PsychoBear

Official Pathfinder Race List

Feb 14th, 2017
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  1. Official Pathfinder 1 Race List (Up to date as of 11/20/2018)
  2. Special thanks to Reddit user u/ahyangyi, who informed me of new subraces I hadn't added yet
  3.  
  4. This list contains all races found on the D20PFSRD. Each section lists the source at the top.
  5. All races here are published under OGL and already exist on the internet. This is just an arrangement of them to make finding what you want easier.
  6.  
  7. Format for all entries is as follows:
  8. -----
  9. Name:(Ability Score Modifiers) [Type(Subtype)] [Size] RacePoints
  10. Brief description of the race.
  11. -----
  12. *For ability scores, Choice means that the player picks what ability score is increased. PHY means choose a Physical ability score (STR, DEX, CON) and MEN means choose a Mental ability score (INT, WIS, CHA).
  13. *If there is not a given type for a race, it will be noted and an educated guess as to what the type would be will be provided.
  14. *If the race has no race points (many don't), that spot will be left blank.
  15. *A double hyphen (--) before a race means that it is a subrace of the next race above it that contains no hyphens. Examples of this are the varied types of Aasimar, or Tieflings. These subraces are the same as their parent race, but with changes noted on their line.
  16.  
  17. CORE RACES: http://www.d20pfsrd.com/races/core-races/
  18. Dwarf: (+2 CON, +2 WIS, -2 CHA) [Humanoid(Dwarf)] [Medium]
  19. These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.
  20. Elf: (+2 DEX, +2 INT, -2 CON) [Humanoid(Elf)] [Medium]
  21. Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.
  22. Gnome: (+2 CON, +2 CHA, -2 STR) [Humanoid(Gnome)] [Small]
  23. Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.
  24. Half-Elf: (+2 Choice) [Humanoid(Elf, Human)] [Medium]
  25. Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.
  26. Half-Orc: (+2 Choice) [Humanoid(Human, Orc)] [Medium]
  27. Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.
  28. Halfling: (+2 DEX, +2 CHA, -2 STR) [Humanoid(Halfling)] [Small]
  29. Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.
  30. Human: (+2 Choice) [humanoid(Human)] [Medium]
  31. Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.
  32.  
  33. FEATURED RACES: http://www.d20pfsrd.com/races/other-races/featured-races/
  34. Aasimar: (+2 WIS, +2 CHA) [Outsider(Native)] [Medium OR Small] 15 RP
  35. Creatures blessed with a celestial bloodline, aasimars seem human except for some exotic quality that betrays their otherworldly origin. While aasimars are nearly always beautiful, something simultaneously a part of and apart from humanity, not all of them are good, though very few are evil.
  36. --Agathion-Blooded (Idyllkin): (+2 CON, +2 CHA)
  37. Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good.
  38. --Angel-Blooded (Angelkin): (+2 STR, +2 CHA)
  39. Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.
  40. --Archon-Blooded (Lawbringers): (+2 CON, +2 WIS)
  41. Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
  42. --Azata-Blooded (Musetouched): (+2 DEX, +2 CHA)
  43. The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
  44. --Garuda-Blooded (Plumekith): (+2 DEX, +2 WIS)
  45. Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.
  46. --Peri-Blooded (Emberkin): (+2 INT, +2 CHA)
  47. Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
  48. Catfolk: (+2 DEX, +2 CHA, -2 WIS) [Humanoid(Catfolk)] [Medium] 9 RP
  49. A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers.
  50. Dhampir: (+2 DEX, +2 CHA, -2 CON) (Humanoid(Dhampir)] [Medium] 11 RP
  51. The accursed spawn of vampires, dhampirs are living creatures tainted with the curse of undeath, which causes them to take damage from positive energy and gain healing from negative energy. While many members of this race embrace their dark sides, others are powerfully driven to rebel against their taint and hunt down and destroy vampires and their ilk.
  52. Drow: (+2 DEX, +2 CHA, -2 CON) [Humanoid(Elf)] [Medium] 14 RP
  53. Dark reflections of surface elves, drow are shadowy hunters who strive to snuff out the world’s light. Drow are powerful magical creatures who typically serve demons, and only their chaotic nature stops them from becoming an even greater menace. A select few forsake their race’s depraved and nihilistic society to walk a heroic path.
  54. --Drow Noble (+4 DEX, +2 INT, +2 WIS, +2 CHA, -2 CON) 41 RP
  55. One in 20 drow are born with exceptional abilities and thus considered to be nobility, and the majority of these special drow are female.
