LPJ9874E - Race Creation Cookbook
LPJ9874E - Race Creation Cookbook
LPJ9874E - Race Creation Cookbook
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
Race Creation Cookbook
Written By Louis Porter, Jr Design
Brandes Stoddard 350 NW 87th Terrace
Plantation, FL 33324
Addititional Material [email protected]
Neal Bailey www.lpjdesign.com
Cover Art Devil’s Workshop was created by Louis Porter, Jr. Design,
Anthony Cournoyer Inc.
Devil’s Workshop, Image Portfolio, Devil’s Workshop
Interior Artwork Logo, Image Portfolio and Louis Porter, Jr. Design Logo
Jason Walton are Trademarks of Louis Porter, Jr. Design. Copyright 2007
Louis Porter, Jr. Design, Inc. All Rights Reserved.
Graphic Design & Layout Designation of Open Game Content: All the material that appears in the
Louis Porter, Jr. Design System Reference Document is open, and all other material is not.
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Race Creation Cookbook, Copyright 2007, Louis Porter Jr.
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Content that contains a notice indicating that the Open may publish updated versions of this License. You may use
for those that are available. Most types and subtypes
RACE CREATION COOKBOOK For game Masters grant abilities in and of themselves; GMs wishing to
vary from these abilities (such as granting Darkvision
GMs with a taste for world-building can either borrow 120 ft. to an aberration) will need to deduct the cost
races for their setting from other sources, or build new of the pre-existing ability from the cost of the newly
races from scratch. Presented below are guidelines granted ability (essentially crediting the 10-point cost
for designing new character races with access to a of Darkvision 60 ft. against the 14-point cost of Dark-
wide variety of abilities and balancing drawbacks. vision 120 ft.).
Whether these are exotic new races or variants of
more familiar fantasy races, the tools are in your Note that a race must have a type, but not necessarily
hands. This system is not, however, balanced for a subtype. The Native subtype may only be applied to
players to build their own races. 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
Designing New Races Goblinoid subtype, as it provides no advantages, but
two of the core Player’s Handbook races have racial
Racial advantages of all kinds are purchased with a bonuses to attack rolls against them. Finally, charm
pool of ability points. In this system, races are built person, hold person, and so forth target only human-
from a pool of 40 points. There are also a variety of oids, so other types pay six points for the privilege of
drawbacks, including racial Hit Dice, Level Adjust- being immune to these spells.
ment, and unusual racial vulnerabilities, which grant
additional ability points. This table also includes the decision to make a race
Tiny, Small, Medium, or Large (long). Large (tall)
This system is no substitute for a GM’s good judg- and larger sizes may not be purchased as Common
ment. Forty ability points, plus a bit more from draw- Abilities, given the extraordinary utility of natural
backs, could grant a race one or two exceptionally reach. Tiny races are at a remarkable disadvantage,
powerful abilities. This race would likely be more as they have a natural reach of 0 feet, and are likely to
powerful than the races of the Player’s Handbook, have great difficulty using common equipment. Simi-
which possess a larger number of less powerful abili- larly, many Large (long) creatures find that standard
ties. gear does not fit them easily. Tiny and Small size
The racial abilities presented below are divided into are generally associated with a Strength penalty, just
two major categories, classified as Common Abilities as Large size is generally associated with a Strength
and Greater Abilities. Common Abilities are those bonus. These things are not, however, considered to be
available to races without a Level Adjustment or racial intrinsic to the size categories in this case.
Hit Dice. Greater Abilities are restricted, for reasons As described in the Monster Manual, many creature
of balance, to races with at least +1 Level Adjustment types grant proficiency in some weapons and armor.
or at least two racial Hit Dice. Each of these abili- To create a balanced character of these races, however,
ties has an associated minimum Level Adjustment or a small change must be made. These creature types
racial Hit Dice requirement. should only grant weapon and armor proficiencies if
Bonuses that apply to specific creature types, weapon the race has one or more racial Hit Dice (see Greater
types, energy types, or the like may be purchased Abilities, below).
more than once, each time applying to a different
creature type, weapon type, energy type, or other Ability Score Bonuses:
option from a list. Such abilities are marked with an Ability score bonuses and penalties should balance
asterisk (*). Abilities may not otherwise be purchased out to 0 for races without a Level Adjustment or racial
twice, nor may they be purchased in both a lesser and Hit Dice. Bonuses generally should not exceed +2
a greater form. For example, “+5 ft to base speed” and penalties generally should not exceed -4, although
and “+10 ft to base speed” may not be purchased there are exceptions. The race’s size is the first consid-
together. eration in adjusting its ability scores. Tiny or Small
races should generally have a Strength penalty and
Common Abilities Large races should generally have a Strength bonus,
The first determination for a new character race is its unless there is a compelling reason to do otherwise.
PAGE 2
creature type and subtype. Many creature types are The difference in gear weight (half for Small creatures
unavailable as Common Abilities; refer to Table 1.1 and double for Large creatures) makes these bonuses
and penalties all the more necessary.
It is also noteworthy that, in most campaigns, physical may be purchased more than once, each time applying
Expanded Racial Type and Subtype List • Creatures with the Air subtype have a Fly speed
equal to their base speed and perfect maneuver-
Table 2.4 reprints the racial types and subtypes avail-
ability.
able as Common Abilities and presents the ability score
costs for several more. Refer to the detailed descrip-
tions of each type and subtype below; some of them AMPHIBIOUS (8 ability points)
have been slightly altered from the SRD. 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,
ABERRATION TYPE (16 ability points)
after which they suffer the effects of drowning.
