attack with the
secondary weapon as part of the attack action or as an
attack of opportunity.
Natural weapons have types just as other weapons do.
The most common are summarized below.
BITE
The creature attacks with its mouth, dealing
piercing, slashing, and bludgeoning damage.
CLAW OR TALON
The creature rips with a sharp appendage, dealing
piercing and slashing damage.
GORE
The creature spears the opponent with an antler,
horn, or similar appendage, dealing piercing
damage.
SLAM
The creature batters opponents with an appendage,
dealing bludgeoning damage.
TAIL
The creature slams opponents with a tail, dealing
bludgeoning damage. A creature that already has
Prehensile Tail cannot gain this ability.

OUTSIDER TYPE (20 ability points)

An outsider is at least partially composed of the


essence (but not necessarily the material) of some
plane other than the Material Plane. Some individuals
start out as some other type and become outsiders
when they attain a higher (or lower) state of spiritual
existence. An outsider possesses the following traits.
Darkvision out to 60 feet.
Unlike most other living individuals, an outsider
does not have a dual natureits soul and body

RACE CREATION COOKBOOK

form one unit. When an outsider is slain, no soul is


set loose. Spells that restore souls to their bodies,
such as raise dead, reincarnate, and resurrection,
dont work on an outsider. It takes a different
magical effect, such as limited wish, wish, miracle,
or true resurrection to restore it to life. An outsider
with the native subtype can be raised, reincarnated,
or resurrected just as other living individuals can
be.
Outsiders breathe, but do not need to eat or sleep
(although they can do so if they wish).
Outsider racial Hit Dice grant the following features.

d8 Hit Dice.
Base attack bonus equal to Hit Dice (as ghter).
Good Fortitude, Reex, and Will saves.
Skill points equal to (8 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
Prociency with all simple and martial weapons,
light armor, and shields (except tower shields).

PARALYSIS (40 ability points)

PASSIVE SEARCHING (4 ability points)

This ability applies to a specic condition or object,


such as unusual stonework or secret doors. Whenever
a creature with this ability passes within 10 feet of the
condition or object, it can make a Search check as if it
were actively searching.

PLANT TYPE (75 ability points)

This type comprises sentient vegetable individuals.


Note that regular plants, such as one nds growing in
gardens and elds, lack Wisdom and Charisma scores
and are not individuals, but objects, even though they
are alive. A plant type possesses the following traits
(unless otherwise noted in a individuals entry).
Low-light vision.
Immunity to all mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale
effects).

PAGE 13

This effect must be attached to a particular delivery


method, such as a touch attack or gaze attack. This
special attack, usable once per day, renders the victim
immobile. Every additional two uses per day multiplies the ability point cost by 1.75, rounding fractions
up.

Paralyzed individuals cannot move, speak, or take any


physical actions. The individual is rooted to the spot,
frozen and helpless. Paralysis works on the body, and
a character can resist it with a Fortitude saving throw
(DC = 10 + 1/2 character level + Charisma modier). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A
winged individual ying in the air at the time that it is
paralyzed cannot ap its wings and falls. A swimmer
cant swim and may drown.

RACE CREATION COOKBOOK

Immunity to poison, sleep effects, paralysis, polymorph, and stunning.


Not subject to critical hits.
Plants breathe and eat, but do not sleep.
Plant racial Hit Dice grant the following features.
d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as
cleric).
Good Fortitude saves.
Skill points equal to (2 + Int modier, minimum 1)
per Hit Die, with quadruple skill points for the rst
Hit Die.
Prociency with all simple weapons.

POISON (30 ability points)

Poison attacks deal initial ability damage to the


opponent on a failed Fortitude save. Another saving
throw is required 1 minute later (regardless of the rst
saves result) to avoid secondary damage. This attack
requires a delivery method of some sort, such as a
touch attack or sting. For 30 ability points, this ability
may be used once per day. Every two additional uses
per day multiplies this cost by 1.75, rounding fractions
up.
An individual with a poison attack is immune to its
own poison and the poison of others of its kind.
The Fortitude save DC against a poison attack is equal
to 10 + 1/2 poisoning individuals level and racial HD
+ poisoning individuals Con modier. A successful
save avoids (negates) the damage.
The poison deals 1d3 points of Str, Dex, Int, Wis, or
Cha damage (choose one) as its primary and secondary
effect. For 10 additional ability points, this poison may
be used to coat a weapon.

POUNCE (25 ability points)

When an individual with this special attack makes a


charge, it can follow with a full attackincluding rake
attacks if the individual also has the rake ability.

POWERFUL CHARGE (8 ability points)

When an individual with this special attack makes a


charge, its attack deals +4 damage in addition to the
normal benets and hazards of a charge.