  56. Fetchling: (+2 DEX, +2 CHA, -2 WIS) [Outsider(Native)] [Medium] 17 RP
  57. Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane’s persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings—who call themselves kayal—often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane.
  58. Goblin: (+4 DEX, -2 STR, -2 CHA) [Humanoid(Goblinoid)] [Small] 10 RP
  59. Crazy pyromaniacs with a tendency to commit unspeakable violence, goblins are the smallest of the goblinoid races. While they are a fun-loving race, their humor is often cruel and hurtful. Adventuring goblins constantly wrestle with their darkly mischievous side in order to get along with others. Few are truly successful.
  60. Hobgoblin: (+2 DEX, +2 CON) [Humanoid(Goblinoid)] [Medium] 9 RP
  61. These creatures are the most disciplined and militaristic of the goblinoid races. Tall, tough as nails, and strongly built, hobgoblins would be a boon to any adventuring group, were it not for the fact that they tend to be cruel and malicious, and often keep slaves.
  62. Ifrit: (+2 DEX, +2 CHA, -2 WIS) [Outsider(Native)] [Medium] 6 RP
  63. Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race.
  64. --Magma Ifrit(Lavasoul): (+2 CON, +2 INT, -2 DEX)
  65. Like the primal fires of creation, lavasoul ifrits are both fluid and fixed, alternating between stability and violent alteration. Mutable and intense, lavasouls evoke the cycle of creation and destruction in their colorful lives, unafraid to pursue new paradigms when the old ones no longer suit them.
  66. --Solar Ifrit(Sunsoul): (+2 STR, +2 CHA, -2 WIS)
  67. With fire comes light, and the brightness of the sunsouls comes both from their affinity for positive energy and their own luminous attitudes. Where others despair, they labor on, striving to lead by example. Strong leaders and passionate ethos attract sunsouls, drawing them toward powerful religions or crusading nations.
  68. Kobold: (+2 DEX, -4 STR, -2 CON) [Humanoid(Reptilian)] [Small] 5 RP
  69. Considering themselves the scions of dragons, kobolds have diminutive statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful sorcerers, canny alchemists, and cunning rogues.
  70. Orc: (+4 STR, -2 INT, -2 WIS, -2 CHA) [Humanoid(Orc)] [Medium] 8 RP
  71. Savage, brutish, and hard to kill, orcs are often the scourge of far-flung wildernesses and cavern deeps. Many orcs become fearsome barbarians, as they are muscular and prone to bloody rages. Those few who can control their bloodlust make excellent adventurers.
  72. Oread: (+2 STR, +2 WIS, -2 CHA) [Outsider(Native)] [Medium] 6 RP
  73. Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth.
  74. --Crystal Oread(Gemsoul): (+2 STR, +2 CHA, -2 WIS)
  75. With scintillating personalities to match their captivating appearances, gemsoul oreads command attention—and prefer it that way. Gemsouls tend to have large egos and are flashy in their relationships. They gravitate towards artistic pursuits, most frequently of a performative nature, though they also have a strong tradition of symmetric poetry.
  76. --Metal Oread(Ironsoul): (+2 CON, +2 WIS, -2 DEX)
  77. Stolid and indomitable, ironsoul oreads undertake great works, both physical and conceptual, with unwavering determination. Possessed of patience and a sense of self-refinement through struggle, ironsouls reflect their ancestry in their continuous and determined efforts towards self-improvement.
  78. Ratfolk: (+2 DEX, +2 INT, -2 STR) [Humanoid(Ratfolk)] [Small] 9 RP
  79. These small, ratlike humanoids are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin.
  80. Sylph: (+2 DEX, +2 INT, -2 CON) [Outsider(Native)] [Medium] 6 RP
  81. Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping.
  82. --Fume Sylph(Smokesoul): (+2 DEX, +2 CHA, -2 CON)
  83. Veiled and surreptitious, smokesoul sylphs are natural deceivers, always concealing their true intentions. Obfuscation, secrecy, and the shape of things not there: all these are the natural realms of smokesouls.
  84. --Lightning Sylph(Stormsoul): (+2 DEX, +2 CHA, -2 WIS)
  85. With an abundance of confidence and a shortage of patience, stormsoul sylphs are personalities who cannot be ignored. When a stormsoul moves, either in word or in action, the world notices. Unafraid to speak their minds, they are both direct and unsubtle, and they make fierce allies.
  86. Tengu: (+2 DEX, +2 WIS, -2 CON) [Humanoid(Tengu)] [Medium] 13 RP
  87. These crow-like humanoid scavengers excel in mimicry and swordplay. Flocking into densely populated cities, tengus occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them.