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. AQUATIC SUBTYPE (0 ability points)
These individuals always have swim speeds and thus
• Darkvision out to 60 feet. can move in water without making Swim checks. An
• Proficient with its natural weapons. aquatic individual can breathe underwater. It cannot
• Aberrations eat, sleep, and breathe. also breathe air unless it has the amphibious special
quality. This subtype does not cost any ability points
Aberration racial Hit Dice grant the following features:
in itself; without the Amphibious or Gills abilities, it
• d8 Hit Dice. simply defines an underwater rather than land-based
• Base attack bonus equal to 3/4 total Hit Dice (as campaign setting.
cleric).
• Good Will saves. Aura (5 points per 5 foot radius)
• Skill points equal to (2 + Int modifier, minimum 1) Auras are a power- either defensive, neutral, or offen-
per Hit Die, with quadruple skill points for the first sive- which radiates around the race to a set distance
Hit Die. when activated.Auras generally only effect opponents
• If generally humanoid in form, proficient in all (if the aura is offensive), or allies (if the aura is defen-
simple weapons, light armor, and shields (except sive). Neutral auras effect all parties equally. Auras
tower shields). generally require a standard action to ‘turn on’, though
the Inspiring Aura is automatically active. The cost
ABILITY DAMAGE (25 ability points) listed above is merely the cost for the delivery method,
This effect must be attached to a particular method of following is a list of actual effects that an aura may
delivery, such as a gaze attack, ray, or touch attack. possess.
This attack damages an opponent’s ability score,
• Damaging (7 points per point of damage, neutral)
dealing 1d3 points of ability damage to any one ability
score. Opponents may negate this damage by making This is a deadly cloud of some type of corro-
a Fortitude or Will save (chosen when the ability is sive fluid, magical energy, or gas. Activating a
purchased) against DC 10 + 1/2 character level + Con Damaging Aura requires a standard action. Any
modifier. For 25 points, this ability may be used once individual or object takes 1 point of energy damage
per day. Every additional two uses multiplies the cost per round for every 7 points spent in corrosive aura
by 1.75, rounding fractions up. If an attack that causes (the type of damage may be chosen from cold, fire,
ability damage scores a critical hit, it deals twice the electric, acid, or sonic- the nature of the attack
indicated amount of damage. Ability damage returns at should reflect the nature of the damage.)
the rate of 1 point per day for each affected ability.
• Inspiring (10 points per +3 bonus, defensive)
ACIDIC SALIVA (8 ability points) For whatever reason, a member of this race has
PAGE 4
Your saliva can burn other individuals like acid. Your an inspiring presence which assists his allies in
bite attack deals an extra 1d4 points of acid damage dangerous situations.When in combat, the aura
becomes active automatically. All allies (but not effect to that individual. Any opponent the individual
Spot or Listen checks to pinpoint the location of an tered by their remarkable ability to deal out and take
individual within 60 feet, provided that it has line of raw damage.
When this species goes on a destructive jag, everyone
RACE CREATION COOKBOOK around them certainly feels it. The race gains a +4 Casting Mastery (22 points)
racial bonus on all opposed strength checks to overrun The arcane and divine arts are no secret to this partic-
and bull rush, and deals an extra +4 damage on all ular species; they have a chosen group of spells at
sunder attempts. This damage is still subject to object which they excel beyond the capabilities of other races.
hardness as per normal. Adaptation: This is obviously geared more towards
‘intellectual’ races, although it can be applied to charis-
BODY SPIKES (12 ability points) matic sorcerous types as well. A species with Casting
Bony spurs or chitinous spikes protrude from your Mastery is likely to use magic to excess. There is an
joints, giving you a jagged profile and making you alternate choice however- magic could come so easily
dangerous to grapple. The spikes deal 1d4 points to the race that they consider it the work of cowards
of piercing damage to any individual engaging in a and weaklings, leaving such powers to servants.
grapple with the creature. Furthermore, the spikes deal
1d4 points of piercing damage per round to any indi- When the Casting Mastery racial feature is taken, the
vidual that swallows a member of this race using the race’s casting level and save DCs are increased by +1
swallow whole ability. with a relevant school. This stacks with the effect of
Spell Focus, as well as the effect of a granted power
which increases caster level. Casting Mastery may
Build Features (Varies) only be taken once by any given race.
All of the Build features are simple modifications to
body type, and are thus easy to apply to a race. Only
1 ‘build’ type racial feature may be taken at any one
time. CHANGE SHAPE (20 ability points)
• Agile Build (12 points) An individual with this special quality has the ability to
assume the appearance of a specific individual or type
This race possesses a much thinner and more of individual (usually a humanoid), but retains most
gracile build than would be expected for their of its own physical qualities. An individual cannot
height. Due to their slender and fluidly moving change shape to a form more than one size category
nature, a race with Agile build is not subject to smaller or larger than its original form. The creature’s
maximum dexterity adjustments for any armor they alternate form requires careful thought on the part
are wearing. For example, normally plate mail of the GM; this ability can easily do too much or too
allows you to add a maximum of +1 to your armor little, depending on the power of the alternate form.
class from dexterity. A race with graceful build Changing shape results in the following changes to the
may add their full dexterity bonus at all times. individual:
• Sturdy Build (10 points) • The individual retains the type and subtype of its
original form. It gains the size of its new form.