PAGE 14

POWER RESISTANCE (Varies)

An individual with power resistance can avoid the


effects of psionic powers and psi-like abilities that
directly affect it. To determine if a power or psilike ability works against a individual with power
resistance, the caster must make a manifester level

PREHENSILE TAIL (10 ability points)

The creature has a tail that can grasp and hold objects.
A prehensile tail can grasp and manipulate a simple
object up to one size category smaller than the individuals size category. A prehensile tail cannot be used to
operate a piece of equipment that requires opposable
digits or ne motor control. An individual can hang
from its prehensile tail indenitely by wrapping it
around a larger object, thereby freeing up its other
limbs. The prehensile tail is not dexterous or strong
enough to re ranged weapons or make melee attacks,
however.

PSIONICS (Varies)

Sometimes a race can manifest powers just as a


member of a psionic class can (and can activate items
accordingly). Such individuals are subject to the same
rules that characters are, except as follows.
A psionic creature with this ability is not actually a
member of a class, and it does not gain any class abilities other than manifesting psionic powers. An individual with access to psychic warrior powers manifests
them normally, but it does not receive bonus feats as a
psychic warrior would.
The ability point cost of psionics varies according
to which class and how many levels of that class it
imitates. Psion and wilder manifesting cost 35 points
per level. Psychic warrior manifesting costs 26 points
per level. The creatures effective manifester level
must always be at least two levels lower than the
creatures total of Level Adjustments and racial Hit
Dice. If the creature later gains levels in the class that
its manifesting imitates, its racial and class-granted
manifesting stack. For example, a creature that manifests powers as a 2nd level psion gains a level of psion
as a result of adventuring. It now manifests powers as
a 3rd level psion, but its psicrystals abilities are those
appropriate to a 1st-level psion.

RAKE (12 ability points)

RAY (10 ability points)

This is a delivery method that must be attached to


some sort of effect, such as an energy blast or energy
drain. Hitting with a ray attack requires a successful
ranged touch attack roll, ignoring armor, natural armor,
and shield and using the individuals ranged attack
bonus. Ray attacks have no range increment and a
maximum range of 60 feet. The effects descriptive
text species effects and any applicable saving throw.

REPTILIAN SUBTYPE (0 ability points)

These individuals are scaly and usually coldblooded.


The reptilian subtype is only used to describe a set of
humanoid races, not all animals and individuals that
are truly reptiles.

RESISTANCE TO ENERGY (Varies)

An individual with this special quality ignores some


damage of the chosen type each time it takes damage
of that kind (acid, cold, electricity, re, or sonic). The
entry indicates the amount of damage ignored.

SCENT (20 ability points)

This special quality allows an individual to detect


approaching enemies, sniff out hidden foes, and track
by sense of smell. Individuals with the scent ability
can identify familiar odors just as humans do familiar
sights.
The individual can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet.
Strong scents, such as smoke or rotting garbage, can
be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte
stench, can be detected at triple normal range.
When an individual detects a scent, the exact location
of the source is not revealedonly its presence somewhere within range. The individual can take a move
action to note the direction of the scent. Whenever the
individual comes within 5 feet of the source, the individual pinpoints the sources location.
An individual with the Track feat and the scent
ability can follow tracks by smell, making a Wisdom
(or Survival) check to nd or follow a track. The
typical DC for a fresh trail is 10 (no matter what kind
of surface holds the scent). This DC increases or
decreases depending on how strong the quarrys odor
is, the number of individuals, and the age of the trail.

PAGE 15

An individual with this special attack gains extra


natural attacks when it grapples its foe. Normally,
an individual can attack with only one of its natural
weapons while grappling, but a individual with the
rake ability usually gains two additional claw attacks
that it can use only against a grappled foe. Rake
attacks are not subject to the usual 4 penalty for
attacking with a natural weapon in a grapple.

An individual with the rake ability must begin its turn


grappling to use its rakeit cant begin a grapple and
rake in the same turn.

RACE CREATION COOKBOOK

check (1d20 + manifester level). If the result equals


or exceeds the individuals power resistance, the
power works normally, although the individual is still
allowed a saving throw.

RACE CREATION COOKBOOK


For each hour that the trail is cold, the DC increases by
2. The ability otherwise follows the rules for the Track
feat. Individuals tracking by scent ignore the effects
of surface conditions and poor visibility.

SHADOWBLEND (15 ability points)

Creatures with this ability have a natural afnity


for shadows, or an innate connection to the Plane
of Shadow. Whenever the creature is in shadowy
lighting conditions, neither bright light nor total darkness, it gains the benets of total concealment (50%
miss chance) rather than normal concealment (20%
miss chance). If the opponent has darkvision or
other means of seeing clearly in shadowy conditions,
the creature has normal concealment rather than no
concealment.