  88. Tiefling: (+2 DEX, +2 INT, -2 CHA) [Outsider(Native)] [Medium] 13 RP
  89. Diverse and often despised by humanoid society, tieflings are mortals stained with the blood of fiends. Other races rarely trust them, and this lack of empathy usually causes tieflings to embrace the evil, depravity, and rage that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand heroism.
  90. --Asura-Spawn (Faultspawn): (+2 DEX, +2 WIS, -2 INT)
  91. The scions of the exotic and mysterious asuras are swift and wise, but often favor traditional ways over cunning.
  92. --Daemon-Spawn (Grimspawn): (+2 DEX, +2 INT, -2 WIS)
  93. Daemon-blooded bringers of devastation are shrewd and swift, but their plans frequently exhibit exploitable flaws.
  94. --Demodand-Spawn (Foulspawn): (+2 CON, +2 WIS, -2 INT)
  95. The burly spawn of the demodand race possess bizarre cunning, but favor brawn to planning.
  96. --Demon-Spawn (Pitborn): (+2 STR, +2 CHA, -2 INT)
  97. Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
  98. --Devil-Spawn (Hellspawn): (+2 CON, +2 WIS, -2 CHA)
  99. Stalwart and conniving, diabolical tieflings know the discipline and might of Hell’s legions.
  100. --Div-Spawn (Spitespawn): (+2 DEX, +2 CHA, -2 INT)
  101. Scouring life like a desert wind, these tieflings possess the precision and exoticism of their div ancestors.
  102. --Kyton-Spawn (Shackleborn): (+2 CON, +2 CHA, -2 WIS)
  103. The black-hearted spawn of shadow and pain know the sadistic vices of their suffering-obsessed forebearers.
  104. --Oni-Spawn (Hungerseed): (+2 STR, +2 WIS, -2 CHA)
  105. The spawn of oni know the ways of their ancestral fiends and master the arts of trickery and cruelty.
  106. --Qlippoth-Spawn (The Motherless): (+2 STR, +2 WIS, -2 INT)
  107. Rare in the extreme, the warped scions of the eldritch qlippoths retain the tenacity and insidiousness of their horrific forbearers.
  108. --Rakshasa-Spawn (Beastbrood): (+2 DEX, +2 CHA, -2 WIS)
  109. Deft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors.
  110. Undine: (+2 DEX, +2 WIS, -2 STR) [Outsider(Native)] [Medium] 7 RP
  111. Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic.
  112. --Vapor Undine(Mistsoul): (+2 CON, +2 WIS, -2 INT)
  113. Soothing and insightful, mistsoul undines move through the world with airy resilience and earnest action. With gentle spirits and contemplative minds, mistsouls are drawn to the more mystic aspects of their element. Their ephemeral, vaporous natures can allow them to lull others into a dreamlike state, or facilitate a peaceful transition into the next life.
  114. --Frost Undine(Rimesoul): (+2 DEX, +2 INT, -2 CHA)
  115. Rimesoul undines are distant and imperious, aloof in their intellect and hesitant to change their ways. Like their ice-coated ancestors, rimesouls represent the solidification of change. They have precise, ordered minds that take well to individual pursuits.
  116.  
  117. UNCOMMON RACES: http://www.d20pfsrd.com/races/other-races/uncommon-races/
  118. Changeling: (+2 WIS, +2 CHA, -2 CON) [Humanoid(Changeling)] [Medium]
  119. The offspring of hags and their mortal lovers, changelings are abandoned and raised by foster parents. Always female, changelings all hear a spiritual call during puberty to find their true origins. Tall and slender, with dark hair and eyes mismatched in color, changelings are eerily attractive.
  120. Duergar: (+2 CON, +2 WIS, -4 CHA) [Humanoid(Dwarf)] [Medium] 8 RP
  121. Gray skinned, deep-dwelling dwarves who hate their lighter skinned cousins, duergar view life as constant toil ending only in death. Though these dwarves are typically evil, honor and keeping one’s word means everything to them, and a rare few make loyal adventuring companions.
  122. Gillmen: (+2 CON, +2 CHA, -2 WIS) [Humanoid(Aquatic)] [Medium]
  123. Survivors of a land-dwelling culture whose homeland was destroyed, gillmen were saved and transformed into an amphibious race by the aboleths. Though in many ways they appear nearly human, gillmen’s bright purple eyes and gills set them apart from humanity. Reclusive and suspicious, gillmen know that one day the aboleths will call in the debt owed to them.
