![]() ![]() Table: Racial Points and Trait Maximums by Power Level summarizes the number of RP you can spend as well as the maximum number of traits per racial trait category you can take based on your power level. ![]() Standard races can only take standard racial traits, while advanced races can take both standard and advanced racial traits, and monstrous races can take standard, advanced, and monstrous racial traits. There are three power levels: standard, advanced, and monstrous. For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. Calculate the party’s adjusted average party level, and use that number, rather than the actual APL, when creating encounters and adventures for the group. The basic guideline for accomplishing this is to treat a group of characters with advanced and monstrous races as a level or more higher for a number of levels based on their total RP spent, using the following chart. In the case of racial qualities, choosing a 0-point option still counts toward your choice for that racial quality category, and in the case of racial traits, such choices still count toward the maximum number of traits per racial trait category.īecause they have powerful racial traits and abilities, advanced and monstrous races require greater challenges, especially at lower levels. Sometimes racial qualities and traits cost 0 RP or a negative number of RP, which means they can be taken for free or gain back RP, respectively. The power level of the race determines the number of RP you get to build the race, as well as the maximum number of racial traits you can choose from each racial trait category and what kinds of traits you can take from those categories. The GM decides this based on the needs of her campaign. Racial traits are split up into a number of different categories, such as defense, offense, and magical traits.īefore you buy racial qualities and traits, you must determine the power level of your race. Racial traits present a number of interesting options for the race you are creating, from expanded modes of movement and bonuses on skill checks to even stranger powers, like a frightening croak attack or the ability to change shape. There are six categories of racial qualities, including type, subtypes (if any), size, base speed, ability score modifiers, and languages. The main difference is that racial qualities are mandatory (you must make a choice for each category of racial qualities provided in these rules), whereas racial traits are optional. There are a number of differences between racial qualities and racial traits. ![]() These rules allow you to create a new race by buying racial qualities and racial traits with Race Points (RP). Sidebar: Humanoid Subtypes as Prerequisites Sidebar: Challenging Advanced and Monstrous Races Table: Racial Points and Trait Maximums by Power Level You can create new races, model a race after an existing monster, or even “power up” core races in order to play those races side-by-side with more powerful new races. In addition, these rules allow you to create powerful races meant to take on more challenging encounters than those typically faced by the core races. The following rules allow GMs, or even players with GM oversight, to create new races that are balanced and mesh with the core races. Perhaps a player wants to play a monstrous race, or has been inspired by some piece of fiction or flight of creative fancy and wants to create a race for a new character concept not yet seen in Pathfinder. Such races may be as simple as elves who dwell in an arctic climate or as complex as clockwork giants from another plane of existence. Sometimes the GM needs a new race to fill a story or ecological niche in her campaign world. There comes a point in nearly every campaign when someone-either one of the players or the GM-wants to create a new race.
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