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The following are Racial Traits similar to that of Pathfinder. Some are rebalanced options from the Pathfinder options whereas others are new ones based on that system to offer more opportunities for making unique races or to emulate races found within the Final Fantasy system. Depending on your camping settings you may value these racial traits differently than base, so GMs are free to alter prices as they see fit.

Racial Traits come under several headers, in order:

  1. Ability Score Modifiers
  2. Defense Racial Traits
  3. Feat and Skill Racial Traits
  4. Magical Racial Traits
  5. Movement Racial Traits
  6. Offense Racial Traits
  7. Senses Racial Traits
  8. Weakness Racial Traits
  9. Other Racial Traits

2. Defense Racial Traits


The following racial traits augment the defenses of members of the race.

Defense – Standard Traits

Force Field (6 RP)

Prerequisites: Construct.

Benefit: A force field sheathes the creature in a thin layer of shimmering energy that grants a number of bonus hit points equal to 5 x the character level of the creature. All damage dealt to a creature with an active force field is reduced from these hit points first. These temporary hit points are not affected by damage reduction, elemental resistance, or other effects that reduce damage. As long as the force field is active, the creature is immune to critical hits but not to precision damage. A force field has fast healing equal to half the creature HD (minimum 1) but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Special: Whilst inactive, the creature who once had a force field now gains a vulnerability to Lightning damage (150% damage) and critical hits (DC15 Fort or Stunned for 1 round, Staggered for 1 round if saved), they also suffer a -2 penalty on saving throws versus spells and effects that have the lightning subschool or deal lightning damage and grant the opponents a +2 bonus to caster level checks when attacking with these effects.

Immunity to Death (4 RP)

Prerequisites: None.

Benefit: Creatures with this trait are immune to death effects and spells, such as Death.

Immunity to Undeath (2 RP)

Prerequisites: None.

Benefit: Creatures with this trait are immune to any effects that would raise them as an undead creatures, such as Animate Dead.

Robotic Immunities (4 RP)

Prerequisites: None.

Benefit: Creatures with this trait are immune to Fatigued, Exhausted, and Sleep status effects, and are immune to fear and emotion-based effects.

4. Magical Racial Traits


The following racial traits augment a race’s ability to use magic or grant spell-like abilities.

Magical – Standard Traits

Auto Float (4 RP)

Based on

Prerequisites: None.

Benefit: Members of this race are under the effect of a constant Float spell. However, this effect can be dispelled (the float effect has a caster level equal to the creature’s character level) and be lost for 1 round. This effect is similarly disabled within anti-magic areas. If this effect is dispelled or disabled, the creature falls to the floor and cannot move at their full speed, instead only able to move at 5 feet per move action (and disabling the 5-foot-step).

5. Movement Racial Traits


The following racial traits augment a race’s ability to move about the world.

Movement – Advanced Traits

Flight (5 RP)

Original source

Prerequisites: None.

Benefit: Members of this race have racial wings, generally attached to their back, granting them a base fly speed of 30 feet with clumsy (-8) maneuverability. You can find the rules and skill checks required for flying here. Whilst flying, a creature cannot be tripped, it does not make them immune to being prone.

Special: This trait can be taken more than once. For each additional 3 RP spent, the race’s fly speed increases by +10 feet, and the maneuverability improves by one step.

9. Other Racial Traits

Other – Advanced Traits

Immortal (6 RP)

Prerequisites: Living.

Benefit: Members of this race do not gain any benefits or penalties for their age category, and generally stop ageing just before middle age. The creature may still die due to diseases and other natural causes, but age does not harm them. The creature is also immune to any attacks or effects that would age them such as Withering.

Undying (3 RP)

Prerequisites: Living.

Benefit: This creature responds slightly differently from other living creatures when reduced to 0 hit points. When the undying creature is at 0 hit points they are disabled and can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When their health drops to -1 they automatically stabilise, but can still die from further damage.

Spirit-Tapped (3 RP)

Prerequisites: Living.

Benefit: Creatures with this trait are rather resistant to permanent death. When their negative hit point total drops to or below their Constitution score, they gain 1 permanent negative level instead of dying. Whilst in this “dead” state they gain fast healing equal to half their character level until back to 0 hit points or higher. This negative level stacks up to their character level – 1. If the maximum number of negative levels are reached, they instead remain inert until cured of a negative level.

Creatures with this trait can still be killed if their body parts are removed, or die from effects such as Vorpal, and will stay dead if their parts are not reattached. Having their Constitution score reduced to 0 will also kill them.