  124. Grippli: (+2 DEX, +2 WIS, -2 STR) [Humanoid(Grippli)] [Small] 6 RP
  125. Furtive frogfolk with the ability to camouflage themselves among fens and swamps, gripplis typically keep to their wetland homes, only rarely interacting with the outside world. Their chief motivation for leaving their marshy environs is to trade in metal and gems.
  126. Kitsune: (+2 DEX, +2 CHA, -2 STR) [Humanoid(Shapechanger)] [Medium]
  127. These shapeshifting, fox-like folk share a love of mischief, art, and the finer things in life. They can appear as a single human as well as their true form, that of a foxlike humanoid. Kitsune are quick-witted, nimble, and gregarious, and because of this, a fair number of them become adventurers.
  128. Merfolk: (+2 DEX, +2 CON, +2 CHA) [Humanoid(Aquatic)] [Medium]
  129. These creatures have the upper torso of a well-built and attractive humanoid and a lower half consisting of a finned tail. Though they are amphibious and extremely strong swimmers, their lower bodies make it difficult for them to move on land. Merfolk can be shy and reclusive. Typically keeping to themselves, they are distrustful of land-dwelling strangers.
  130. Nagaji: (+2 STR, +2 CHA, -2 INT) [Humanoid(Reptilian)] [Medium]
  131. It is believed that nagas created the nagaji as a race of servants and that the nagaji worship their creators as living gods. Due to their reptilian nature and strange mannerisms, these strange, scaly folk inspire fear and wonder in others not of their kind. They are resistant to both poison and mind-affecting magic.
  132. Samsaran: (+2 INT, +2 WIS, -2 CON) [Humanoid(Samsaran)] [Medium]
  133. Ghostly servants of karma, samsarans are creatures reincarnated hundreds if not thousands of times in the hope of reaching true enlightenment. Unlike humans and other races, these humanoids remember much of their past lives.
  134. --Rebron Samsaran: (+2 INT, +2 WIS, -2 CON)
  135. Sometimes a samsaran perishes under especially dramatic emotional circumstances, causing its soul to wander the Ethereal Plane before finally reincarnating. This spirit journey frays the samsaran’s connection to his past lives but strengthens his ability to read others’ pasts and present.
  136. Strix: (+2 DEX, -2 CHA) [Humanoid(Strix)] [Medium]
  137. Hunted to dwindling numbers by humans, who see them as winged devils, strix are black-skinned masters of the nighttime sky. Their territorial conflicts have fueled their hatred for humans. This longstanding feud means that these nocturnal creatures often attack humans on sight.
  138. Suli: (+2 STR, +2 CHA, -2 INT) [Outsider(Native)] [Medium]
  139. Also called suli-jann, these humanoids are the descendants of mortals and jann. These strong and charismatic individuals manifest mastery over elemental power in their adolescence, giving them the ability to manipulate earth, f ire, ice, or electricity. This elemental power tends to be reflected in the suli’s personality as well.
  140. Svirfneblin: (+2 DEX, +2 WIS, -2 STR, -4 CHA) [Humanoid(Gnomes)] [Small] 24 RP
  141. Gnomes who guard their hidden enclaves within dark tunnels and caverns deep under the earth, svirfneblin are as serious as their surface cousins are whimsical. They are resistant to the magic of the foul creatures that share their subterranean environs, and wield powerful protective magic. Svirfneblin are distrustful of outsiders and often hide at their approach.
  142. Vanara: (+2 DEX, +2 WIS, -2 CHA) [Humanoid(Vanara)] [Medium] 8 RP
  143. These mischievous, monkey-like humanoids dwell in jungles and warm forests. Covered in soft fur and sporting prehensile tails and hand-like feet, vanaras are strong climbers. These creatures are at home both on the ground and among the treetops.
  144. Vishkanya: (+2 DEX, +2 CHA, -2 WIS) [Humanoid(Vishkanya)] [Medium] 13 RP
  145. Strangely beautiful on the outside and poisonous on the inside, vishkanyas see the world through slitted serpent eyes. Vishkanyas possess a serpent’s grace and ability to writhe out of their enemies’ grasp with ease. Vishkanyas have a reputation for being both seductive and manipulative. They can use their saliva or blood to poison their weapons.
  146. Wayang: (+2 DEX, +2 INT, -2 WIS) [Humanoid(Wayang)] [Small]
  147. The small wayangs are creatures of the Plane of Shadow. They are so attuned to shadow that it even shapes their philosophy, believing that upon death they merely merge back into darkness. The mysteries of their shadowy existence grant them the ability to gain healing from negative energy as well as positive energy.