PAGE 16

SIZE (Varies)

All creatures t into a size category. A creatures


size provides a modier to its Armor Class and attack
bonus, a modier on grapple checks it attempts, and
a modier on Hide checks; these modiers may be
found in the Monstrous Manual. Creatures smaller
than Tiny or larger than Large are probably unsuited
for most forms of adventuring. A Tiny creature typically occupies a space only 2 feet across, so four can
t into a single square. Creatures that take up less than
1 square of space typically have a natural reach of 0
feet, meaning they cant reach into adjacent squares.
They must enter an opponents square to attack in

melee. This provokes an attack of opportunity from the


opponent. You can attack into your own square if you
need to, so you can attack such creatures normally.
Since they have no natural reach, they do not threaten
the squares around them. You can move past them
without provoking attacks of opportunity. They also
cant ank an enemy.
A races size also determines its base speed, which
may then be modied with ability points or drawbacks. A Tiny races base speed is 15 feet; Small, 20
feet; Medium, 30 feet; Large, 40 feet.

SMOKE SCREEN (15 ability points)

A creature with this ability is able to expel chemicals through its pores to create an inky-black cloud
of smoke, engulng itself and the surrounding area.
As many times a day as its Constitution modier
(minimum of 1), as a free action, it can produce a 20foot-radius cloud of smoke centered on itself. The
cloud is stationary once created. The inky-black smoke
obscures all sight, including darkvision, beyond 5 feet.
An individual 5 feet away has one-half concealment
(20% miss chance). Individuals farther away have
total concealment (50% miss chance, and the attacker
cannot use sight to locate the target). This ability
functions underwater. A moderate wind or current
disperses the cloud in 4 rounds. A strong wind or
current disperses the cloud in 1 round.

Sometimes a race can cast arcane or divine spells just


as a member of a spellcasting class can (and can activate magic items accordingly). Such individuals are
subject to the same spellcasting rules that characters
are, except as follows.
A spellcasting individual that lacks hands or arms can
provide any somatic component a spell might require
by moving its body. Such an individual also does need
material components for its spells. The individual can
cast the spell by either touching the required component (but not if the component is in another individuals possession) or having the required component on
its person.
A spellcasting creature with this ability is not actually
a member of a class, and it does not gain any class
abilities other than spellcasting. An individual with
access to cleric spells must prepare them in the normal
manner and receives domain spells, but it does not
receive domain granted powers unless it has at least
one level in the cleric class.
The ability point cost of spellcasting varies according
to which class and how many levels of that class it
imitates. Cleric, druid, wizard, and sorcerer spellcasting cost 35 points per level. Bard spellcasting
costs 26 points per level. Paladin, ranger, blackguard,
and assassin spellcasting cost 15 points per level. The
creatures effective spellcaster level must always be at
least two levels lower than the creatures total of Level
Adjustments and racial Hit Dice. If the creature later
gains levels in the class that its spellcasting imitates,
its racial and class-granted spellcasting stack. For
example, a creature that casts spells as a 2nd level
sorcerer gains a level of sorcerer as a result of adventuring. It now casts spells as a 3rd level sorcerer, but
its familiars abilities are those appropriate to a 1stlevel sorcerer.

SPELL RESISTANCE (Varies)

An individual with spell resistance can avoid the


effects of spells and spell-like abilities that directly
affect it. To determine if a spell or spell-like ability
works against a individual with spell resistance, the
caster must make a caster level check (1d20 + caster
level). If the result equals or exceeds the individuals
spell resistance, the spell works normally, although the
individual is still allowed a saving throw.

Creatures with this ability are especially stable on their


feet. They gain a +2 bonus (3 points) or a +4 bonus
(6 points) on ability checks made to resist being bull

STINGER (5 ability points)

This is a delivery method for some other sort of effect,


such as poison or energy drain. It requires a melee
attack; if successful, it delivers the associated effect
and deals piercing damage based on the creatures size
(Tiny, 1 damage; Small, 1d2; Medium, 1d4; Large,
1d6). A creature may use this stinger attack as part of
its normal attack routine by taking a -5 to the stingers
attack roll, or may use the stinger as a primary weapon
and use its normal attack bonus. Like all natural
weapons, the stinger counts as a light weapon.

SUSTENANCE HUNGER (4 or 5 drawback


points)
A race with this drawback must consume some
type of unusual substance in order to survive. The
substance is generally either rare and expensive (e.g.,
gemstones), or consuming it violates signicant
cultural taboos (blood).