Sturdy, tough, solid; whatever you call it- this race
• The individual loses the natural weapons, move-
has it. With a sturdy build, a race can wear much
ment modes, and extraordinary special attacks of
heavier equipment and carry much heavier loads
its original form.
without becoming fatigued. Not only can such a
• The individual gains the natural weapons, move-
race sleep in full armor with no penalty, but the
ment modes, and extraordinary special attacks of
sturdy race suffers no armor check penalty, regard-
its new form.
less of how much armor they are wearing and
• The individual retains all other special attacks and
equipment they are carrying.
qualities of its original form, except for breath
• Mystic Build (11 points) weapons and gaze attacks.
• The individual retains the ability scores of its orig-
This race, in particular, possess a serene grasp of
inal form.
magic at its most fundamental, which allows them
• The individual retains its hit points and saves.
to cast spells very easily under any number of
• The individual retains any spellcasting ability it
conditions. Even a heavily wounded or encum-
had in its original form, although it must be able to
bered member of this species has no problem
speak intelligibly to cast spells with verbal compo-
casting a spell- such an individual may reduce any
nents and it must have humanlike hands to cast
arcane spell failure chance from armor they are
PAGE 6
generally humanoid in form, in which case profi- its natural weapons and weapons it wields as if the
cient with any weapon mentioned in its entry. 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
ELASTICITY (20 ability points)
tongues spell (caster level 14th). This ability is racial HD + draining individual’s Cha modifier). On
always active. a success, the negative level goes away with no harm
to the individual. On a failure, the negative level goes
RACE CREATION COOKBOOK away, but the individual’s level or racial HD is also FEAR (30 ability points)
reduced by one. A separate saving throw is required This effect requires some sort of delivery method, such
for each negative level. as a gaze attack or a ray attack. This ability may be
used once per day. Every additional two uses per day
multiplies the ability point cost by 1.75, rounding frac-
EVIL SUBTYPE (5 ability points) tions up.
A subtype usually applied only to outsiders native to
the evil-aligned Outer Planes. Evil subtype outsiders Targets of this effect may make a Will save (DC 10
are also called fiends. Most individuals that have this + 1/2 character level + Cha modifier) to negate its
subtype also have evil alignments; however, if their effects. If the save is failed, the target(s) are frightened
alignments change, they still retain the subtype. Any for 1d4 rounds and shaken for 5 rounds after that.
effect that depends on alignment affects an individual
with this subtype as if the individual has an evil align- FEY TYPE (14 ability points)
ment, no matter what its alignment actually is. The A fey is an individual with supernatural abilities and
individual also suffers effects according to its actual connections to nature or to some other force or place.
alignment. An individual with the evil subtype over- Fey are usually human-shaped.
comes damage reduction as if its natural weapons and
any weapons it wields were evil-aligned (see Damage Traits: A fey possesses the following traits.
Reduction). • Low-light vision.
• Fey eat, sleep, and breathe.
EXOSKELETON (10 or 15 ability points)
A thick exoskeleton forms over your skin. The exoskel- Fey racial Hit Dice grant the following features.
eton usually consists of interlocking plates of bone • d6 Hit Dice.
or chitin covering 90% or more of your body. As a • Base attack bonus equal to 1/2 total Hit Dice (as
Common Ability, you gain a +2 armor bonus and suffer wizard).
a 10% arcane spell failure; as a Greater Ability, you • Good Will and Reflex saves.
gain a +5 armor bonus, maximum Dexterity bonus • Skill points equal to (6 + Int modifier, minimum 1)
of +3, -4 armor check penalty, and 25% arcane spell per Hit Die, with quadruple skill points for the first
failure. Creatures with this ability cannot wear armor Hit Die.
or magical robes. • Proficiency in all simple weapons, light armor, and
shields (except tower shields).
EXTRA ARMS (30 ability points)
The race possesses an additional pair of arms. The FIRE SUBTYPE (36 ability points)
extra arms look and behave exactly like the other set An individual with the fire subtype has immunity to
of arms. The race gains a +4 racial bonus on Climb fire. It has vulnerability to cold, which means it takes
checks and grapple checks. For the purposes of half again as much (+50%) damage as normal from
combat, both extra arms are treated as “off hands” (that cold, regardless of whether a saving throw is allowed,
is, individuals still have only one primary hand). If or if the save is a success or failure.
a character has three or more natural claw attacks, he
meets the prerequisites for the Multiattack feat. This FRIGHTFUL PRESENCE (20 ability points)
does not give you Multiattack as a bonus feat, however. This special quality makes an individual’s very pres-
ence unsettling to foes. It takes effect automatically
FAST HEALING (40 or more ability points) when the individual performs some sort of dramatic
An individual with the fast healing special quality action (such as charging, attacking, or snarling).
regains hit points at an exceptionally fast rate, usually Opponents within range who witness the action may
1 or more hit points per round, as given in the individu- become shaken. Actions required to trigger the ability
al’s entry. Except where noted here, fast healing is just are given in the individual’s descriptive text. The range
like natural healing. Fast healing does not restore hit is usually 30 feet, and the duration is usually 5d6
points lost from starvation, thirst, or suffocation, and it rounds. This ability affects only opponents with fewer
does not allow an individual to regrow lost body parts. levels than the individual has. An affected opponent
It does not allow lost body parts to be reattached. can resist the effects with a successful Will save (DC
PAGE 10
affected area.
the material they tunnel through fills in behind them
RACE CREATION COOKBOOK LIGHT SENSITIVITY (4 drawback points) or because they do not actually dislocate any material
Your eyes cannot adjust to bright light; you are dazzled when burrowing.
in bright sunlight or within the radius of a daylight
spell.