  148.  
  149. STANDARD RACES: http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp/
  150. Gnoll: (+2 STR, +2 CON) [Humanoid(Gnoll)] [Medium] 6 RP
  151. Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors.
  152. Lizardfolk: (+2 STR, +2 CON) [Humanoid(Reptilian)] [Medium] 8 RP
  153. Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.
  154. Monkey Goblin: (+4 DEX, -2 WIS, -2 CHA) [Humanoid(Goblinoid)] [Small] 10 RP
  155. Monkey goblins are an offshoot of the goblin race adapted for life in high leafy canopies of tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground.
  156. Locathah: (+2 DEX, +2 WIS, -2 INT) [humanoid(Aquatic)] [Medium] 10 RP
  157. Though unsettling in appearance—at least to most surface races—locathahs are friendly and inquisitive. Unlike many aquatic denizens, locathahs have no inherent distrust of surfacers. In fact, most locathahs enjoy conversing with surface races and often hail passing ships to exchange goods or simply pass along news. Crews who sail in locathah territory know the piscine people as traders of both goods and information, trustworthy so long as they are dealt with fairly.
  158. Monkey Goblin: (+4 DEX, -2 WIS, -2 CHA) [Humanoid(Goblinoid)] [Small] 10 RP
  159. Monkey goblins are an offshoot of the goblin race adapted for life in high leafy canopies of tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground.
  160. Skinwalker: (+2 WIS, -2 INT [+2 PHY*]) [Humanoid(Shapechanger)] [Medium OR Small] 10 RP (*Only while shapeshifted. Same for subraces)
  161. Skinwalkers resemble humans much of the time, but they possess the uncanny ability to transform into bestial humanoids who combine the most fearsome aspects of flesh and fur.
  162. --Bloodmarked (Werebat-kin): (+2 INT, -2 WIS [+2 DEX])
  163. Those skinwalkers known as bloodmarked are a hungry lot— their predilection for blood is matched only by their flock mentality and adherence to strict hierarchy.
  164. --Coldborn (Werebear-kin): (+2 CON, -2 CHA [+2 WIS])
  165. Coldborn are remarkable among skinwalkers for their awareness and their potential for discipline, as well as for their hidden rage.
  166. --Ragebred (Wereboar-kin): (+2 STR, -2 CHA [+2 CON])
  167. Ragebred, even more so than other skinwalkers, find both their greatest strength and direst weakness in their choleric emotions— from unstoppable rage to tempestuous affection to reckless spite.
  168. --Scaleheart (Werecrocodile-kin): (+2 CON, -2 WIS [+2 STR])
  169. Scalehearts are of an exceptionally cold aspect—few others can so easily toss aside inhibitions in the name of their ultimate goals.
  170. --Nightskulk (Wererat-kin): (+2 INT, -2 STR [+2 DEX])
  171. Nightskulks combine the versatile aspect of the skinwalker with the ambition and necessary ingenuity of the wererat to become some of the most creative and surprising of their kind.
  172. --Seascarred (Wereshark-kin): (+2 WIS, -2 INT [+2 CON])
  173. The seascarred draw on the majesty of the shark and the society of skinwalkers to produce shamans and pirates with the ability to impose their will on anyone or anything that gets in their way.
  174. --Fanglord (Weretiger-kin): (+2 DEX, -2 WIS [+2 CHA])
  175. Fanglords are skinwalkers of a most regal lineage, well aware that they carry the blood of kings and tyrants—and just as confident and imposing as their forebears.
  176. --Witchwolf (Werewolf-kin): (+2 CON, -2 INT [+2 WIS])
  177. Witchwolves are skinwalkers of the open field and quiet forest, almost human in their ingenuity and free spirits, yet carrying a seed of those most terrible and brutal monsters—the werewolves.
  178. Triaxian: (+2 CON, +2 WIS, -2 STR) [Humanoid(Triaxian)] [Medium] 10 RP
  179. Triaxians are the dominant race on a world whose erratic orbit causes exceptionally long and disparate seasons. Though eerily similar to humans, elves, and the other mammalian humanoids, Triaxians have developed certain adaptations to their environment that mark them as indisputably alien.
  180.  
  181. ADVANCED RACES: http://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/
  182. Android: (+2 DEX, +2 INT, -2 CHA) [Humanoid(Android)] [Medium] 16 RP
  183. Androids are superficially identical to humans in many ways, and to the uninformed it can be difficult to differentiate the two. In the right light, though, androids' alien nature is revealed by the metallic sheen in their eyes and the biological, tattoo-like circuitry that riddles their skin.