For 4 drawback points, the creature must consume


or destroy a particular type of valuable object (worth
at least 50 gp) once every two days. If the creature
fails to do so, it takes 1d4 points of damage to any one
ability score, which cannot be healed by magic and
will not heal naturally unless the creature once again
consumes some of the appropriate substance.
For 5 drawback points, the creature must consume a
small amount of a particular substance that normal
society regards as taboo, such as blood or human
esh, once every two days. This should be the sort of
substance such that, if discovered, the creature would
face legal or violent retribution. If the creature fails to
do so, it takes 1d4 points of damage to any one ability
score, which cannot be healed by magic and will not
heal naturally unless the creature once again consumes
some of the appropriate substance.

TANARRI SUBTYPE (125 ability points)

The tanarri subtype may be applied to any outsider


with the Evil subtype.
A tanarri possesses the following traits.
Immunity to electricity and poison.
Resistance to acid 10, cold 10, re 10.
Summon: Tanarri have the ability to summon
others of their kind. The basic tanarri subtype
grants the ability to summon a dretch once per day,
as per summon monster III (caster level equal to
the summoners Hit Dice).

PAGE 17

STABILITY (3 or 6 ability points)

rushed or tripped when standing on the ground (but


not when climbing, ying, riding, or otherwise not
standing rmly on the ground.

RACE CREATION COOKBOOK

SPELL (Varies)

RACE CREATION COOKBOOK

Telepathy (see ability description, below).

TELEPATHY (12 ability points)

A creature with this ability can communicate telepathically with any other creature within 100 feet that has
a language by forming a link as a free action. The
individual with which the telepathic creature forms the
link must have an Intelligence score of 6 or higher, and
it must be a willing participant in the link. The creatures can communicate telepathically through the link
even if they do not share a common language, but no
special control or inuence is established as a result of
the link. If the linked individuals move more than 100
feet apart, the telepathic link severs instantly. A creature with telepathy can telepathically link with only
one individual at a time during any given round, but
the ability can be used at will.

TERRIFYING VOICE (12 ability points)

Races with this ability can vex an enemy using the


peculiar resonance of their voices. Select any living
individual within 30 feet of the creature as the target,
who must be able to hear your voice to be affected.
The individual must make a successful Will save (DC
10 + 1/2 character level + Charisma modier) or
be dazed for 1 round. A successful save negates the
effect. This ability is a mind-affecting compulsion
usable as many times as the creatures Charisma bonus
(minimum 1) per day. Using this ability is a free action.

TOUCH ATTACK (5 ability points)

A touch attack is a delivery method for some other


kind of effect, such as ability damage, poison, or
paralysis. It requires a melee touch attack as a standard action and deals no damage beyond the effect that
it delivers.

TRACKLESS STEP (8 ability points)

A creature with this ability leaves no trail in natural


surroundings and cannot be tracked, including tracking
with the Scent ability. The creature may choose to
leave a trail if so desired.

PAGE 18

TRAMPLE (30 ability points)

As a full-round action, an individual with this special


attack can move up to twice its speed and literally run
over any opponents at least one size category smaller
than itself. The individual merely has to move over
the opponents in its path; any individual whose space
is completely covered by the trampling individuals
space is subject to the trample attack. If a targets
space is larger than 5 feet, it is only considered trampled if the trampling individual moves over all the
squares it occupies. If the trampling individual moves

over only some of a targets space, the target can make


an attack of opportunity against the trampling individual at a 4 penalty. A trampling individual that accidentally ends its movement in an illegal space returns
to the last legal position it occupied, or the closest
legal position, if theres a legal position thats closer.
A trample attack deals bludgeoning damage (the
individuals slam damage + 1-1/2 times its Str modier). The individuals descriptive text gives the exact
amount.
Trampled opponents can attempt attacks of opportunity, but these take a 4 penalty. If they do not make
attacks of opportunity, trampled opponents can attempt
Reex saves to take half damage.
The save DC against an individuals trample attack is
10 + 1/2 individuals level or racial HD + individuals
Str modier. A trampling individual can only deal
trampling damage to each target once per round, no
matter how many times its movement takes it over a
target individual.

TREMORSENSE (35 or 50 ability points)

An individual with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the
location of anything that is in contact with the ground,
to a distance of 30 feet (35 ability points) or 60 feet
(50 ability points). Aquatic individual with tremorsense can also sense the location of individuals moving
through water.

TURN RESISTANCE (5 or 10 ability points)


An individual with this special quality (usually an
undead) is less easily affected by clerics or paladins.
When resolving a turn, rebuke, command, or bolster
attempt, add the indicated number to the individuals
level or racial HD total.