MOVEMENT MODE - CLIMB (10 or 14 ability points)
An individual with a climb speed can walk walls and
LOW-LIGHT VISION (8 or 10 ability points) cling to ceilings like a spider. They have tiny barbs
An individual with low-light vision can see twice as on their hands and feet to facilitate climbing, or their
far as a human in starlight, moonlight, torchlight, and fingers and toes secrete a transparent adhesive that lets
similar conditions of shadowy illumination. It retains them cling to smooth surfaces. An individual with a
the ability to distinguish color and detail under these climb speed has a +8 racial bonus on all Climb checks.
conditions. An individual with Improved Low-light The individual must make a Climb check to climb any
Vision can see three times as far as a human in those wall or slope with a DC of more than 0, but it always
lighting conditions. can choose to take 10 even if rushed or threatened
while climbing. The individual climbs at the given
Merchant’s Regard (12 points) speed while climbing. If it chooses an accelerated
The race with Merchant’s regard has a reputation for climb it moves at double the given climb speed (or
shrewdness and skill in business and finances. As a its base land speed, whichever is lower) and makes a
result, they find it easier to accrue wealth than other single Climb check at a –5 penalty. Individuals cannot
species. run while climbing. An individual retains its Dexterity
When a race with the Merchant’s regard feature is bonus to Armor Class (if any) while climbing, and
selling objects or performing some task (such as a opponents get no special bonus on their attacks against
profession or performance) for money, they earn 25% a climbing individual.
(flat rate) more than normal. Items sold are sold for
75% of base cost, for example. In the event of a barter- MOVEMENT MODE - FLY (Varies)
based system, their items are valued 25% higher than An individual with a fly speed can move through the
they would otherwise be. air at its base speed if carrying no more than a light
load. (Note that medium armor does not necessarily
MONSTROUS HUMANOID TYPE (16 ability points) constitute a medium load.) A race’s fly speed may
Monstrous humanoids are similar to humanoids, but be faster than its base speed, at an additional cost in
with monstrous or animalistic features. They often ability points. All fly speeds include a parenthetical
have magical abilities as well. A monstrous humanoid note indicating maneuverability, as follows:
possesses the following traits. • Perfect: The individual can perform almost any
• Darkvision out to 60 feet. aerial maneuver it wishes. It moves through the air
• Monstrous humanoids eat, sleep, and breathe. as well as a human moves over smooth ground.
• Good: The individual is very agile in the air (like
Monstrous humanoid racial Hit Dice grant the a housefly or a hummingbird), but cannot change
following features. direction as readily as those with perfect maneu-
• d8 Hit Dice. verability.
• Base attack bonus equal to total Hit Dice (as • Average: The individual can fly as adroitly as a
fighter). small bird.
• Good Reflex and Will saves. • Poor: The individual flies as well as a very large
• Skill points equal to (2 + Int modifier, minimum 1) bird.
per Hit Die, with quadruple skill points for the first • Clumsy: The individual can barely maneuver at
Hit Die. all.
• Proficiency in all simple weapons, light armor, and An individual that flies can make dive attacks. A dive
shields (except tower shields). attack works just like a charge, but the diving indi-
vidual must move a minimum of 30 feet and descend
MOVEMENT MODE - BURROW (10 or 15 ability points) at least 10 feet. It can make only claw or talon attacks,
An individual with a burrow speed can tunnel through but these deal double damage. An individual can
dirt and rock. Individuals cannot charge or run while use the run action while flying, provided it flies in a
PAGE 14
using natural weapons. The number of attacks a crea- piercing, slashing, and bludgeoning damage.
ture can make with its natural weapons depends on
• CLAW OR TALON
the type of the attack—generally, a creature can make
The creature rips with a sharp appendage, dealing • Skill points equal to (8 + Int modifier, minimum 1)
RACE CREATION COOKBOOK piercing and slashing damage. per Hit Die, with quadruple skill points for the first
Hit Die.
• GORE
• Proficiency with all simple and martial weapons,
The creature spears the opponent with an antler,
light armor, and shields (except tower shields).
horn, or similar appendage, dealing piercing
damage.
Packhorse (varies)
• SLAM The race in question has a much higher carrying
The creature batters opponents with an appendage, capacity than it’s strength and size would seem to
dealing bludgeoning damage. indicate.The Packhorse racial feature increases the
race’s load bearing capacity by the listed percentages,
• TAIL
depending on how many points were placed into the
The creature slams opponents with a tail, dealing
ability.
bludgeoning damage. A creature that already has
Prehensile Tail cannot gain this ability.