  184. Gathlain: (+2 DEX, +2 CHA, -2 CON) [Fey] [Small] 12 RP
  185. According to some fey ballads, gathlains were one of the first peoples awakened in the primal world of fey. They were created from the seeds of an enormous magical tree, with the tree's mistletoe grown into their flesh forming their strange wings.
  186. Ghoran: (+2 CON, +2 CHA, -2 INT) [Plant] [Medium] 19 RP
  187. Ghorans are a form of plant life that can survive in blighted wastelands which evolved sentience and ambulatory bodies.
  188. Kasatha: (+2 DEX, +2 WIS) [Humanoid(Kasatha)] [Medium] 20 RP
  189. Kasathas are a nomadic humanoid race from a desert world that orbits a red sun.They are a clannish and secretive people with a matriarchal society, but other races have difficulty recognizing any physical difference between females and males. They keep their mouths hidden behind clothing, and don't remove this clothing in the presence of other races.
  190. Lashunta: (MALE: +2 STR, +2 INT, -2 WIS) (FEMALE: +2 INT, +2 CHA, -2 CON) [Humanoid(Lashunta)] [Medium] 11 RP
  191. The lashunta are race of humanoids that exhibit a curious sexual dimorphism. The most obvious similarity the two sexes have is a pair of thin, twitching antennae that sprout from just below their hairlines. Beyond that, male lashunta are compact, muscular, and hirsute, whereas female lashunta are tall, lithe, and majestic.
  192. Shabti: (+2 CON, +2 CHA) [Outsider(Native)] [Medium] 13 RP
  193. Death is more terrifying for those who have the best of life. Many rulers obsess over their mortality, the most brazen turning to the mystical arts, pouring their fears into splendid vessels, fashioning simulacra of themselves to bear the scourge of their god's judgment. In the mortal world, these icons are nothing but gold with a ruler's face and name, but in death, they are shabti.
  194. Syrinx: (+2 WIS, -2 DEX) [Humanoid(Syrinx)] [Medium] 16 RP
  195. Robed in silk and its own regal wings, this humanoid assays its surroundings with the lethal detachment of the owl it resembles. From lofty monastery-cities entrenched in soaring cliff sides and high mountain valleys, the syrinx seek to bring peace to all lands that fall within sight of their marbled spires. Erudite and aloof, the owl-like scholars embrace art, philosophy, and nebulous faiths, seeking to distance themselves from a history of barbarism and ruin. To this end, they seek to enslave all lesser races, especially those without wings.
  196. Triton: (+2 STR, +2 CHA, -2 DEX) [Outsider(Native, Water)] [Medium] 11 RP
  197. Tritons first came from the Plane of Water, but most of them now consider the Material Plane their home. They live in many of the oceans, seas, and even rivers, though they dislike settling in lightless oceanic depths. They are kind and good-natured creatures who maintain distant but cordial relations with others. Tritons have a reputation for fairness and honesty that endears them to coastal communities and undersea settlements of aquatic elves, locathahs, and merfolk.
  198. Wyrwood: (+2 DEX, +2 INT, -2 CHA) [Contruct] [Small] 20 RP
  199. This relatively young race was created by a cabal of wizards who needed nimble and skilled construct servants to do their dirty work. This cabal was interested in creating magical machines, so they built their tools to be small, agile, and clever. Over time, the cabal pushed the limits too far and created minions with free will, and these first wyrwoods began to question why they were involved in their masters' petty intrigues.
  200. Wyvaran: (+2 DEX, +2 WIS, -2 INT) [Dragon] [Medium] 17 RP
  201. Thought to be a fusion of kobolds and wyverns, wyvarans are often found leading kobold tribes, serving wyverns, or even dwelling among true dragons. Like wyverns, they are territorial creatures, but also have an acute sense of honor. Depending on how they are treated, wyvarans can become powerful allies or deadly enemies.
  202.  
  203. MONSTROUS RACES: http://www.d20pfsrd.com/races/other-races/more-races/monstrous-races-21-30-rp/
  204. Cecaelia: (+2 DEX, +2 WIS, -2 INT) [Monstrous Humanoid(Aquatic)] [Medium] 23 RP
  205. Cecaelias are curious and social half-octopus creatures with a love of novelty. A short-lived race, cecaelias search for every bit of enjoyment they can draw from life. They take pleasure in new experiences, from trying new land fare to meeting a previously unknown race and exploring unknown waters.