UNDEAD TYPE (100 ability points)

Undead are once-living individuals animated by spiritual or supernatural forces.


Traits: An undead individual possesses the following
traits.
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale
effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage,
ability drain, or energy drain. Immune to damage

RACE CREATION COOKBOOK

to its physical ability scores (Strength, Dexterity,


and Constitution), as well as to fatigue and
exhaustion effects.
Negative energy (such as an inict spell) can
heal undead individuals. The fast healing special
quality works regardless of the individuals Intelligence score.
Immunity to any effect that requires a Fortitude
save (unless the effect also works on objects or is
harmless).
Uses its Charisma modier for Concentration
checks.
Not at risk of death from massive damage, but
when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells
or abilities. Resurrection and true resurrection
can affect undead individuals. These spells turn
undead individuals back into the living individuals
they were before becoming undead.
Undead do not breathe, eat, or sleep.

Undead racial Hit Dice grant the following features.

VULNERABILITY TO ENERGY (4 to 12
drawback points)

Some individuals have an innate vulnerability to a


certain kind of energy effect; acid, cold, electricity,
re, force or sonic. Such an individual will receive
additional damage from these types of attacks regardless of whether a saving throw is allowed, or if the
save is a success or failure.

VULNERABILITY TO SUBSTANCE (Varies)

The race suffers a weakness to a particular substance


adamantium, cold iron, silver, steel or wood. There
are three degrees of weakness, described below.
Lesser Vulnerability
The race suffers an unusual intolerance for the
substance in question. Whenever the substance in
question makes direct contact with the characters
esh (including taking damage from a weapon made
of that substance), the character is weakened or
injured. There are a number of different ways to represent lesser vulnerability. In creating the race, pick one
of the following:

PAGE 19

d12 Hit Dice.


Base attack bonus equal to 1/2 Hit Dice (as
wizard).
Good Will saves.

Skill points equal to (4 + Int modier, minimum 1)


per Hit Die, with quadruple skill points for the rst
Hit Die.
Prociency with all simple weapons, light armor,
and shields (except tower shields).

RACE CREATION COOKBOOK

1. The character takes 1d6 points of damage that may


not be reduced by damage reduction. This damage
stacks with weapon damage, if applicable.
2. The character takes 1 point of Constitution
damage (Fort save DC 20 negates).
3. The character takes 1 point of any other kind of
ability damage (no save).
4. The character is sickened for 1d3 rounds (Fort save
DC 20 negates).
Vulnerability
A more baneful version of Lesser Vulnerability, a
character coming in contact with the substance is more
grievously weakened or injured. In creating the race,
the DM should pick one of the following.
1. The character takes 3d6 points of damage that may
not be reduced by damage reduction. This damage
stacks with weapon damage, if applicable.
2. The character takes 2 points of Constitution
damage (Fort save DC 22 negates).
3. The character takes 2 points of any other kind of
ability damage (no save).
4. The character is nauseated for 1d3 rounds (Fort
save DC 22 negates).
Greater Vulnerability
A yet more deadly version of Vulnerability, a character
coming in contact with the substance is mortally weakened or injured. In creating the race, the DM should
pick one of the following.
1. The character takes 5d6 points of damage that may
not be reduced by damage reduction. This damage
stacks with weapon damage, if applicable.
2. The character takes 4 points of Constitution
damage (Fort save DC 25 negates).
3. The character takes 4 points of any other kind of
ability damage (no save).
4. The character is stunned for 1d3 rounds (Fort
save DC 25 negates).

WATER SUBTYPE (25 ability points)

This subtype usually is used for outsiders and creatures with a connection to the Elemental Plane of
Water. Individual with the Water subtype always have
swim speeds and can move in water without making
Swim checks. A creature of the Water subtype can
breathe water and air.

PAGE 20

WOODLAND STRIDE (12 ability points)

A creature with this ability may move through any


sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at normal speed
and without taking damage or suffering any other
impairment. However, thorns, briars, and overgrown

areas that have been magically manipulated to impede


motion still affect the creature.