PARALYSIS (40 ability points)
This effect must be attached to a particular delivery
Neutrality (17 points) method, such as a touch attack or gaze attack. This
Most peoples who populate the world have to deal with
special attack, usable once per day, renders the victim
enemies, clannishness, or just downright racism. Not
immobile. Every additional two uses per day multi-
the race with neutrality. Neutrality prevents a species
plies the ability point cost by 1.75, rounding fractions
from being discriminated against based upon their race
up.
or culture, even if they are a vastly different or alien
group. The Neutrality feature does not prevent any Paralyzed individuals cannot move, speak, or take any
social penalties from the character simply acting poorly physical actions. The individual is rooted to the spot,
towards others, however. frozen and helpless. Paralysis works on the body, and
a character can resist it with a Fortitude saving throw
OUTSIDER TYPE (20 ability points) (DC = 10 + 1/2 character level + Charisma modifier).
An outsider is at least partially composed of the Unlike hold person and similar effects, a paralysis
essence (but not necessarily the material) of some effect does not allow a new save each round. A winged
plane other than the Material Plane. Some individuals individual flying in the air at the time that it is para-
start out as some other type and become outsiders lyzed cannot flap its wings and falls. A swimmer can’t
when they attain a higher (or lower) state of spiritual swim and may drown.
existence. An outsider possesses the following traits.
PASSIVE SEARCHING (4 ability points)
• Darkvision out to 60 feet.
This ability applies to a specific condition or object,
• Unlike most other living individuals, an outsider
such as unusual stonework or secret doors. Whenever
does not have a dual nature—its soul and body
a creature with this ability passes within 10 feet of the
form one unit. When an outsider is slain, no soul is
condition or object, it can make a Search check as if it
set loose. Spells that restore souls to their bodies,
were actively searching.
such as raise dead, reincarnate, and resurrection,
don’t work on an outsider. It takes a different
magical effect, such as limited wish, wish, miracle,
Patron Deity (14 points)
This race has an associated deity, who provides them
or true resurrection to restore it to life. An outsider
with power by some method. The Patron Deity allows
with the native subtype can be raised, reincarnated,
the race to use the granted power from one of his
or resurrected just as other living individuals can
domains, as a spell-like ability, once per day. In the
be.
event of a granted power which has a constant effect,
• Outsiders breathe, but do not need to eat or sleep
such as a boosted caster level, the effect is consid-
(although they can do so if they wish).
ered to be continuous. This functions for any class.
Outsider racial Hit Dice grant the following features. Each individual character in a race may choose which
granted power they can call upon at creation. All level-
• d8 Hit Dice.
based effects of this power are determined by character
• Base attack bonus equal to Hit Dice (as fighter).
level. If a cleric of this race would regularly gain the
PAGE 16
God), and drawing upon that power to cast minor result of adventuring. It now manifests powers as a 3rd
spells. A race with divine prodigy may select four 0 level psion, but its psicrystal’s abilities are those appro-
level cleric or druid spells, which they may then cast at priate to a 1st-level psion.
will, as standard actions, any number of times per day.
Caster level is equal to the race’s character level. RAKE (12 ability points)
An individual with this special attack gains extra
PSIONICS (Varies) natural attacks when it grapples its foe. Normally,
Sometimes a race can manifest powers just as a an individual can attack with only one of its natural
member of a psionic class can (and can activate items weapons while grappling, but a individual with the
accordingly). Such individuals are subject to the same rake ability usually gains two additional claw attacks
rules that characters are, except as follows. that it can use only against a grappled foe. Rake
attacks are not subject to the usual –4 penalty for
A psionic creature with this ability is not actually a
attacking with a natural weapon in a grapple.
member of a class, and it does not gain any class abili-
ties other than manifesting psionic powers. An indi- An individual with the rake ability must begin its turn
vidual with access to psychic warrior powers manifests grappling to use its rake—it can’t begin a grapple and
them normally, but it does not receive bonus feats as a rake in the same turn.
psychic warrior would.
The ability point cost of psionics varies according RAY (10 ability points)
This is a delivery method that must be attached to some
to which class and how many levels of that class it
sort of effect, such as an energy blast or energy drain.
imitates. Psion and wilder manifesting cost 35 points
Hitting with a ray attack requires a successful ranged
per level. Psychic warrior manifesting costs 26 points
touch attack roll, ignoring armor, natural armor, and
per level. The creature’s effective manifester level
must always be at least two levels lower than the crea- shield and using the individual’s ranged attack bonus.
Ray attacks have no range increment and a maximum
ture’s total of Level Adjustments and racial Hit Dice.
If the creature later gains levels in the class that its range of 60 feet. The effect’s descriptive text specifies
effects and any applicable saving throw.
manifesting imitates, its racial and class-granted mani-
PAGE 18
chance) rather than normal concealment (20% miss body- even if they have fallen below -10 hit points.
chance). If the opponent has darkvision or other means This is achieved by simply applying the required
amount of healing magic, which will cause them to get
right back up again. However, if the body is destroyed
RACE CREATION COOKBOOK entirely or damaged beyond repair, it is completely STABILITY (3 or 6 ability points)
impossible to bring the character back through any Creatures with this ability are especially stable on their
method, up to and including Miracle or Wish spells. feet. They gain a +2 bonus (3 points) or a +4 bonus
(6 points) on ability checks made to resist being bull
rushed or tripped when standing on the ground (but
SPELL (Varies) not when climbing, flying, riding, or otherwise not
Sometimes a race can cast arcane or divine spells just
standing firmly on the ground.
as a member of a spellcasting class can (and can acti-
vate magic items accordingly). Such individuals are
subject to the same spellcasting rules that characters Standing Leap (11 points)
are, except as follows. This race has developed to have powerful leaping legs,
springtails, or a magical jumping effect- the point is
A spellcasting individual that lacks hands or arms can that it is capable of making gigantic leaps. Such a race
provide any somatic component a spell might require may make a jump from a standing position as if they
by moving its body. Such an individual also does need were running, and gains a +8 racial modifier to all
material components for its spells. The individual can jump checks. They are not subjects to limitations on
cast the spell by either touching the required compo- distance for their high or long jumps. Jumping through
nent (but not if the component is in another individual’s occupied squares does not provoke attacks of opportu-
possession) or having the required component on its nity unless the opposition is flying.
person.