  206. Centaur: (+4 STR, +2 DEX, +2 CON, +2 WIS) [Monstrous Humanoid] [Large] 28 RP
  207. Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines.
  208. Grindylow: (+4 DEX, -2 INT, -2 WIS, -2 CHA) [Aberration(Aquatic)] [Small] 22 RP
  209. A grindylow looks like a widemouthed goblin from the waist up and a writhing, slimy octopus from the waist down. They have deep-green skin, gray or green tentacles, and mouths full of sharp teeth. Grindylows prefer to attack in packs, making them more dangerous than they appear individually.
  210. Ogre: (+4 STR, -2 INT, -2 WIS, -2 CHA) [Humanoid(Giant)] [Large] 23 RP
  211. Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.
  212. Sahuagin: (+2 STR, +2 WIS, -2 CHA) [Monstrous Humanoid(Aquatic)] [Medium] 22 RP
  213. Sahuagin are well known and feared among aquatic races. These piscine predators are cruel and vicious, and they see all other creatures as either competitors or prey. The sole exception is the shark—sahuagin are rarely found without semidomesticated sharks nearby, as they feel a close bond with these other predators of the sea and both creatures are used to hunting ruthlessly alongside each other.
  214. Shobhad: (+2 DEX, +2 WIS) [Humanoid(Shobhad)] [Large] 29 RP
  215. These fabled four-armed giants are a hardy desert folk native to a low-gravity planet and renowned across several worlds for their ferocity in battle. They disdain what they call "the soft races," by which they mean those people who reside in cities or give up the arts of hunting and war in favor of safer pursuits.
  216. Trox: (+6 STR, -2 INT, -2 WIS, -2 CHA) [Monstrous Humanoid] [Large] 28 RP
  217. Trox are powerfully built, insect-like humanoids. They walk on two strong legs, have two "arms" used for wielding weapons and performing heavy labor, and four smaller arms extending from their midsection.
  218.  
  219. VERY POWERFUL RACES: http://www.d20pfsrd.com/races/other-races/more-races/very-powerful-races-31-rp/
  220. Adaro: (+2 STR, +2 DEX, +2 CON, -2 INT) [Monstrous Humanoid(Aquatic)] [Medium] 32 RP
  221. Adaros are frightful creatures with the upper bodies of muscular humanoids, the lower bodies of sleek sharks, and enormous jaws filled with razor-sharp teeth. Nomadic predators of the deep, adaros travel in packs through tropical waters, hunting their prey with poisoned spears and then devouring the victims raw. Adaros willingly feed on humans, merfolk, and other sentient creatures.
  222. Drider: (+2 STR, +2 DEX, +4 CON, +2 WIS) [Aberration] [Large] 35 RP
  223. Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.
  224. Gargoyle: (+2 STR, +4 CON, -2 INT, -2 WIS, -2 CHA) [Monstrous Humanoid] [Medium] 36 RP
  225. Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory.
  226.  
  227. RACE POINTS UNKNOWN: http://www.d20pfsrd.com/races/other-races/more-races/race-points-unknown/
  228. Aphorite: (+2 STR, +2 INT, -2 DEX) [Outsider(Native)] [Medium]
  229. Aphorites are a race of native outsiders created by the axiomites as mortal proxies to facilitate their interaction with mortals. The first aphorites nearly uniform physical appearances, but they have diversified after generations spent on the Material Plane. Modern aphorites have flickering, coruscating golden skin, sparkling crystalline dust, and metallic eyes and hair, but can appear as any appropriately-sized humanoid.
  230. Aquatic Elf: (+2 DEX, +2 INT, -2 CON) [Humanoid(Elf, Aquatic)] [Medium]
  231. Aquatic elves closely resemble their land-dwelling kin, but have developed gills for breathing underwater and webbed fingers and toes for swimming.
  232. Astomoi: (+2 INT, +2 WIS, -2 CON) [Humanoid(Astomoi)] [Medium]
  233. Astomoi appear to be made of pure darkness. They require no food—indeed, they have no mouths—and they have no eyes with which to survey their environment. Instead, they rely on their powerful minds to sense the world around them, and subsist on nutrients absorbed from the air. This can turn against them, however, as powerful smells and inhaled poisons can render an astomoi helpless.
  234. Caligni: (+2 DEX, +2 CON, -2 INT) [Humanoid(Dark folk)] [Medium]
  235. The name “caligni” is an ancient term for the races now collectively known as dark folk, sometimes still used by dark folk communities to refer to themselves. Untold generations ago, these subterranean dwellers aspired to grand destinies, and might have achieved them if not for the planned degeneration meted out by their controllers, the owbs.