Racial Type or Subtype


Aberration Type
Aquatic Subtype
Chaotic Subtype
Evil Subtype
Fey Type
Giant Type
Good Subtype
Goblinoid Subtype
Humanoid Type

Cost
16
0
5
5
14
14
5
-2
0

Racial Type or Subtype


Lawful Subtype
Monstrous Humanoid Type
Native Subtype
Outsider Type
Reptilian Subtype
Tiny Size
Small Size
Medium Size
Large (long) Size

Cost
5
16
-4
20
0
-15
0
0
8

RACE CREATION COOKBOOK

Table 1.1: Racial Type or Subtype List

Table 1.2: Ability Score Adjustment Costs


Ability Score Adjustment
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

+2
8
8
8
6
6
6

+4
20
20
20
15
15
15

-2
-6
-6
-6
-4
-4
-4

-4
15
15
15
10
10
10

Table 1.3: Racial Bonuses to Skills


Feature
+1 racial bonus on checks with one skill*
+2 racial bonus on checks with one skill*
+3 racial bonus on checks with one skill*
+4 racial bonus on checks with one skill*
Racial bonus applies in limited circumstances
+1 skill point per level (+4 skill points at 1st)
One permanent class skill*

Cost
2
4
8
12
normal
16
8

Table 1.4: Unusual Senses


Feature
Darkvision 30 ft.
Darkvision 60 ft.
Darkvision 90 ft.
Darkvision 120 ft.

Cost
8
10
12
14

Feature
Cost
Low-light Vision
8
Low-light Vision, Improved (3x normal range) 10
Scent
20
Passive Searching
4

Table 1.5: Movement


Cost
15
30
10

Feature
30 ft Climb speed
20 ft Swim speed
30 ft Swim speed

Cost
14
8
12

PAGE 21

Feature
+5 ft to base speed
+10 ft to base speed
20 ft Climb speed

RACE CREATION COOKBOOK

Table 1.6: Weapons, Attack Bonuses, and Damage Bonuses

Feature
Weapon Familiarity (Exotic weapon
counts as Martial)
Weapon Familiarity (Per Exotic Weapon
past the rst)
Weapon Prociency (One Martial weapon)
Weapon Prociency (Two Martial weapons)
Weapon Prociency (Three or more
Martial weapons)
+1 racial bonus to attack rolls against one
creature type or subtype*
+1 racial bonus to attack rolls with
thrown weapons

Table 1.7: Defensive Bonuses

Cost
6
+3
6
9
12
2
4

Feature
Cost
+2 dodge bonus to AC against one
creature type*
2
+4 dodge bonus to AC against one
creature type*
4
+1 dodge bonus to AC
12
+1 racial bonus on one saving throw category* 3
+2 racial bonus on one saving throw category* 6
+3 racial bonus on one saving throw category* 9
+1 racial bonus on all saving throws
9
+2 racial bonus on all saving throws
18
+2 racial bonus on saving throws
2
against one effect*1
Immunity to disease
10
Immunity to poison
15
Immunity to paralysis
15
Immunity to sleep effects
10
Immunity to polymorph
10
Immunity to stunning
15
Immunity to petrication
15
Immunity to charm/compulsion
15
Immunity to death magic
20
Immunity to fear effects
15
Immunity to gaze attacks
15
+1 racial bonus on saving throws
against spells and spell-like effects
6

Feature
+1 racial bonus to attack rolls with one
weapon type*
+1 racial bonus to weapon damage against
one creature type or subtype*
+1 racial bonus to weapon damage
+1 racial bonus to melee weapon damage
(choose one energy type)
Natural bite attack (1d6 for Medium)
Natural claw attack (1d4 for Medium)
Natural gore attack (1d6 for Medium)
Natural slam attack (1d4 for Medium)
Natural tail attack (1d6 for Medium)

Cost

Feature
+2 racial bonus on saving throws
against spells and spell-like effects
+2 racial bonus on saving throws
against a psionic discipline*
+2 racial bonus on saving throws against
a school of magic*
+2 racial bonus on saving throws against
one subschool of magic*2
Immunity to one subschool of magic*
Resistance 5 to one energy type*
Resistance 10 to one energy type*
+1 natural armor bonus
+2 natural armor bonus
+1 deection bonus to AC
+2 deection bonus to AC
Stability +2
Stability +4
Damage Reduction 1/-Damage Reduction 2/-Damage Reduction 2/material
Damage Reduction 3/material
Damage Reduction 4/material

Cost

4
2
6
5
20
10
20
10
20

12
2
2
1
10
10
15
10
20
15
25
3
6
15
30
10
20
30

The entire list of applicable effects includes disease, poison, paralysis, sleep effects, polymorph, stunning, petrication, charm/compulsion, death magic, fear effects, and gaze attacks.