A spellcasting creature with this ability is not actually STINGER (5 ability points)
a member of a class, and it does not gain any class This is a delivery method for some other sort of effect,
abilities other than spellcasting. An individual with such as poison or energy drain. It requires a melee
access to cleric spells must prepare them in the normal attack; if successful, it delivers the associated effect
manner and receives domain spells, but it does not and deals piercing damage based on the creature’s size
receive domain granted powers unless it has at least (Tiny, 1 damage; Small, 1d2; Medium, 1d4; Large,
one level in the cleric class. 1d6). A creature may use this stinger attack as part of
its normal attack routine by taking a -5 to the stinger’s
The ability point cost of spellcasting varies according attack roll, or may use the stinger as a primary weapon
to which class and how many levels of that class it and use its normal attack bonus. Like all natural
imitates. Cleric, druid, wizard, and sorcerer spell- weapons, the stinger counts as a light weapon.
casting cost 35 points per level. Bard spellcasting
costs 26 points per level. Paladin, ranger, blackguard, SUSTENANCE HUNGER (4 or 5 drawback points)
and assassin spellcasting cost 15 points per level. The A race with this drawback must consume some type of
creature’s effective spellcaster level must always be at unusual substance in order to survive. The substance
least two levels lower than the creature’s total of Level is generally either rare and expensive (e.g., gemstones),
Adjustments and racial Hit Dice. If the creature later or consuming it violates significant cultural taboos
gains levels in the class that its spellcasting imitates, (blood).
its racial and class-granted spellcasting stack. For
example, a creature that casts spells as a 2nd level For 4 drawback points, the creature must consume
sorcerer gains a level of sorcerer as a result of adven- or destroy a particular type of valuable object (worth
turing. It now casts spells as a 3rd level sorcerer, but at least 50 gp) once every two days. If the creature
its familiar’s abilities are those appropriate to a 1st- fails to do so, it takes 1d4 points of damage to any one
level sorcerer. ability score, which cannot be healed by magic and
will not heal naturally unless the creature once again
SPELL RESISTANCE (Varies) consumes some of the appropriate substance.
An individual with spell resistance can avoid the For 5 drawback points, the creature must consume a
effects of spells and spell-like abilities that directly small amount of a particular substance that normal
affect it. To determine if a spell or spell-like ability society regards as taboo, such as blood or human
works against a individual with spell resistance, the flesh, once every two days. This should be the sort of
caster must make a caster level check (1d20 + caster substance such that, if discovered, the creature would
level). If the result equals or exceeds the individual’s face legal or violent retribution. If the creature fails to
PAGE 20
spell resistance, the spell works normally, although the do so, it takes 1d4 points of damage to any one ability
individual is still allowed a saving throw. score, which cannot be healed by magic and will not
RACE CREATION COOKBOOK
heal naturally unless the creature once again consumes water but which has no detrimental effect
some of the appropriate substance. on contact)
Unique or very rare Substance 2
Substance Sympathy (varies)
Certain materials seem to provide a type of benefit to a Bonus to: Cost per +1 bonus
race with Substance Sympathy. Substance Sympathy’s Attack rolls 2 (maximum +3 bonus)
cost varies according to the bonus provided, and the Damage rolls 3 (maximum +3 bonus)
substance that provokes that bonus. All substance Saving Throws (1 type) 1 (maximum +4 bonus)
Sympathies require direct physical contact with the Skill checks (per ½ (maximum +6 bonus)
substance in question to be effective.
individual skill)
Add the values from the following two tables together
The bonus gained from Substance Sympathy is consid-
in order to calculate the final cost of the ability.
ered unnamed.
Substance Type Cost As a constant effect, damage from weapons made of a
All metals 10 substance for which a race has Substance Sympathy is
Specific Metal 8 subject to a damage reduction of 1/-, which stacks with
Solid Wood or plant substances 9 all other forms of damage reduction.
Earth and Stone 8
Water 8 TANAR’RI SUBTYPE (125 ability points)
Specific fabric 8 The tanar’ri subtype may be applied to any outsider
with the Evil subtype.
Fungus and spores 4
Gasses or particulate clouds (non toxic 4 A tanar’ri possesses the following traits.
only, includes smoke, cool steam, mist, • Immunity to electricity and poison.
pollen clouds, etc) • Resistance to acid 10, cold 10, fire 10.