  236. Deep One Hybrid: (+2 CON, +2 WIS, -2 DEX) [Humanoid(Deep One, Human)] [Medium]
  237. Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws.
  238. Duskwalker: (+2 DEX, +2 WIS, -2 CON) [Outsider(Native)] [Medium]
  239. Duskwalkers are tall, bipedal, gray-skinned beings that are incarnated from souls that have earned the honor of a second life. The souls that become duskwalkers have often distinguished themselves in the eyes of psychopomps as guardians of the cycle of birth and death. Other than their gray skin, their physical features bear some resemblance to those they held in their previous lives.
  240. Ganzi: (+2 CON, +2 CHA, -2 INT) [Outsider(Native)] [Medium]
  241. Unlike the crossbreed aasimars and tieflings, ganzi are mutations caused by generations of exposure to chaotic energies in the Material Plane. Ganzi share many traits with proteans. They are fluid and flexible, resilient, resistant to the energies of decay and entropy, and can sense the delicate currents of chaos that bind the planes together, alerting them to danger and deception and allowing enterprising ganzi to stir those eddies and rewrite a creature’s fortunes.
  242. Kuru: (+2 DEX, +2 CON, -2 INT) [Humanoid(Kuru)] [Medium]
  243. Kuru are red-eyed humanoid's often with disturbing tribal tattoos covering their faces. Their jagged teeth appear to have been filed down to points. While most kuru live in small tribal villages in or around ruins, some choose to abandon their cultic faith and seek adventure beyond the islands from which they hail, though such individuals are extremely rare.
  244. Munavri: (+4 DEX, +2 CON, +2 INT, +2 WIS, +2 CHA, -2 STR) [Humanoid(Munavri)] [Medium]
  245. These albino humanoids fight a long war against the encroachment of the horrific urdefhan. Munavris sail violet-sailed, intricately carved ivory ships and are adept at lightless naval battles. They sometimes find allies in the dark folk, but such pacts are far from universal, and marked by distrust on both sides from their inception until their conclusion.
  246. Naiad: (+2 DEX, +2 CHA, -2 STR) [Fey(Water)] [Medium]
  247. Naiads are protectors of freshwater areas such as lakes, ponds, and particularly rivers. While many naiads are reclusive, some choose to regularly visit settlements built near their bodies of water as long as those settlements are respectful to nature and the fey. Others explore the vast world, bonding to bodies of water as they travel. These naiads are the most likely to come in contact with other societies or visit other nations, but regardless, these fey enjoy inspiring others to artistic greatness.
  248. Orang-pendak: (+2 STR, +2 WIS, -2 INT) [Humanoid(Sasquatch)] [Small]
  249. Orang-pendaks are a rare offshoot of the sasquatch species that dwells in remote mountainous jungles. Elusive and shy, they are rarely seen by other races. Given their friendship with apes (gibbons and orangutans in particular) and their hunched posture and shaggy fur— ranging from tawny or reddish to dark brown or black— they are often mistaken for those beasts at a distance.
  250. Reptoid: (+2 STR, +2 CHA, -2 DEX) [Humanoid(Reptilian, Shapechanger)] [Medium]
  251. Reptoids are bipedal reptiles from another planet, or perhaps even another plane—they refuse to reveal their origins to humanoids, even under duress. Disguised as members of others races, the reptoids seek positions of power in order to secretly prepare for an invasion from their homeworld.
  252. Rougarou: (+2 STR, +2 WIS, -2 INT) [Humanoid(Shapechanger)] [Medium]
  253. Rougarous are wolf-headed humanoids who can transform into wolves. While this sometimes confuses others into mistaking a rougarou for a werewolf, these humanoids are not lycanthropes. In fact, most detest werewolves and hunt them mercilessly.
  254. Vine Leshy: (+2 CON, +2 WIs, -2 INT) [Plat(Leshy)](Special) [Small]
  255. Vine leshys are born by ritual, called forth when a druid channels a nature spirit into a plant’s form. The nature spirit that answers the call for a vine leshy creation ritual is always one that has keenly felt the influence of mortal beings. Compared to other leshys, vine leshys have an easier time relating to non-plant creatures and a deeper sense of curiosity about the wonders of the natural world beyond those plants closely related to them, as well as a fascination with the societies of humans and other creatures.
  256. Yaddithian: (+2 CON, +2 INT, -2 WIS) [Aberration] [Medium]
  257. Yaddithians are an ancient race of scholarly starfarers. Bholes consumed their home planet long ago; the survivors fled to other worlds across the universe.
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