PAGE 22

The entire list of subschools includes Calling, Creation, Healing, Summoning, Teleportation, Scrying, Charm,
Compulsion, Figment, Glamer, Pattern, Phantasm, and Shadow.
2

Feature
Bonus Feat (specied)
Bonus Feat (chosen at character creation)
Spell-like ability or psi-like ability1
Acidic Saliva (Ex)
Amphibious (Ex)
Body Spikes (Ex)
Breath Weapon (Su)2
Change Shape (Su)
Elasticity (Ex or Su)
Energy Blast (Su)3
Exoskeleton (Ex) (+2 armor bonus,
10% arcane spell failure)
Extra Arms (Ex)

Cost
15
20
Varies
8
8
12
20
20
20
20

Feature
Cost
Gills (Ex)
15
Hold Breath (Constitution score times four)
4
Hold Breath (Constitution score times eight)
8
8
Powerful Charge (Ex) (+4 damage)
2
Ray (Su)
10
Shadowblend (Su) (50% concealment
in shadowy areas)
15
Smoke Screen (Ex or Su)
15
12
Telepathy (Su)
12
Terrifying Voice (Ex or Su)
8
Trackless Step (Ex)
5
Turn Resistance +2 (Ex)
10
Turn Resistance +4 (Ex)
12
Woodland Stride (Ex)

10
30

RACE CREATION COOKBOOK

Table 1.8: Miscellaneous Abilities

The formula for determining the cost of a spell-like ability is 4 x spell or power level (count 0-level spells and
powers as 0.5) x the number of uses per day (count at will or continuous use as 6/day).
1

This is a delivery method for some sort of effect. See the ability description.

This effect requires a delivery method. See the ability description.

Table 2.1: Level Adjustments and Racial Hit Dice


Condition
Level Adjustment +1
Level Adjustment +2
Level Adjustment +3
Level Adjustment +4
Level Adjustment +5
Level Adjustment +6
Aberration Type (2 HD)
(Every additional HD)
Construct Type (2 HD)
(Every additional HD)
Fey Type (2 HD)
(Every additional HD)

Race Points
-25
-50
-75
-100
-125
-150
-12
-6
-18
-9
-20
-15

Condition
Giant Type (2 HD)
(Every additional HD)
Humanoid Type (2 HD)
(Every additional HD)
Monstrous Humanoid Type (2 HD)
(Every additional HD)
Outsider Type (2 HD)
(Every additional HD)
Plant Type (2 HD)
(Every additional HD)
Undead Type (2 HD)
(Every additional HD)

Race Points
-8
-6
-12
-6
-4
-4
4
-4
-15
-7
-16
-8

Table 2.2: Greater Ability Score Adjustments.


+2
8
8
8
6
6
6

+4
20
20
20
15
15
15

+6
40
40
40
30
30
30

+8
65
65
65
50
50
50

-2
-6
-6
-6
-4
-4
-4

-4
-15
-15
-15
-10
-10
-10

PAGE 23

Ability Score
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

RACE CREATION COOKBOOK


PAGE 24

Table 1.9: Drawbacks


Feature
Slow (-10 ft. to speed)
-1 attack rolls against one individual type*
-1 on attack rolls with ranged attacks and ranged touch attacks
-2 dodge bonus to AC against one individual type*
-4 dodge bonus to AC against one individual type*
-1 penalty on one saving throw*
-2 penalty on one saving throw*
-1 penalty on all saving throws
-2 penalty on all saving throws
-2 penalty on saving throws against disease
-2 penalty on saving throws against poison
-2 penalty on saving throws against paralysis
-2 penalty on saving throws against fear
-2 penalty on saving throws against charm/compulsion
-1 penalty on saving throws against spells and spell-like effects
-2 penalty on saving throws against spells and spell-like effects
-2 penalty on saving throws against a psionic discipline*
-2 penalty on saving throws against a school of magic*
-2 penalty on saving throws against one subschool of magic*
Vulnerability to one energy type additional 50% damage*
Vulnerability to one energy type additional 100% damage*
Vulnerability to one energy type additional 200% damage*
Lesser Vulnerability to Steel
Vulnerability to Steel
Greater Vulnerability to Steel
Lesser Vulnerability to Wood
Vulnerability to Wood
Greater Vulnerability to Wood
Lesser Vulnerability to Cold Iron
Vulnerability to Cold Iron
Greater Vulnerability to Cold Iron
Lesser Vulnerability to Silver
Vulnerability to Silver
Greater Vulnerability to Silver
Lesser Vulnerability to Adamantium
Vulnerability to Adamantium
Greater Vulnerability to Adamantium
Sustenance Hunger (taboo)
Sustenance Hunger (rare)
Darkness Sensitivity
Light Blindness
Light Sensitivity

Cost
-10
-1
-3
-1
-2
-1
-2
-3
-6
-1
-1
-1
-1
-1
-2
-4
-1
-1
-1
-4
-8
-12
-15
-20
-25
-10
-13
-15
-5
-7
-9
-5
-7
-9
-3
-4
-5
-5
-4
-3
-8
-4