Harmless Liquid (such as oil, wine, blood, 4 • Summon: Tanar’ri have the ability to summon
PAGE 21
paint, sap; any liquid less common than others of their kind. The basic tanar’ri subtype
grants the ability to summon a dretch once per day,
as per summon monster III (caster level equal to
RACE CREATION COOKBOOK the summoner’s Hit Dice). TOUCH ATTACK (5 ability points)
• Telepathy (see ability description, below). 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
TELEPATHY (12 ability points) and deals no damage beyond the effect that it delivers.
A creature with this ability can communicate telepathi-
cally with any other creature within 100 feet that has a
language by forming a link as a free action. The indi- TRACKLESS STEP (8 ability points)
vidual with which the telepathic creature forms the link A creature with this ability leaves no trail in natural
must have an Intelligence score of 6 or higher, and it surroundings and cannot be tracked, including tracking
must be a willing participant in the link. The creatures with the Scent ability. The creature may choose to
can communicate telepathically through the link even leave a trail if so desired.
if they do not share a common language, but no special
control or influence is established as a result of the TRAMPLE (30 ability points)
link. If the linked individuals move more than 100 feet As a full-round action, an individual with this special
apart, the telepathic link severs instantly. A creature attack can move up to twice its speed and literally run
with telepathy can telepathically link with only one over any opponents at least one size category smaller
individual at a time during any given round, but the than itself. The individual merely has to move over the
ability can be used at will. opponents in its path; any individual whose space is
completely covered by the trampling individual’s space
TERRIFYING VOICE (12 ability points) is subject to the trample attack. If a target’s space is
Races with this ability can vex an enemy using the larger than 5 feet, it is only considered trampled if
peculiar resonance of their voices. Select any living the trampling individual moves over all the squares it
individual within 30 feet of the creature as the target, occupies. If the trampling individual moves over only
who must be able to hear your voice to be affected. some of a target’s space, the target can make an attack
The individual must make a successful Will save (DC of opportunity against the trampling individual at a –4
10 + 1/2 character level + Charisma modifier) or penalty. A trampling individual that accidentally ends
be dazed for 1 round. A successful save negates the its movement in an illegal space returns to the last legal
effect. This ability is a mind-affecting compulsion position it occupied, or the closest legal position, if
usable as many times as the creature’s Charisma bonus there’s a legal position that’s closer.
(minimum 1) per day. Using this ability is a free action. A trample attack deals bludgeoning damage (the
individual’s slam damage + 1-1/2 times its Str modi-
Thick Fur/Feathers (4 points) fier). The individual’s descriptive text gives the exact
A race with the Thick Fur/feathers trait has a dense, amount.
shaggy coat of fur which protects them from the
elements. Thick Fur/Feathers prevents a race from Trampled opponents can attempt attacks of opportu-
being effected by regular (real world) environments nity, but these take a –4 penalty. If they do not make
of extreme heat or cold, preventing any constitution attacks of opportunity, trampled opponents can attempt
damage which would be incurred from even the most Reflex saves to take half damage.
hostile of temperature conditions. Strange planar envi- The save DC against an individual’s trample attack is
ronments, say the plane of fire or ice, are not resisted in 10 + 1/2 individual’s level or racial HD + individual’s
any way by a heavily furred/feathered species. Str modifier. A trampling individual can only deal
trampling damage to each target once per round, no
Tireless (14 points) matter how many times its movement takes it over a
The race in question has an absurd amount of stamina target individual.
and never tires. The Tireless racial feature prevents
the race from being affected by fatigued or exhausted TREMORSENSE (35 or 50 ability points)
conditions, and has no natural need of sleep. Even An individual with tremorsense is sensitive to vibra-
fatigue or exhaustion provoked with the aid of magic tions in the ground and can automatically pinpoint the
fail. A Tireless race is also immune to sleep effects, location of anything that is in contact with the ground,
magical or otherwise. to a distance of 30 feet (35 ability points) or 60 feet (50
PAGE 22
PAGE 27
RACE CREATION COOKBOOK Table 1.8: Miscellaneous Abilities
Feature Cost Hold Breath (Constitution score times four) 4
Aura (per 5 foot radius)2 5 Hold Breath (Constitution score times eight) 8
Bonus Feat (specified) 15 Home Advantage Varies
Bonus Feat (chosen at character creation) 20 Merchant’s Regard 19
Spell-like ability or psi-like ability1 Varies Neutrality 17
Acidic Saliva (Ex) 8 Packhorse (per 25% increase in capacity) 2
Amphibious (Ex) 8 Patron Deity 14
Bloodythirsty (per hit point restored) 14 Plague Bearer 22
Brutality 12 Powerful Charge (Ex) (+4 damage) 8
Body Spikes (Ex) 12 Prodigy (Arcane) 15
Breath Weapon (Su)2 20 Prodigy (Divine) 25
Build (agile) 12 Ray (Su) 2
10
Build (mystic) 11 Shadowblend (Su) (50% concealment
Build (sturdy) 10 in shadowy areas) 15
Casting Mastery 22 Smoke Screen (Ex or Su) 15
Change Shape (Su) 20 Soulless 32
Creative Aptitude 14 Standing Leap 11
Discernment 21 Substance Sympathy Varies
Eidetic Memory 12 Telepathy (Su) 12
Elasticity (Ex or Su) 20 Terrifying Voice (Ex or Su) 12
Energy Blast (Su)3 20 Thick Fur 4
Exoskeleton (Ex) (+2 armor bonus, Tireless 15
10% arcane spell failure) 10 Trackless Step (Ex) 8
Extra Arms (Ex) 30 Turn Resistance +2 (Ex) 5
Gills (Ex) 15 Turn Resistance +4 (Ex) 10
Good Relations Varies Woodland Stride (Ex) 12
Heavy Hide (per point of reduction) +7
1
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).
