Green Ronin Publishing - Race Creation Cookbook
Green Ronin Publishing - Race Creation Cookbook
Cookbook
LPJ9874
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.
PAGE 1
Common Abilities
Senses
Movement
PAGE 2
Defensive Bonuses
Table 1.7 gives point costs for racial defensive abilities, techniques, and resistances to a host of different
Miscellaneous Abilities
Drawbacks
Greater Abilities
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.
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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
10
20
30
40
60
80
PAGE 6
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.
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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.
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.
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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
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).
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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)
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SIZE (Varies)
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.
PAGE 17
SPELL (Varies)
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.
PAGE 18
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.
VULNERABILITY TO ENERGY (4 to 12
drawback points)
PAGE 19
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
Cost
16
0
5
5
14
14
5
-2
0
Cost
5
16
-4
20
0
-15
0
0
8
+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
Cost
2
4
8
12
normal
16
8
Cost
8
10
12
14
Feature
Cost
Low-light Vision
8
Low-light Vision, Improved (3x normal range) 10
Scent
20
Passive Searching
4
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
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
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
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.
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
+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
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
**This is a delivery method for an attack of some kind. See the ability description.
PAGE 25
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
*Creatures of the Construct type pay an additional 5 ability points for these sizes.
PAGE 26
Required
0
0
0
0
0
3
0
6
3
3
0
0
0
0
3