Feature
Feature
Cost Reqd
Fast Healing 2 (Ex)
Immunity to critical hits
40
4
Power resistance 5 + character level
15
1
Every additional +1 to Fast Healing
Fear (Su)*
Power resistance 10 + character level
20
2
Frightful Presence (Ex)
Every additional point of base
Gaze (Su)**
power resistance
+2
N/A
Hive Mind (Ex)
Spell resistance 5 + character level
15
1
Improved Grab (Ex)
Spell resistance 10 + character level
20
2
Movement mode: Burrow
Every additional point of base
(Ex or Su) 10 feet
spell resistance
+2
N/A
Movement mode: Burrow
Immunity to one energy type
40
5
(Ex or Su) 20 feet
Immunity to two energy types
90
6
Movement mode: Fly
Immunity to three energy types
150
7
(Average) (Ex or Su)
Resistance 15 to one energy type*
20
1
Movement mode: Fly
Every 5 additional points of energy
(Clumsy) (Ex or Su)
resistance
5
N/A
Movement mode: Fly
+3 natural armor bonus
30
1
(Good) (Ex or Su)
Every additional point of natural
Movement mode: Fly
armor bonus
+10
N/A
(Perfect) (Ex or Su)
+3 deection bonus to AC
35
1
Movement mode: Fly
Every additional point of
(Poor) (Ex or Su)
deection bonus to AC
+10
N/A
Every additional 5 feet of
Damage Reduction 3/-45
1
Fly speed
Every additional +1/-- DR
+15
N/A
Paralysis (Ex or Su)*
Damage Reduction 5/material
40
1
Poison (Ex)*
Every additional +1/material DR
+10
N/A
Pounce (Ex)
Ability Damage (Su)*
25
3
Blindsense (Ex) 60 feet
20
3
Prehensile Tail
Blindsight (Ex) 30 feet
40
4
Psionics
Rake (Ex)
Blindsight (Ex) 60 feet
55
5
20
3
Ray (Su or Sp)**
Breath Weapon (Su)**
Confusion (Su)*
35
4
Spellcasting
Constrict (Ex) (1d6+Str bonus)
15
2
Stinger**
20
0
Energy Blast (Su)**
Touch Attack**
50
6
Energy Drain (Su)*
Trample (Ex)
Exoskeleton (Ex) (as per breastplate)
15
1
Tremorsense (Ex or Su) 30 feet
Fast Healing 1 (Ex)
40
5
Tremorsense (Ex or Su) 60 feet
*This attack requires a delivery method, purchased separately. See the ability description.

Cost Reqd
55
5
15
N/A
30
3
20
3
20
4
20
2
20
2
10

15

25

20

28

35

22

8
40
30
25
10
Varies
12
10
Varies
5
5
30
35
50

N/A
5
3
2
1
3
1
0
3
1
1
3
3
4

RACE CREATION COOKBOOK

Table 2.3: Greater Abilities

**This is a delivery method for an attack of some kind. See the ability description.

PAGE 25

RACE CREATION COOKBOOK

Table 2.4: Expanded Racial Type and Subtype List


Racial Type or Subtype
Aberration Type
Air Subtype
Aquatic Subtype
Baatezu Subtype
Chaotic Subtype
Cold Subtype
Construct Type
Earth Subtype
Eladrin Subtype
Evil Subtype
Fey Type
Fire Subtype
Giant Type
Good Subtype
Goblinoid Subtype
Guardinal Subtype

Cost
16
35
0
125
5
36
100
15
110
5
14
36
14
5
-2
135

Required
0
4
0
6
0
5
3
3
6
0
0
5
0
0
0
6

Racial Type or Subtype


Cost
Humanoid Type
0
Lawful Subtype
5
Monstrous Humanoid Type 16
Native Subtype
-4
Outsider Type
20
Plant Type
75
Reptilian Subtype
0
Tanarri Subtype
125
Undead Type
100
Water Subtype
25
Tiny Size
-15
Small Size
0
Medium Size
0*
Large (long) Size
8*
Large (tall) Size
25*

*Creatures of the Construct type pay an additional 5 ability points for these sizes.

PAGE 26

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Open Gaming License. See page 27 for more information.

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License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufcient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the

COPYRIGHT NOTICE of any Open Game Content You are copying,


modifying or distributing, and You must add the title, the copyright
date, and the copyright holders name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identication: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License
with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any
of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc.
System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Advanced Players Manual Copyright 2005, Green Ronin Publishing;
Author Skip Williams.
Race Creation Cookbook Copyright 2005, Louis Porter Jr. Design,
Inc.

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