2
This is a delivery method for some sort of effect. See the ability description.
3
This effect requires a delivery method. See the ability description.
PAGE 28
RACE CREATION COOKBOOK
Table 1.7: Defensive Bonuses
Feature Cost Feature Cost
+2 dodge bonus to AC against one +1 racial bonus on saving throws
creature type* 2 against spells and spell-like effects 6
+4 dodge bonus to AC against one +2 racial bonus on saving throws
creature type* 4 against spells and spell-like effects 12
+1 dodge bonus to AC 12 +2 racial bonus on saving throws
+1 racial bonus on one saving throw category* 3 against a psionic discipline* 2
+2 racial bonus on one saving throw category* 6 +2 racial bonus on saving throws against
+3 racial bonus on one saving throw category* 9 a school of magic* 2
+1 racial bonus on all saving throws 9 +2 racial bonus on saving throws against
+2 racial bonus on all saving throws 18 one subschool of magic*2 1
+2 racial bonus on saving throws Immunity to one subschool of magic* 10
against one effect*1 2 Resistance 5 to one energy type* 10
Immunity to disease 10 Resistance 10 to one energy type* 15
Immunity to poison 15 +1 natural armor bonus 10
Immunity to paralysis 15 +2 natural armor bonus 20
Immunity to sleep effects 10 +1 deflection bonus to AC 15
Immunity to polymorph 10 +2 deflection bonus to AC 25
Immunity to stunning 15 Stability +2 3
Immunity to petrification 15 Stability +4 6
Immunity to charm/compulsion 15 Damage Reduction 1/-- 15
Immunity to death magic 20 Damage Reduction 2/-- 30
Immunity to fear effects 15 Damage Reduction 2/material3 10
Immunity to gaze attacks 15 Damage Reduction 3/material3 20
Damage Reduction 4/material3 30
1
The entire list of applicable effects includes disease, poison, paralysis, sleep effects, polymorph, stunning,
petrification, charm/compulsion, death magic, fear effects, and gaze attacks.
The entire list of subschools includes Calling, Creation, Healing, Summoning, Teleportation, Scrying, Charm,
2
PAGE 31
RACE CREATION COOKBOOK Table 2.3: Greater Abilities
Feature Cost Fast Healing 2 (Ex) 55 5
Req’d Every additional +1 to Fast Healing 15 N/A
Immunity to critical hits 40 4 Fear (Su)* 30 3
Power resistance 5 + character level 15 1 Frightful Presence (Ex) 20 3
Power resistance 10 + character level 20 2 Gaze (Su)** 20 4
Every additional point of base Hive Mind (Ex) 20 2
power resistance +2 N/A Improved Grab (Ex) 20 2
Spell resistance 5 + character level 15 1 Movement mode: Burrow
Spell resistance 10 + character level 20 2 (Ex or Su) 10 feet 10 3
Every additional point of base Movement mode: Burrow
spell resistance +2 N/A (Ex or Su) 20 feet 15 3
Immunity to one energy type 40 5 Movement mode: Fly
Immunity to two energy types 90 6 (Average) (Ex or Su) 25 4
Immunity to three energy types 150 7 Movement mode: Fly
Resistance 15 to one energy type* 20 1 (Clumsy) (Ex or Su) 20 4
Every 5 additional points of energy Movement mode: Fly
resistance 5 N/A (Good) (Ex or Su) 28 4
+3 natural armor bonus 30 1 Movement mode: Fly
Every additional point of natural (Perfect) (Ex or Su) 35 4
armor bonus +10 N/A Movement mode: Fly
+3 deflection bonus to AC 35 1 (Poor) (Ex or Su) 22 4
Every additional point of Every additional 5 feet of
deflection bonus to AC +10 N/A Fly speed 8 N/A
Damage Reduction 3/-- 45 1 Paralysis (Ex or Su)* 40 5
Every additional +1/-- DR +15 N/A Poison (Ex)* 30 3
Damage Reduction 5/material 40 1 Pounce (Ex) 25 2
Every additional +1/material DR +10 N/A Prehensile Tail 10 1
Ability Damage (Su)* 25 3 Psionics Varies 3
Blindsense (Ex) 60 feet 20 3 Rake (Ex) 12 1
Blindsight (Ex) 30 feet 40 4 Ray (Su or Sp)** 10 0
Blindsight (Ex) 60 feet 55 5 Spellcasting Varies 3
Breath Weapon (Su)** 20 3 Stinger** 5 1
Confusion (Su)* 35 4 Touch Attack** 5 1
Constrict (Ex) (1d6+Str bonus) 15 2 Trample (Ex) 30 3
Energy Blast (Su)** 20 0 Tremorsense (Ex or Su) 30 feet 35 3
Energy Drain (Su)* 50 6 Tremorsense (Ex or Su) 60 feet 50 4
Exoskeleton (Ex) (as per breastplate) 15 1
Fast Healing 1 (Ex) 40 5
*This attack requires a delivery method, purchased separately. See the ability description.
**This is a delivery method for an attack of some kind. See the ability description.
PAGE 32